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You need to run the following on the server side
900 call ALiVE_fnc_AutoSave_PNS
So, one approach is to remove it from init.sqf and put it into initServer.sqf
init.sqf
[] execVM "GREUH\scripts\GREUH_activate.sqf"; execVM "R3F_LOG\init.sqf"; if (isServer) then { [] call compileFinal preprocessFileLineNumbers "scripts\server\init_server.sqf"; };
initServer.sqf
waitUntil { !isNil "ALiVE_SYS_DATA_SOURCE"; }; if (ALiVE_SYS_DATA_SOURCE isEqualTo "pns") then { 900 call ALiVE_fnc_AutoSave_PNS; };
You can get the facilities/HQs using the OPCOM installations toggling code .
Not sure if there's an easier way to do this.
@Cobra I'm using 3.0. I think it is the most current on github.
Looks like VCOM 3.0 changed the variable used to disable AI. Another user suggests using the following
(group this) setVariable ["Vcm_Disable",true];
@Cobra Even with V-com turned off, I noticed the arty moving to engage if they are under attack.
ALiVE does not disable the AI stuff on artillery units so this is the expected behavior code-wise.
I think this issue happened after you ordered an attack run with CAS? Or maybe your mission has a MACC and they ordered some type of attack run?
It'll be nice if we can repo this 100%.
I'm not familiar with this, but I found some code on the wiki that might help: http://alivemod.com/wiki/index.php/Custom_Blacklists
You can probably set ALIVE_factionDefaultAirTransport
for enemy OPCOM to []
.
So, assuming the enemy is OPF_F, this might work
[ALIVE_factionDefaultAirTransport, "OPF_F", []] call ALIVE_fnc_hashSet;
Which version of VCOM are you two using?
Hello all,
I'm working on better mod support for artillery assets in ALiVE and I'm looking for testers. If you're interested, you can download my fork and follow the discussion here .
My fork is built on top of ALiVE pre-release build 1.8.1 and is standalone: disable your vanilla ALiVE when running my fork.
I'll check the forums periodically so free feel to post here if you have any issues/feedback.