Last active 5 years ago

  1. 5 years ago
    Sat Aug 4 18:40:47 2018
    D Dunkelzahn posted in Time Acceleration Question.

    Time acceleration module has worked well in all of the ALiVE missions I've made.

  2. Sat Jul 21 16:02:19 2018
    D Dunkelzahn started the conversation Question about logistics / custom objective.

    So I'm currently using static logistics for insertion, but i'm not quite sure how the system actually works. My setup is as follows: A static logistics module with a custom objective next to it, with priority 999. I assumed this custom objective is the area where the chopper spawns and drops units, but it doesn't seem to be the case: Instead I see choppers spawn in the custom objective, only to fly to another objective / area to drop off units.

    This creates the issue that I see a lot of logistics choppers hovering in places where they shouldn't be (which I at first assumed to be a VCOM bug, but later understood to be a necessity in ALiVE due to arma being arma), which causes a few of problems esp. with smaller maps, mostly with the choppers being shot down in huge amounts / explosion lag. Am I doing something wrong here? How do you guys do your logistics when you design your missions?

  3. Sat Jul 21 15:39:47 2018
    D Dunkelzahn posted in the latest .

    Yes, the performance of the newest version is great, and I don't see any game breaking bugs either. Thanks to the team for all the work!

  4. 6 years ago
    Sun Jul 1 14:32:34 2018
    D Dunkelzahn posted in VCom and ALiVE.

    Sorry if this has already been mentioned, but is there any way to disable VCOM automatically on all air units with the current version? I'm still seeing especially military logistic choppers bringing reinforcements just hanging in the air doing nothing, and as far as I know, there's no way to disable VCOM from them with the "(group this) setVariable.." command.

  5. Fri Jun 22 13:38:35 2018
    D Dunkelzahn posted in CFP!.

    Amazing! Really looking forward to this update, I've also wanted to get a proper BW faction into Alive. Did a crappy port of it myself with the ORBAT creator, but i'm glad i'll be able to ditch that soon. :)

  6. Wed Jun 20 13:09:37 2018
    D Dunkelzahn posted in Limit Combat Support?.

    VCOM should have AISETTINGSV3 file in your arma3/userconfig/VCOM_AI directory, which you can edit with notepad. Within ARMA it's also possible to edit the options, but only when you run a mission. If I recall correctly, while running a mission, press esc and find addon options from the options menu. There, browse all the way down and you should find the options for VCOM, including toggling arty. Hope this helps!

  7. Sat Jun 16 22:38:27 2018
    D Dunkelzahn posted in Stuck!.

    I use custom objectives with some of my missions, and the AI does indeed attack and defend them as it would any "normal" mil/civ objectives, as long as the commanders have them synced. Thus, civ/mil objectives aren't necessary to make a mission function, it just takes a bit more work. Also, take note that the amount of troops in custom objectives means whole squads. I usually use a number between 20 - 40 in each custom objective to make sure the AI has enough troops to do stuff with. If the AI ever seems too passive at a location, just up the number of troops.

  8. Sat Jun 16 22:26:42 2018
    D Dunkelzahn posted in unsung compatibility? (SOLVED).

    ARVN forces weren't working for me either, so I'm working on getting that faction up and running during the coming week or so, and I will post them here as well when I'm satisfied with them. :) Concerning maps, I have only used Da Krong and Prei. There's a lot of nice maps in unsung, so it would be nice to get them working in ALIVe. I don't know anything about map indexing, but I think I might have a look at it too, because I have spare time. I use pretty much exclusively custom objectives for setting up my missions, because the civ/mil-modules don't seem to work right with unsung. It takes a bit more fiddling for sure.

  9. Wed Jun 13 19:40:05 2018
    D Dunkelzahn posted in unsung compatibility? (SOLVED).

    D'oh, this was mostly a case of user error, i'd made a typo and read the debug messages wrong. *facepalm* Alive actually supports most of UNSUNG (only VC troops, i.e. "UNSUNG_EV" fail to load for me), so no compatibility patch is necessary. I will see if I can use ORBAT creator to mod in the UNSUNG_EV faction later today. I still advise anyone not to use the unsung faction mods mentioned at the alive wiki, they're badly out of date and will most likely break your game somehow.

  10. Wed Jun 13 16:02:02 2018
    D Dunkelzahn started the conversation unsung compatibility? (SOLVED).

    Hi, I decided to make an unsung alive mission, but noticed a few issues. As far as i know, unsung doesn't support alive out of the box, so I've been using a compatibility faction patch from the BI forums, which I guess is badly out of date. All of the spawned armored vehicles are see-through and you can't get into their firing seats at all. This also affects aircraft, and infantry seems kinda wonky as well. I tried to make the units compatible myself through ORBAT creator (i've done this for quite a few incompatible factions before), but for some reason it doesn't work -- Alive still says unsung troops are incompatible.

    So my question is, has anyone managed to make unsung alive missions recently, and if so, do you use some kind of compatibility patch? Thanks.

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