H

highhead

Administrator

Last active 6 years ago

  1. 8 years ago
    Mon Apr 25 23:17:15 2016
    H highhead posted in TRACE and Persistence?.

    It will turn red again if you are approaching a green zone where an enemy is in.

    Otherwise there will be no physical enemies in cleared areas because there are no players near, so it is also not possible to unclear green zones easily.

    There would be a possibility by unclearing whole zones/sectors if a virtual enemy moved in, but its not really fitting as the green zones mark "cleared buildings zones". If a virtual group would move through an area, it would unclear that sector (mark it red again), for players lateron to "clear" it, but they will not find any enemies other than the virtual group, which simply cannot fill all that buildings, even on "garrison". CQB areas have been cleared beforehand (thats basically why the markers have been green in in the first place).

    I hope you see the logical issue here

  2. Mon Apr 25 14:08:03 2016
    H highhead posted in TRACE and Persistence?.

    It is persistent to all players within the same session (!) but cleared grids will be reset on mission restart. Does this help?

  3. Mon Apr 25 10:51:25 2016

    Thanks! Yeah! In those cases please remove all filters, some maps really have small settlements.

  4. Mon Apr 25 10:48:42 2016

    Happy, that it works for you mate! I will mark this thread as solved!

  5. Mon Apr 25 10:47:08 2016

    Thanks mate!

    We will update our Wiki in case it hasn't been yet! I will also mark this thread as solved!

    Thanks comrade!

    ----------------------------------------------
    ALiVE_fnc_combatSupportAdd
    Will add CAS or Transport units to be available using the below command:
    ["CAS OR TRANSPORT",[SPAWN POS],Direction, "CLASS","CALLSIGN","CODE","HEIGHT"]] Call ALiVE_fnc_combatSupportAdd;

    examples
    ["TRANSPORT",[[1849.21,5805.27,0],60,"B_Heli_Transport_01_camo_F","VICTOR 1","",""]] Call ALiVE_fnc_combatSupportAdd;

    ["CAS",[[1849.21,5805.27,0],60,"B_Heli_Attack_01_F","Phantom 1","",""]] Call ALiVE_fnc_combatSupportAdd;

    ALiVE_fnc_combatSupportRemove
    Will remove a CAS or Transport unit from the available units for a specified side using the below command:

    ["SIDE","CAS or TRANSPORT","CALLSIGN"] Call ALiVE_fnc_combatSupportRemove;

    examples
    ["WEST","TRANSPORT","VICTOR 1"] Call ALiVE_fnc_combatSupportRemove;

    ["WEST","CAS","Phantom 1"] Call ALiVE_fnc_combatSupportRemove;
    ----------------------------------------------

  6. Mon Apr 25 08:50:39 2016

    Yeah - I was replicating this yesterday and I have to say its really a strange thing. I suspect its something to do with the group size and us not using assignAsCargoIndex but assignAsCargo which can lead to units not beeing placed in the cargo properly, killing them. I am on it!

  7. Sun Apr 24 10:11:20 2016

    Looks like it loads fine mate! please ensure you have persistence on the virtual AI system set to on, and debug on the sys data module also switched on (and then repost the server rpt)! If you experience that your player is not beeing restored on mission start please disconnect to lobby and reconnect - we are looking into that. You can avoid that for your other players if you lock the server unti the mission has been loaded fully and unlock it after (so your players will JIP).

    thanks mate

  8. Sun Apr 24 09:58:07 2016

    thanks! this looks strange! thanks for the video and confirming this happens with vanilla factions on stratis! please expect a fix in the upcoming update!

  9. Sat Apr 23 07:03:31 2016
    H highhead posted in Opfor AI Factions not working? .

    HI!

    Try to use the same spelling as its in cfgFactionClasses! using cup here without major issues!

  10. Fri Apr 22 15:11:43 2016

    cup taki civs not ready yet. other civis will work (try with vanills civs to be sure)

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