Last active last year

  1. last year
    Wed Jan 16 15:20:51 2019
    J JChamberlain posted in Missing objects?.


    Assassinate HVT: Intermittently no actual HVT target spawns in the designated area leaving the task incomplete. (Note, I'm still investigating this one as intermittently it does work as desired).

    Sabotage Location (IED Factory, recruitment center, etc): No ambient objects spawned in task location. Blowing up building always (as intended) resolves the task.

    Transport Insertion/Pickup: Cannot get AI to board aircraft or disembark. This isn't really an issue as we mainly focus on infantry operations and can blacklist this task.

  2. Tue Jan 15 16:05:23 2019
    J JChamberlain started the conversation Missing objects?.

    I apologize if this is answered, but I think I may be searching all of the terms except the correct term.

    When using an asymmetric OPCOM and having the player side opcom assign a task, many of the objectives end up being empty.

    What I mean by this is, if it gives the players an objective to kill/capture an HVT, they arrive and see the encampment and objects for the composition and such...

    If it gives an objective to disable an ied factory or a recruiting center, the building is literally empty upon arrival. I would have thought there would be ambient objects like tables and such spawn as well. Am I missing something or are things like that dependent on a zeus placing them?

  3. 2 years ago
    Thu Jul 13 22:01:18 2017
    J JChamberlain posted in Extend Multispawn distance?.

    So the starting position is based on the object I have synced to it? I'll try that out tonight as that makes sense.

  4. Wed Jul 12 14:46:55 2017
    J JChamberlain started the conversation Extend Multispawn distance?.

    Is there a way, with the multispawn module that if Air-reinsert is selected you can extend the distance away that the vehicle spawns & despawns?

    The module itself is wicked, especially for immersive campaigns, but it's always awkward when after dropping off players, the heli (or whatever is synced for that mission) lifts off, flies about 300m and then disappears completely.

  5. Wed Jun 28 14:39:53 2017

    I have always opted to have @aliveserver alone on the -servermod line and everything else attached to -mod

    Never had an issue running the two together this way.

  6. 3 years ago
    Wed Feb 15 18:33:18 2017
    J JChamberlain posted in Embed Battlefeed externally?.

    Fair enough. Thanks for the help @marceldev89 !

  7. Wed Feb 15 15:35:27 2017
    J JChamberlain posted in Embed Battlefeed externally?.

    Out of curiosity, is there a place where I can see what is available/not-available from the api?

  8. Wed Feb 15 15:34:38 2017
    J JChamberlain posted in Embed Battlefeed externally?.

    Perfect! I can totally work with that!

  9. Wed Feb 15 15:31:56 2017
    J JChamberlain posted in status.alivemod.com.


  10. Tue Feb 14 19:49:16 2017
    J JChamberlain started the conversation Embed Battlefeed externally?.

    I'm just curious if it would be possible, or even feasible to have the live battle feed of a group embedded outside of the war-room?

    Since the maps my group plays on so far hasn't been tiled yet for the AAR option, I had thought that maybe if the battlefeed data (just the who killed what ai and who went kia) could be linked to (iframe or otherwise) I might be able to keep that data on our website.

    I had tried setting up an iframe once before but it always showed the login screen.

    So in short, this is purely a question out of brainstorming.

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