C

Cobra

Member

Last active 5 years ago

  1. 5 years ago
    Sat Jun 23 17:56:45 2018
    C Cobra started the conversation Persistence and Combat Support.

    I have two questions about the Combat Support Module. Sometimes when I load a fresh mission, some of my arty pieces are not showing up in the combat support menu. This happens randomly. Sometime all the arty will be available, sometimes none, Other times one or two will be excluded from the menu. Ive tried placing the arty through a module and by hand placing the unit. Still I get random availability. This also happens with helos occasionally. This brings me to my next question. I am running a persistent mission and sometimes when the mission is reloaded helos that were there upon saving are no longer there upon reload. As in the helo has completely dissappeared. It's due to something in the persistence because when it is non persistentf the helos always spawn even though sometimes they dont show up on the support menu. Is there a way to exclude a particular vehicle or unit from persistence. Like hand or module placed combat support assets?

  2. Tue May 29 21:34:53 2018
    C Cobra posted in Prei Khmaoch Luong map problem.

    I read in a few posts that the map had been indexed by you. Did the civilian module work correctly in tests? I think maybe the map has been updated since its initial indexings. As far as I could tell the buildings looked the same in the town where civs spawned and where they didnt.

    Can I personally index any map that has not already been? If so do i add the indexed map file like a mod or in the mission file? Can I use indexing to alter a map to my taste of spawning and objectives?

  3. Mon May 28 23:42:51 2018
    C Cobra started the conversation Prei Khmaoch Luong map problem.

    Im trying to make an alive mission on Prei Khmaoch Luong. I can only get civilians to spawn on the top half of the map. Southern cities are empty. Debug shows that all the villages and towns are recognized yet no civs in the southern half. Anyone else experience this or made an alive mission on that map?

  4. 6 years ago
    Fri Mar 16 22:34:36 2018
    C Cobra posted in Staticdata.sqf questions.

    It would be nice to have a less period or faction specific ammo crate or the option to add in the desired class names of crates.

  5. Tue Mar 6 19:05:43 2018

    It turns out that the entire problem with the spawning was due to a module from UNSUNG which I placed in the mission. The module is called UNSUNG special items. This module will break Alive. I havent determined what this module does except break Alive. When this module is removed enemy AI spawns correctly and the Helos do not trigger enemy spawning upon their respawn.

  6. Mon Mar 5 00:24:39 2018
    C Cobra posted in Staticdata.sqf questions.

    First off can I use the staticdata.sqf to change the crates spawned at weapons depots used by assymetric commanders? Ive been using the staticdata.sqf as described by the wiki and various threads. in the init I have

    if(isServer) then {

    // -------------------------------------------------------------------------------------------------------------
    // override default data
    // see script/staticData.sqf
    ["MISSION INIT - Waiting"] call ALIVE_fnc_dump;

    waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};

    ["MISSION INIT - Continue"] call ALIVE_fnc_dump;

    // override static data settings
    call compile (preprocessFileLineNumbers "staticData.sqf");

    ["MISSION INIT - Static data override loaded"] call ALIVE_fnc_dump;



    // -------------------------------------------------------------------------------------------------------------

    };

    In the static data.sqf I have

    if (!isServer) exitWith {};

    waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};

    [ALIVE_factionDefaultSupplies, "Cobra_VC2", ["uns_EQPT_VC"]] call ALIVE_fnc_hashSet;

    I do not see any change to the supplies spawned in by alive.

  7. Mon Mar 5 00:20:59 2018

    It can be tested without using a compatible orbat by just using the combat support module. The combat support module does not require a compatible Orbat to function. It just needs a funtioning AI controlled asset. It is just certain assets from unsung which creates the spawning enemies. Here are the classnames of the vehicle which are known to me to cause the spawning: uns_UH1D_m60, uns_UH1D_m60_light, uns_UH1H_m60, uns_UH1H_m60_light, uns_ch34_sog

  8. Sun Mar 4 20:04:24 2018

    so after much testing I found out it has to do with specific helos from the unsung mod. For whatever reason all the unarmed Huey helos and the unarmed version of the Choctaw cause enemy to spawn on their respawn location. There may be more helos that do this. Once those certain helos have been removed it solves the problem. this happens when using just the required modules and the combat support module. So it is entirely due to the Helos from Unsung mod. I have no idea what could cause that but it would be nice to know in order to give the Unsung team a heads up. Again this only happens to AI controlled helos. Empty helos of any class respawn normally after being destroyed.

  9. Sun Mar 4 05:08:43 2018

    Ive deleted all friendly and enemy military commanders and only placed just the combat support helos and the basic necessary alive modules with the same exact results. any time the helos are destroyed, when they respawn enemy opfor spawns. trying next with vanilla helos

  10. Sun Mar 4 03:53:36 2018

    when I or anything else destroys the parked combat support helos at the main base, upon respawning 4 to 10 ai enemy spawns near the helo. Maybe a 30 meter radius. It appears to happen with all the combat support helos. It definitely happens when the helo respawns. its reproducable every time.

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