Last active 5 days ago

  1. 5 days ago
    Fri Jun 23 05:33:11 2017
    SpyderBlack723 posted in IED threat level .


  2. Fri Jun 23 05:11:52 2017
    SpyderBlack723 posted in New ALiVE Tutorial Videos.

    Good work!

  3. Fri Jun 23 05:11:27 2017
    SpyderBlack723 posted in Map Indexing.


  4. Fri Jun 23 05:11:15 2017
    SpyderBlack723 posted in Malden Index.

    He is replying to burdy

  5. last week
    Tue Jun 20 04:08:51 2017
    SpyderBlack723 posted in ORBAT Creator General FAQ.

    Yes, if you are just editing the groups, you can edit the original faction as it comes when loading the ORBAT Creator. You can then export the faction's groups and paste them in your description.ext and it should read the faction from there.

  6. Fri Jun 16 20:47:09 2017
    SpyderBlack723 posted in A Handful of tweaking questions.

    Thanks for the additional information there, I'll give that a shot. If I could trouble you for another piece of advice, since a large portion of these things are server only, would the initserver.sqf be an acceptable place to put a fair amount of this? or would the standard init.sqf be more appropriate. I've only played with init.sqf and initplayerlocal.sqf's previously, but it seemed it might be a way to make sure things are executed on the server only. If I understand it properly init.sqf would be running unnecessarily on the client as well?

    Either works, though if you use init.sqf, you must wrap the code with
    if (isServer) then {
    // .. code here
    so that only the server runs it.

  7. Fri Jun 16 20:46:05 2017
    SpyderBlack723 posted in A Handful of tweaking questions.

    On a related note, I can test it out and see if its not something you know off of the top of your head, but would a diary entry be saved by AliVE by default or would I need to use the other method you've given me examples for to try and capture that through a script?

    If it's an asset created by ALiVE, it is saved, otherwise it is not.

  8. Fri Jun 16 20:44:28 2017
    SpyderBlack723 posted in ALiVE Missions: I'm taking requests.

    The placement of units is randomized, but it works off of objectives, so of course they will spawn in the same areas. ALiVE is meant to simulate a living war-environment as opposed to a completely randomized battle.

  9. Fri Jun 16 00:09:47 2017
    SpyderBlack723 posted in A Handful of tweaking questions.

    It seems it is possible to create an advanced marker via script, but it is very unfriendly and convoluted - requiring a lot of information in that doesn't make much sense unless giving the marker creation UI.

  10. Fri Jun 16 00:00:16 2017
    SpyderBlack723 posted in A Handful of tweaking questions.

    The helicopter for multispawn might need to belong to the same faction as the player.

    You can also try running

    ALiVE_SUP_MULTISPAWN_TRANSPORT_BLU_F = "your helicopter classname here";

    in your mission's init.sqf file. You would replace BLU_F with the player's faction. For example, if you were playing as CSAT, it would be

    ALiVE_SUP_MULTISPAWN_TRANSPORT_OPF_F = "your helicopter classname here";

    Did you have any ideas on how I might add certain items to be saved in addition such as by class name for the mines?

    You could save an array of information when checking/setting whether or not the script was started. For example,

    _minesPlaced = "MinesPlaced" call ALiVE_fnc_ProfileNameSpaceLoad;
    if (_minesPlaced) then {
        _minesInfo = "MinesInfo" call ALiVE_fnc_ProfileNameSpaceLoad;
        _minesInfo params ["_mineClassnames","_mineCenter","_mineRadius"];

    Then use such loaded information to run a script to replace the mines.

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