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Last active 5 years ago
Thanks for that, who would have guessed simply moving the dialog box would get round the issue.
Hi All
I have been away from ALiVE / Arma for a while and having returned i was looking at the latest version of ALiVE and trying to show someone the basics of ALiVE.
Following the "Quick-start: Making a Simple Mission" guide we came to the bit for setting up the Military AI Commander module and are asked to select Occupy mode, which i assume is in the Control Type box. The problem is when clicking the down arrow to expand the list there seems to be no other option other than Invasion so can't select the required Occupy mode. Am i missing something or is that Quick-start guide out of date and there are other ways to set the control type for the faction.
Hi all
I have been testing the C2ISTAR module and i keep getting stuck on the troop transport insertion missions, i have tried hemtt transport and heli but i cant get the troops to board the vehicle.
Just search for a recruit script, or you can recruit troops via the combat logistics, either use an air drop, heli insertion or convoy. select a group or individual soldiers and select the option for them to join players group. the only problem with this approach is it can take a while for your request to be actioned.
If i remember correctly when i have seen it working the status messges get updated as the drop is prepaired i.e. units are being loaded etc. Before they actually get dropped in. I am not seeing anything past the acknowledgement and please standby.
If this worked well or at all, i would not need th ai recruit scrip as i could use the combat logistics to supply any required ai
Hi all and specifically SpyderBlack723
I am having some concerns about syncing modules and if i am doing it right. specifically at the moment the Player Combat Logistics module, i have it set-up in a mission and it appears on the ALiVE menu but when i request an air drop of a rifle unit to reinforce an area i have cleared of enemy, i get the message that the request has been acknowledged but that as far as it goes. I have sat waiting for 10 to 15 minutes and the status of the request stays the same.
Can you recommend one of your templates or mission files that uses all of the ALiVE modules so i can see if there is something I'm doing wrong with the way I'm syncing the modules. I am also using several scripts in the mission like VAS, VVS, an AI recruit and vehicle repair scripts so i don't know if they could be breaking something.
TIA Ian
I thought it would be something along those lines, was just thinking about scalability for different clan sizes without the need to edit the mission or have multiple versions.
Thanks for the reply.
Hi all
I was just wondering if its possible to set parameters to the ALiVE modules dynamically, i.e. for a MP campaign if you could increase the number of enemy faction as more people join the server and reduce it as they leave.
Regards
Ian
As you asked i checked again and it seemed not to be spawning any BLUFOR in the area other than the MP player units placed in the editor. i deleted the marker and recreated it and it now seems to be spawning BLUFOR units.
Hi all
I'm trying to get to grips with mission/campaign building with ALiVE but i keep running into issues. My main issue at the moment is on starting the mission my side is surrounded by the OPFOR faction even though i have the BLUFOR setting up base on a BLUFOR_1 marker and that marker is in the blacklist box on the OPFOR placement modules, the OPFOR is still spawning units at the base.
The map is stratis and the BLUFOR marker covers the whole of the air base and as i say the marker is in the blacklist box of both the Mil placement (Mil Obj) and Mil Placement (Civ Obj) so i assumed it would not spawn any enemy in that area. The OPFOR has no marker as i want them to control the rest of the island that is not in friendly control i.e. the airbase.
Any help or clues as to how to stop the enemy spawning at the friendly base wold be appreciated.
Regards
Ian