D

DrDetroit

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Last active 4 hours ago

  1. 6 hours ago
    Fri Sep 21 19:54:36 2018
    D DrDetroit posted in Prei Khmaoch Luong index.

    I use this map w Unsung and Alive without issue, unless there was a map update that broke something in the last 20-days or so.

    Great map but not alot of LZ locations, so gotta hump it.

    Good day!
    DrDetroit

  2. last week
    Tue Sep 11 12:44:38 2018
    D DrDetroit started the conversation FOB setup as mission progresses?.

    I've made a nice alive insurgency/occupation campaign on Altis (vanilla factions), that is progressing very well.

    Question is, as my troops move west there are FOBs we clear of opfor. How would I setup a usable and functioning FOB, whereby I can spawn at when I jump into the server, have transport helos, and troops, stationed there? Basically a 2nd HQ I can use during campaign progression.

    Currently my troops sometimes 'holds' the bases, sometimes not. However, when I load up a new session, seems my guys are not at the 'FOB' and I have to retake it. This would be areas where 'objective' is set in the mil placement modules, as opposed to 'place units'. So my troops are moving and capturing these bases in opfor TAOR. Persistence saving is enabled in all modules except C2ISTAR.

    Thanks in advance,
    DrDetroit

  3. 2 weeks ago
    Thu Sep 6 01:28:23 2018
    D DrDetroit posted in Intel on Map vs. Intel by C2ISTAR.

    @Friznit; thanks for that explanation. I'm going to incorporate that type of intel method on my server Alive campaigns, to give more 'direction' and purpose.

    How do you write and implement orders for the next phase? A simple briefing screen for the follow-up tasks or something?

    Thanks and good day,
    DrDetroit

  4. Thu Sep 6 01:13:42 2018
    D DrDetroit posted in Unsung + Alive Logistics Issue .

    Sure, it's Unsung_W and Unsung_E factions.

    The AI custom loadout script isn't working that great though, so I cut it out below - going to try to figure that out next weekend, that code might belong in the init.sqf...not sure - anyhow, below is without:

    if (!isServer) exitWith {};
     
    waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
     
    /*
     * Mil logistics convoy transport vehicles per faction
     */
     
    [ALIVE_factionDefaultTransport, "UNSUNG_W", ["uns_M35A2","uns_M35A2_Open"]] call ALIVE_fnc_hashSet;
    [ALIVE_factionDefaultTransport, "UNSUNG_E", ["uns_BTR152_DSHK","uns_nvatruck_open"]] call ALIVE_fnc_hashSet;
     
    /*
     * Mil logistics air transport vehicles per faction
     */
     
    [ALIVE_factionDefaultAirTransport, "UNSUNG_W", ["uns_UH1H_m60","uns_ch34_army_M60"]] call ALIVE_fnc_hashSet;
    [ALIVE_factionDefaultAirTransport, "UNSUNG_E", ["uns_Mi8T_VPAF"]] call ALIVE_fnc_hashSet;
  5. Wed Sep 5 21:09:29 2018
    D DrDetroit posted in Unsung + Alive Logistics Issue .

    Put this in your init.sqf file:

    call compile preprocessFile "staticData.sqf";
    
     if(isServer) then {
     	waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
    	call compile (preprocessFileLineNumbers "staticData.sqf");
    };

    Copy this into your staticdata.sqf file:

    if (!isServer) exitWith {};
     
    waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
     
    /*
     * Mil logistics convoy transport vehicles per faction
     */
     
    [ALIVE_factionDefaultTransport, "UNSUNG_W", ["uns_M35A2","uns_M35A2_Open"]] call ALIVE_fnc_hashSet;
    [ALIVE_factionDefaultTransport, "UNSUNG_E", ["uns_BTR152_DSHK","uns_nvatruck_open"]] call ALIVE_fnc_hashSet;
     
    /*
     * Mil logistics air transport vehicles per faction
     */
     
    [ALIVE_factionDefaultAirTransport, "UNSUNG_W", ["uns_UH1H_m60","uns_ch34_army_M60"]] call ALIVE_fnc_hashSet;
    [ALIVE_factionDefaultAirTransport, "UNSUNG_E", ["uns_Mi8T_VPAF"]] call ALIVE_fnc_hashSet;
    
    this addEventHandler ["respawn", { 
     _x setVariable ["LoadoutManager_Settings", [true,true]]; 
     _x addAction ["Access Loadout Manager", {[nil,"open", _this] call SpyderAddons_fnc_loadoutManager}]; 
    }];

    I have the CH34 and UH1H as transports, as you can see....

    The staticdata.sqf also has the code for AI to respawn with their custom loadout. There are also two different .sqf files I run as well, so that I, or other players on my server, respawn with our custom loadouts.

    Let me know if it works for you.

    Good day!
    DrDetroit

  6. Wed Sep 5 16:38:20 2018
    D DrDetroit posted in Unsung + Alive Logistics Issue .

    No problem. Will post it up this evening.

    Also, I placed a script in the staticData that will spawn your AI team with the custom loadout they start with.

  7. Wed Sep 5 13:52:49 2018
    D DrDetroit posted in Unsung + Alive Logistics Issue .

    UPDATE: I was able to get Hueys used as logistics transports, and appropriate vehicle trans, no more vanilla transports or reinforcements. Also successfully limiting the NVA available transports, and vehicles, by using the staticData scripting and ini per Alive Wiki.

    If anybody needs the code for their mission, I can post it later when I get home from work.

    Looked pretty fantastic to see three slicks come in, land, drop off troops, and take off to rtb.

    Good day!
    DrDetroit

  8. Tue Sep 4 01:46:17 2018
    D DrDetroit started the conversation Unsung + Alive Logistics Issue .

    Hello all,

    I've built a nice Unsung Alive mission, on the Da Krong map. The only issue I'm having is that as the campaign progresses (say 2-3 hours in-game) I start noticing CSAT and NATO troops, CSAT helos ect, and troops being brought in on vanilla choppers when I call for logistics.

    I'm assuming that I need to blacklist/whitelist ALL of the Unsung classes (white list) and vanilla classes (black list). No idea how to code, so do I just add all the classes I want blacklisted and white listed to the top example located in the custom blacklist wiki page ?

    Also, I mentioned that I start seeing CSAT helos, however, I have all modules set to no aircraft or helos, in logistics modules, and placement modules. I've gone through all modules looking for another setting that would spawn enemy helos to no avail. Any ideas?

    Thanks for the fantastic mod, by the way! You guys are fantastic!!

    Good day!
    DrDetroit

  9. Sat Sep 1 11:50:26 2018

    Sorry for jumping in, but have a question in the same vein as yours OP, didn't seem appropriate to make new thread - hopefully you agree.

    I have an Alive campaign on Altis, vanilla everything, and has about 496 objectives with some 700+ profiles...no issues yet (I might have the reversed - whatever!). Running on dedicated server with silky smooth performance (meaning about 40fps - yes silky smooth for me and ARMA).

    However, wondering if this may cause issues later, or will objectives decrease once they have been met?

    BTW: should have done the dedi server thing a loooooong time ago. Just makes Arma run with much better FPS than local hosting or SP.

    Good day!
    DrDetroit

  10. 5 weeks ago
    Sat Aug 11 18:44:26 2018
    D DrDetroit posted in Need to play some nam.

    Ahh...thanks Heroes! DId you index it recently? Could have sworn I couldn't get it to work with ALive, so I used Da Krong instead.

    I will definitely check it out asap.

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