Last active yesterday

  1. yesterday
    Fri Aug 17 07:00:13 2018
    H Hoot posted in Need to play some nam.

    @SINS Personally, I haven't had too much success customizing the Player Logistics with Unsung. The objects blacklist/whitelist option never seemed to work correctly for me, at least with Unsung objects (haven't tested it vanilla to be honest). For exemple I could never get unsung ammo and weapon crates to work with the player log. , even if I whitelist them they are not available in the list (maybe due to how they're configured in Unsung which differs from vanilla crates I guess). Same goes for a lot of the Unsung stuff, the one thing that works the most properly for me I'd say is the infantry reinforcements.
    Though, I can only call in for "infantry" groups, if I try to call in a "SpecOps" group, the reinforcement transport will "get destroyed en route to destination" or so the dialogue in Alive says xD , And as I've said before, if using only Unsung helis for logistics transports, then the chances are you will only see the Chinook or the big choppers being used because of the "passenger seats" configuration of the Unsung Hueys.
    Unsung isn't the most Alive friendly mod out there I reckon, but I don't mind those issues.
    Though if you manage to get set up properly the player logistics with only Unsung stuff I'm all ears.

  2. 6 days ago
    Sun Aug 12 07:01:51 2018
    H Hoot posted in Need to play some nam.

    @SINS Getting the logisitics module to only use Unsung choppers is a little bit tricky, I had some problem getting it to work correctly.
    You need to whitelist/blacklist the logistics transport vehicles in a "staticData.sqf" file. At least that's how I got it working, I'm using custom Unsung faction made with the Orbat creator though, but I guess it should work with Unsung vanilla faction aswell.

    You should find an exemple of a staticData file in there.

    One thing worthy to note though, I've noticed that on the Unsung transport Hueys (the UH-1H, UH-1D and their slick variants), some of the cargo/passenger seats aren't considered by the game as "passenger seats" but rather "vehicle crew seats". If you look in the Orbat unit creation, you'll see that you can actually assign crew units to those seats (besides the 2 pilots and the 2 gunners seats). I guess the Unsung devs probably had a good reason for this, though it messes a bit with Alive and its logistics modules (both military log. and player log.), as the modules will exclusively use bigger chopper (if available in the transport vehicles list) since they believe that the Hueys don't have enough "real passenger seats" to transport a whole squad.
    I've actually managed to see a Huey bring in reinforcement once or twice, during all of my testing, and even then, only a part of the squad were dropped by the chopper, the rest just spawned on the ground a few miles from the landing zone and moved there on foot.

  3. 6 weeks ago
    Wed Jul 4 13:42:13 2018
    H Hoot posted in Save only works in SP/Eden.

    @GrizzlyBear83 , The save not working in Local or Lan is a known problem, I think the devs said it will be fixed in the next update.
    In the following thread you'll find a workaround:

    Here's my last post in the thread above, with the solution, though it requires you to have the debug console enabled

    @Hoot Just putting this here in case someone miss the solution in the top comments:
    //for manual save, type the following command in the debug console, be sure to click local exec to run the code
    1 call ALiVE_fnc_AutoSave_PNS
    //wait for the save message to appear, once it says saving is finished, type in the following command
    -1 call ALiVE_fnc_AutoSave_PNS

    Thanks a bunch for the help @HeroesandvillainsOS & @marceldev89 I really appreciate it :)

  4. 2 months ago
    Thu Jun 14 08:28:03 2018

    @xertra11 Yea I'm almost certain it is possible to have units from different factions in your own custom Orbat faction. Once you have created your faction (setting its name and classname and side and such), go into the Unit Editor of Orbat, and click on "new" and a window should appear. What you want to look for in the "create unit" window is the "unit type" part. There you will basically select on which unit your new one is based. You can base your new unit on pretty much every other unit that are in game (be it vanilla ones or units from the mods that you have loaded at that time). Though, in the "Ownership" part of the "create unit" window, make sure you set the correct Side and your new faction, this will define to which Side and faction the new unit will be a part of.
    Not sure if I explained this clearly, but the Orbat is fairly easy to understand how it works, anyhow, here's a tutorial that might help you more (that's also linked in the Orbat pages of the Alive wiki If I recall correctly):

  5. Thu Jun 14 07:48:52 2018
    H Hoot posted in Mission not saving.

    That underscore was the problem indeed, I tried the console command with the underscore removed and it saved the mission. I got the hint pop up saying Alive was saving and such, and then that saving was finished. I then closed the mission and restarted it to see if the save actually worked and if it would load properly, and as far as I could tell the save seems to have loaded without problem (player position, time of the day, and so forth). So all is good now I guess.

    Just putting this here in case someone miss the solution in the top comments:
    //for manual save, type the following command in the debug console, be sure to click local exec to run the code
    1 call ALiVE_fnc_AutoSave_PNS
    //wait for the save message to appear, once it says saving is finished, type in the following command
    -1 call ALiVE_fnc_AutoSave_PNS

    Thanks a bunch for the help @HeroesandvillainsOS & @marceldev89 I really appreciate it :)

  6. Wed Jun 13 17:52:09 2018
    H Hoot posted in Mission not saving.

    Tried it with ALiVE written correctly this time and using local exec, but it doesn't do anything either, also tried putting ";" but still no luck.
    The RPT shows the same error as when I forgot the caps on "Alive":

    "19:35:34 Error in expression <1 call_ALiVE_fnc_AutoSave_PNS>
    19:35:34 Error position: <call_ALiVE_fnc_AutoSave_PNS>
    19:35:34 Error Missing ;"

    "19:36:08 Error in expression <1 call_ALiVE_fnc_AutoSave_PNS;>
    19:36:08 Error position: <call_ALiVE_fnc_AutoSave_PNS;>
    19:36:08 Error Missing ;"

  7. Wed Jun 13 16:57:02 2018
    H Hoot posted in Mission not saving.

    @HeroesandvillainsOS Use the workaround I typed out below where you type in the saving code manually in the debug menu.

    Well I did try the debug console command workaround before posting in this thread (should have mentioned it in my previous post my bad), but it doesn't do anything, it doesn't even bring up the alive tablet nor do I get any messages. Still thanks for helping out ;)

    Checked the RPT file after trying the debug console command once more and it throws some error such as "18:34:56 Error in expression <1 call_Alive_fnc_AutoSave_PNS>
    18:34:57 Error position: <call_Alive_fnc_AutoSave_PNS>
    18:34:57 Error Missing ;"

  8. Wed Jun 13 13:51:25 2018
    H Hoot posted in Mission not saving.

    @bradont Hey, Heroes asked me to post a link to the fixed pbo.
    This only fixes saving when playing as the server (ie. hosted environment) - if you use a dedicated server don't get this
    This is not an official release and is not signed - if you want to play MP on servers that check signatures, don't get this
    The fix or its equivalent will make it into the next ALiVE release, so if you don't know if you need it, don't get it.
    Download x_lib.pbo, replace the existing one in your alive folder.

    The link for the temporary solution is broken, is it possible to have a fixed link to it? if it's too much a bother i'll just wait for the next update no worries.

  9. Wed Jun 13 13:44:28 2018
    H Hoot posted in Saving Lan hosted mission.

    Oh okay, thanks for the info and sorry for the useless thread, I should have searched more thoroughly.

  10. Wed Jun 13 08:17:19 2018
    H Hoot started the conversation Saving Lan hosted mission.

    So, I might have got this wrong but I was under the impression that it was possible to save the mission even if it's just hosted from my pc without having created a local dedicated server (meaning simply hosted by clicking on host in the multiplayer Arma screen).
    I have my mission ready to go, and I think I've set up correctly all the modules needed for Alive persistence, yet whenever I want to save the mission and quit, well clicking on "server save and exit" doesn't do anything, no messages, even with the debug on on the Alive Data module doesn't show any sort of message. "Player exit" though seems to work correctly.
    My question is, is it possible to save a mission that is being simply hosted on my PC (using Alive data locally) or do I absolutely have to set up a local dedicated server if I want to be able to save the progress of the mission?
    From what I read on this forum, it seems to me that in the past it was necessary to create a local dedicated server to be able to save a mission, but more recent thread (such as the one linked below) have led me to think it was now possible to save without having a local dedicated server.


    EDIT: Forgot to mention that I'm using the steam workshop version of Alive, if that is of any importance

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