Administrator
Last active 6 years ago
@Friznit then you are a quite ugly girl :)
are you sure that you set persistent to "on" on the ALiVE Virtual AI module?
actually you shouldnt need to at all!
Does this happen in SP or only dedi?
PS: just opening and closing them one by one should also do it if new options were added you dont need to replace them fully.
I am going to update ALiVE to only switch ALiVE-units to HC (not editor placed ones) in one of the next updates. In the meanwhile this workaround should work!
PS: The issue probalby is, that if a trigger is only placed on server (and not globally on all clients and server) and the AI is on a HCs locality, then the trigger doesnt fire. In the opposite you should avoid placing triggers on clients at all since on disconnect, they will be moved to server and pile up to a huge mess.
iterates every 30 secs. at avg. so should be fine
i am not sure how your script manages to do this, because it would need to be side _x == RESISTANCE or str(side _x) == "GUER". XEH would definitly be better for performance
Regarding ACE med. please refer to this thread: http://alivemod.com/forum/1553-no-recording-with-ace
you'd need to use XEH cause regular BIS init-EH only fires for units afaik.
and you'd need to testout that classes (written from top of my head).
class Extended_Init_EventHandlers { class Reammobox_F { class yourClass { ServerInit = "if (typeOf _this in ['YourBoxType','caseSensitive']) then {yourcode}"; }; }; };
ad. Eventhandler that resets the ammo -> Actually this is a great idea and it may just work! Haven't tried it but its worth a shot, comrade! Probably you'd need an init eventhandler that fires for class reammobox