Last active last year

  1. last year
    Mon Nov 20 21:16:42 2017

    I cannot help but I think we have the same problem right now.

    Vehicle is destoryed -> Vehicle is not yet respawned -> Mission Close (by saving and exit) -> Mission restart -> Vehicle will not respawn and is gone for good

  2. Mon Nov 20 21:03:55 2017
    M Moony posted in Several Questions.

    And another one:
    7. I want to add a killed evenhandler via function to all units on the map. This works fine for editor placed units but not for ALiVE Spawned ones. How can I do that? Thats how mine looks right now:

    {_x addeventhandler ["Killed",{
      _this spawn {
        _unit = _this select 0;
        _unit addAction ["Hide Body",{
          removeAllactions (_this select 0);
          hideBody (_this select 0);
    } forEach allUnits - allplayers;
  3. Mon Nov 20 20:59:34 2017
    M Moony posted in Several Questions.

    One more thing I remember:
    6. Is there a way to have the AI Commander be purely defensive? Meaning that he only takes care of Holding/Occupying Objectives and not attack any?

  4. Mon Nov 20 20:57:00 2017
    M Moony started the conversation Several Questions.

    Hey guys,
    my Unit and I work on our first persistent ALiVE Campaign atm. Basically, it is an Asymmetric Island retake. So we have a small "HQ" from the beginning while the Enemy is supposed to be on the complete map. The idea is that we take town after town until the Enemy is no more.

    Now I have several questions and I was not sure if I should spam multiple threads in this forum so I just create this one thread!
    Here are the Questions: (unsorted)

    1. Right now we have a little problem with the IED system. As a little Background: the IED module is synced to the Enemy OPCOM and we use ACE IEDs. They spawn fine and the enemy seems very eager to keep us on our toes. But we still have some problems with it:

    i) From how I understand it, the IEDs are supposed to be hidden in random objects (those defined in the module under "Clutter Object Class") but our IEDs are ALWAYs the same ACE IEDs. Is that right? Do I understand anything wrong?
    This kinda takes away the fear of the clutter objects.

    ii) VBIEDS always blow up. We are not able to get close to them and disable them in any way. If we enter an area around 3m around the vehicle (even while prone) the IED goes off. Is that "intended"?

    iii) The VBIED blow up very....unimmersive. There is a loud sound (like a Zeus Thunderbolt) and the vehicle disappears. Beside that it bearly does any damage, at least not to vehicles. Also the explosion radius is very slow (meaning the radius where people get damaged.

    iv) I have not yet had any Suicide bomber. Does it take a lot of time until they are recruited or what could be the problem here?
    That's it for IEDs...

    2. Something small, everyone with access to the Commander Options gets orders spammed in chat. Is there a way to turn that off?

    3. The friendly OPCOM is set to only use a few units. The reason is, at one point the AI Commander was pushing so hard, that it took half the island without us doing anything (friendly forces is supposed to be a small PMC). However, it still parachutes in massive amounts of units at some point. What could that be?
    At some point, we had about 10-15 Groups around our HQ. That wouldn't be a problem if the AI commander would use these units to occupy the just taken town, but he doesn't. The town was silent, free of enemies for about an hour but all these groups were sitting in our HQ doing nothing.
    In general, I would like to have the Reinforcement just spawn instead of Parachute in, because it doesn't really make sense with our PMC, is there any way?

    4. Also, when is a town considered Occupied?

    5. I have set Auto-Tasking to "Strategic". Also in my staticData.sqf I've configured this:

    ALIVE_autoGeneratedTasks = ["CivAssault","Assassination","DestroyVehicles","DestroyInfantry","InsurgencyPatrol","InsurgencyDestroyAssets","Rescue","CaptureObjective"];

    But we don't get any Task. What could be the problem?
    (And obviously I call it in my init.sqf
    call compile preprocessFile "staticData.sqf";)

    I think thats it so far. If I remember something else I will just drop it in this Thread. I'm sorry for that wall of text but we really enjoy that style of mission (just had a really nice evening yesterday) and I want to make it just perfect.

    If you need any more information, just ask me here.
    I hope you guys (and girls?) can help me out.

    Many Greetings

  5. Sat Oct 21 10:57:13 2017
    M Moony posted in ACE IEDs become invisible.

    So, should be good now :3

  6. Sat Oct 21 05:52:22 2017
    M Moony posted in ACE IEDs become invisible.

    Yeah gonna fix it later....sometimes I hate google xD

  7. Fri Oct 20 15:31:06 2017
    M Moony started the conversation ACE IEDs become invisible.

    Hey, I've got a strange problem on my server right now.

    I try to create a persistent asym. Mission atm. Everything kinda works so far beside the IEDs. I synced them to the Asym. Module and set it up for ACE IEDs.
    After many tries they now seem to spawn at least. However I discovered a problem while testing.
    Once I have been in an area with IEDs, leave them (the debug marker for that IED go away) and come back some IEDs are invisible but still react to me (make big boom).

    Here are some picture that should show the problem:
    This IED works fine. It always reappears when I come "close" to it.

    This IED however does not work.
    First Time in the Area: (Its a bit hard to see, its between the green bush left and the brown grass in front of my gun)

    After leaving the Area and coming back:

    At this point I'm fairly sure its only happening to the Land Side IEDs. The Urban ones work fine from the look of it!

    Does anyone know whats going on? Anybody has that problem aswell?
    BTW: Yes I'm using several mods. Yes I can sometime later make some more tests with CBA and ALiVE only.
    Also, I'm on the latest Pre-Release right now. Will test latest stable tomorrow I think!

    Many Greetings

  8. Thu Oct 5 18:03:56 2017
    M Moony posted in Isla Duala.

    In your @AliveServer folder (If I think of the same log as Savage)

  9. Thu Oct 5 17:52:56 2017

    Haven't looked too much into the jets pylon stuff...but if there is a script for changing loadout, yes a trigger should work.

  10. Thu Oct 5 11:34:53 2017

    Well not exactly the same Problem. For you its the other way around.

    Are you sure, that you launch the same mission (same mission name)?

View more