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Last active 7 years ago
I had the same questions. Spyder linked me to the wiki and got me on my way.
So, you need a tool capable of wrapping PBOs. I use PBO Manager. It's a little utility that lets you unpack and wrap up PBO files. Link: http://www.armaholic.com/page.php?id=16369
So, you take that Text file you exported. Find the @testMod\addons\test folder that is in the Github Pre-release that has the ORBAT tool with it.
Open the autogen.hpp , copy your exported text to that file. Then, back out one step to the test folder itself. It will now contain 4 files, one of which is that autogen.hpp.
Use PBO manager to Pack into test.pbo. Then just rename the test.pbo into "AUTigerGrad.pbo" and there you go!
Put that PBO inside an addon folder, inside @"AUTigerGradMOD" folder
Alternatively, you can copy the exported text into a description.ext file for ALIVE missions only.
Thanks! Got some stuff working.
Now that I have it halfway figured out, I'll chat with my unit and see if they want me to kit these guys out with RHS weapons instead of the vanilla stuff.
Really appreciate the help.
Oh. So, say I crew a RHIB with one guy. If I ad 4 others as group members, they will automatically board the boat when it is spawned in the water, either at mission beginning or as an ALiVE profiled boat, correct?
How does one go about putting multiple crew in a combat craft? The same process?
Ok. The version I have from GH seems to be just behind what you guys are working with regarding drag n drop UI.
I have been able to configure individual units and generate a PBO from the autogen.hpp file.
One thing I am having a problem with is crewing vehicles.
I can only choose one infantry unit to crew any vehicles it seems. If I have the vehicle selected on the right and attempt to add multiple infantry they all spawn outside the vehicle even if it's a boat.
Is that correct behavior?
Like always you are the man! Thanks Spyder!
So, I figured I'd test out the new ORBAT faction group generation tool in the preview ALiVE version from GH.
I placed down the module, but how do I actually edit units to make new groupings? (Infantry with different vehicles, etc?)
I'd like to add some vehicles to Syndikat in order to give them some mechanized forces, maybe an ancient APC or something from local forces left on the island to rot.
Can someone point me to a tutorial or instructions for this? Thanks !
I don't believe it is. I have my Alive WAR-room server stats connected to my Hosted virtual dedi server and it works fine. I don't remember having to provide a Machine name for the War-Room to connect.
Neat. I'll see if we can incorporate this into our current mission and give you some feedback.
I have no clue how to do arrays and such, but thankfully a couple of my guys do.
Can you store a weapon in a backpack just in case you might need it?
Or possibly say, some explosives and a detonator?
I can think of some instances where an infiltrator with explosives could come in handy against enemy troops.
So, one of my players built us an Insurgency on Tanoa using Syndikat and FIA-OPF forces as insurgents. We are experiencing tons of action due to their prolifieration and CQB settings, which is great for us.
One problem we are having though is with destruction of Insurgent Installations. I don't know if anyone else has spotted this, but a good portion of the APEX buildings are non-destructible. They have no ruin versions and will not be destroyed no matter what you use on them.
This makes it exceedingly hard to conduct effective COIN operations to remove those Installations.
SOME of the new buildings are destructible, and the island does have some Vanilla A3 buildings that are also destructible.
Any ideas on how to deal with this? Is Insurgency on Tanoa doomed? Should we be lobbying BIS for ruin versions of all the buildings on Tanoa? Can the ALIVE team put in an option to spawn a destructible item with Insurgent Installations that must be destroyed instead of the building it is in?
Sad face :(
And that code for the Profiles counter would go in the Description.ext or the mission.sqf? I'd like to be able to give my players an approximate number of the enemy forces they are still facing on the map.
Well, I guess it's off to some other form of Civ spawner. Zenophons framework, MCC maybe... I'll experiment and see what I can get to work.
Civ's in my mission will be mainly distractions and "don't shoot here!" anyways. Unless I can steal some of that code I saw in another thread for increasing/decreasing reputation.