Last active 7 hours ago

  1. 2 weeks ago
    Mon Nov 4 23:26:52 2019
    D DrDetroit posted in Roadblocks.

    It's there, just buried and sometimes unreachable. I noticed if the roadblock is damaged (grenade, arty,ect), that will disable the remove function.

  2. 2 months ago
    Tue Sep 3 19:13:49 2019
    D DrDetroit posted in Player persistence not working.

    Yup, that's the one, with the pulldown for 'Store Position'. Hmmm...not sure why it's not working for you.

    I can send you one of my ALive missions and you can take it apart to see the files I have and test the persistence. I noticed that I have some settings in my description.ext that triggers the sqf files.

    Anyhow let me know I'll shoot a campaign over. One that me and a few buddies have been 'testing' for the past 30-days or so has no issues with persistence, and I think about 4 in-game campaign days where we save progress where ever we happen to be on the map.

  3. Mon Sep 2 12:18:11 2019
    D DrDetroit posted in Player persistence not working.

    Don't forget the setting in Alive that spawns player at last position. I think it's in Alive Data module...can't recall at the moment exactly which module. There is a checkbox.

    I'll check my persistence settings when I get home later today. Works flawlessly for me.

    BTW: if you find the checkbox in the module, check that, keep the three files loaded in your mission file, and get rid of the lines you put in the description box. I'm pretty sure that's my setup for persistence, and it works great. Again, if no joy, I'll check my settings later today.

  4. Sun Sep 1 14:35:01 2019
    D DrDetroit posted in Player persistence not working.

    So you loaded in the new location, but spawned with original loadout? I think I have the code set to load with initial setup when you start the mission, and save new position, when you start the game.

    So when I load into the game, I'm at my new location, but I load in with equipment that I started the campaign with.

    I got these code from the wiki and poached some code from other missions. Check that out if you want to save loadout to your current loadout at Alive save. It's kinda hard to locate stuff in the wiki but it's there.

    Good luck~

  5. Sun Sep 1 12:14:41 2019
    D DrDetroit posted in Player persistence not working.

    You need a init.sqf file and two more sqf files below, for your position and gear - create then place these files in your mission file:


    all compile preprocessFile "staticData.sqf";

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

    addMissionEventHandler ["entityKilled", {
    _victim = _this select 0;
    if (local _victim) then {
    [_victim, [missionNamespace, name _victim]] call BIS_fnc_saveInventory;
    _victim setVariable ["MGI_ammo1",_victim ammo (primaryWeapon _victim)];
    _victim setVariable ["MGI_ammo2",_victim ammo (handgunWeapon _victim)];
    _victim setVariable ["MGI_ammo3",_victim ammo (secondaryWeapon _victim)];
    _victim setVariable ["MGI_mags",magazinesAmmoFull _victim];
    _victim setVariable ["MGI_weapon",currentWeapon _victim];

    addMissionEventHandler ["entityRespawned", {
    _unit = _this select 0;
    _corpse = _this select 1;
    if (local _unit) then {
    [_unit, [missionNamespace, name _unit]] call BIS_fnc_loadInventory;
    {_unit removeMagazine _x} forEach magazines _unit;
    _unit setAmmo [primaryWeapon _unit, 0];
    _unit setAmmo [handGunWeapon _unit, 0];
    _unit setAmmo [secondaryWeapon _unit, 0];
    if (((_unit getVariable "MGI_mags") select _foreachindex select 3) <= 0) then {
    _unit addMagazine [_x select 0,_x select 1]
    } forEach (_unit getVariable "MGI_mags");
    _unit setAmmo [primaryWeapon _unit,_unit getVariable "MGI_ammo1"];
    _unit setAmmo [handGunWeapon _unit,_unit getVariable "MGI_ammo2"];
    _unit setAmmo [secondaryWeapon _unit,_unit getVariable "MGI_ammo3"];
    _unit selectWeapon (_unit getVariable "MGI_weapon");
    removeAllWeapons _corpse;
    removeBackpackGlobal _corpse;
    removeVest _corpse;
    removeAllAssignedItems _corpse;
    removeAllItems _corpse;
    removeGoggles _corpse;
    removeHeadgear _corpse;
    {deleteVehicle _x} forEach nearestObjects [(getPosATL _corpse),["WeaponHolderSimulated","groundWeaponHolder"],5];
    waituntil {(player getvariable ["alive_sys_player_playerloaded",false])};
    sleep 2;
    if !(isPlayer _x) then {
    if !(_x getVariable ["Persistent_Teleport", false]) then {
    _x setPos (getPos player);
    _x setVariable ["Persistent_Teleport", true, true];
    sleep .5;
    } forEach units group player;

    Then the two other SQF below:

    player setVariable["Saved_Loadout",getUnitLoadout player];

    removeAllWeapons player;
    removeGoggles player;
    removeHeadgear player;
    removeVest player;
    removeUniform player;
    removeAllAssignedItems player;
    clearAllItemsFromBackpack player;
    removeBackpack player;
    player setUnitLoadout(player getVariable["Saved_Loadout",[]]);

  6. 3 months ago
    Sun Aug 18 17:33:17 2019
    D DrDetroit posted in Capture Markers.

    I have my missions setup so that once a zone is captured by my blufor units, the map shows this (green circle marker same as seen in debug) and any suspected insurgency installations in that zone is also marked.

    This is accomplished by a setting in the virtual ai module, I believe (not at my 'puter right now to confirm module). I set intel to high in this module so the blufor markers show on map. You will also see limited intel of allied troops in your vicinity.

    Hope this helps!

  7. 4 months ago
    Mon Jul 22 11:27:31 2019
    D DrDetroit posted in My units wont attack, help!?.

    I have same issue at times.

    I'll just call in troop reinforcements and/or use the tablet to assign new waypoints for troops on the map.

    TBH, I usually have better results when I do not sync obj modules to enemy commander modules and vise versa. Blufor/Opfor obj modules synced to CQB and allied commander module only.

    Hope that makes sense.

  8. 6 months ago
    Thu May 2 16:46:05 2019
    D DrDetroit posted in Issue with Civilian/insurgency spawn.

    Well I will have to grab the dev build tonight then! Can't wait to check it out. Sounds fantastic

    Thanks for the heads up!

  9. Wed May 1 22:22:30 2019
    D DrDetroit posted in Issue with Civilian/insurgency spawn.

    Thanks for the heads up JD. Sangin is a cool map, I'll use that until next Alive update.

  10. Wed May 1 14:54:47 2019
    D DrDetroit posted in Issue with Civilian/insurgency spawn.

    Thanks HAV and Savage. I will use Fata or Sanguin (sp?) in the meantime until Alive update released

    Hope you are well HAV!

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