looter

Member

Last active 7 years ago

  1. 8 years ago
    Fri Feb 12 03:21:22 2016

    @DaVidoSS The AC3 mod is broken for me. When you use ACE 3 you have lots of Arma 3 vanilla functionalities broken, like Eventhandlers, killcount, minesdetector and more

    Sounds like another mod conflicting or a corrupted install? ACE3 doesn't cause any of these issues for anyone else so it must be something else going on.

    @SavageCDN I don't know why but this made me laugh :) I can just picture the whole squad emptying clip after clip into the guy's head!!

    It was total hell! We would be driving around in our glorious RHS UAZ loaded with 8 people and get ambushed by one of the enemy camps, then be engaging the HMG gunner for 10-20 minutes until he finally died lmao.

  2. Thu Feb 11 00:29:31 2016
    looter posted in Thank you!.

    Huge thanks to the team! ALiVE is definitely the most useful framework for creating fun COOP missions quickly.

  3. Thu Feb 11 00:19:02 2016

    @Tupolov Thank you very much!

  4. Wed Feb 10 23:29:12 2016

    Okay interesting, we are also using ACE.

  5. Wed Feb 10 23:27:18 2016
    looter started the conversation Enemy Camps HMG Gunners nearly Invulnerable.

    Hey everyone, I seem to be having an issue with the auto-generated gun emplacements from ALiVE. I'm not sure whether this is an issue with the faction I am using (LOP_AM from Leight's OPFOR Pack) or the automatically generated camp's gun emplacements.

    The issue is that the AI units manning the heavy machine guns from ArmA 3 are nearly invulnerable. It usually takes the entire squad shooting them in the head for over a minute for them to finally die, in one instance it took a BMP a few minutes of laying rounds into them. I really like the camp's ALiVE generates, and it would be a shame to have to disable them for this one issue.

  6. Mon Feb 8 19:34:17 2016

    @Friznit Have you checked this? http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings

    This looks very close to what I need, does it allow you to specify the individual units that are in the groups, and is there a way I could use these mappings inside of ALiVE modules like I would a normal addon faction?

  7. Mon Feb 8 17:32:31 2016
    looter started the conversation Script Defined Factions / Groups.

    It would be incredibly useful if inside of a missions init.sqf , we could call an alive function that allows us to define custom factions that aren't defined inside of CfgFactions of addons. It would accept a multidimensional array of Faction->Groups->Units, which would allow this faction name to be specified in ALiVE's modules for spawning, etc.

    Example

    private ["_MyFactions", "_factionone", "_factiontwo"];
    
    _factionone = [
      "custom_faction", [
        ["customgroup", "Infantry", ["unitclass1", "unitclass2"]], 
        ["customgroup2", "Armored", ["unitclass1", "unitclass2"]]
      ]
    ];
    
    _factiontwo = [
      "custom_faction2", [
        ["customgroup", "Infantry", ["unitclass1", "unitclass2"]], 
        ["customgroup2", "Armored", ["unitclass1", "unitclass2"]]
      ]
    ];
    
    _MyFactions = [_factionone, _factiontwo];
    
    [_MyFactions] call ALIVE_fnc_DefineCustomFaction;
  8. Sat Feb 6 20:47:54 2016
    looter posted in Some C2ISTAR questions .

    I've been having an issue where I have C2ISTAR setup for OPFOR only, and have set its factions to two custom factions, yet was still seeing vanilla BLUFOR units spawn during missions like "pickup the troops at X" rather than the friendly opfor faction.

  9. Sat Feb 6 20:37:22 2016
    looter posted in Event Handler for spawned AI.

    Thank you, that's exactly what I was looking for.

  10. Sat Feb 6 19:49:12 2016
    looter started the conversation Event Handler for spawned AI.

    Is there any event handler ALiVE adds for when it spawns AI units? This would be very useful to then attach EH's to those units automatically or reassign their gear, etc.

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