ARJay

Administrator

Last active 9 years ago

  1. 10 years ago
    Mon Oct 6 05:20:51 2014

    Ok thanks for the report, we will look into it!

  2. Mon Oct 6 05:19:23 2014

    multispawn does not work in single player, you would need to run on a local MP or local dedicated server.

    as for the second issue, thanks for reporting that, I'll get it fixed for the next release.

  3. Sat Oct 4 02:37:31 2014
    ARJay posted in Server Error.

    You can change the versioning settings in the require alive module to warn. As ToeJam says this warning is a leftover from the alpha and beta periods when frequent map updates forced us to release new ALiVE versions for every release.

  4. Fri Oct 3 12:41:48 2014
    ARJay posted in Placed AI and Profiling.

    Yeah not forgotten the wall of text :) I'll spend some time over the weekend going through it and answering those ones.

  5. Fri Oct 3 12:37:09 2014
    ARJay posted in Placed AI and Profiling.

    Yeah we can't carry over any init code currently, BIS removed setVehicleInit scripting command for security reasons, so like I say ALiVE is best used with mix of traditional editing methodology for achieving complex and custom set pieces and ALiVE modules for the dynamic and upredictablity aspects.

  6. Fri Oct 3 12:31:01 2014
    ARJay posted in Placed AI and Profiling.

    Yeah triggers have no effect on profiled units because they aren't there to trigger anything if despawned.

    If they are spawned and you are using a name on the unit this also won't work because the profiling removes the names you give units in the editor.

    I wouldn't worry too much about a couple of groups or whatever that are not profiled, shouldn't have much effect on FPS at all.

    The moral of the story: If you want to achieve the fine grain control of triggers and complicated waypoint types or scripting, do not profile the units. Leave ALiVE to providing background ambience and dynamic chaos :)

  7. Fri Oct 3 12:15:02 2014
    ARJay posted in Long Init Time - Resupply.

    Yeah, no worries, good that you are testing it thoroughly. Also different maps will have a big difference on init times also. A large scale mission on Altis with all the bells and whistles can take 2-3 minutes to init depending on the hardware.

  8. Fri Oct 3 12:08:19 2014
    ARJay posted in Long Init Time - Resupply.

    Yeah that looks pretty standard to me. Init time will differ greatly, but resupply probably isnt the main culprit. Placement modules, CQB and OPCOM generally have the longest startup times.

  9. Fri Oct 3 09:56:29 2014
    ARJay posted in 0.8 has been released!.

    Yeah checked with our release manager, we always use the same key since 2013, and no one else has reported issues, so I would assume something else is at play there.

  10. Thu Oct 2 05:37:43 2014
    ARJay posted in Feedback / Problems.

    WOW, that is a lot to cover, glad you are getting into it :) I'll try to get through all this over the weekend, thanks for the feedback!

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