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Last active 4 years ago
Wow, I must have read that drunk or ill, i'm so sorry.
Do civilians spawned by any other means other than Civ placement modules get utilised by the insurgent mechanic opcom? For things like recruitment etc.
AH I found it http://alivemod.com/wiki/index.php/Generate_Config and the crucial link was https://github.com/ALiVEOS/ALiVE.OS/blob/master/utils/tools/%40ModAutogen.rar
Seems a shame ALiVE is a dependency, I wonder why that is.
Hmm, I've just this weekend first used that event handler for putting random stuff in civilians pockets... It should work fine as long as I anticipate the right classes to be used. You are right, it's super powerful and a great idea, never thought of it. I might be able to just standardise vehicle loadouts for similar missions - removing the first aid kits and replacing with ACE gear for example. Of course whilst i'm there, i may as well standardise loadouts for all spawns with it.
So many ideas, so little time!
Thank you loads!
Ok thanks, so the advantage of pbo is distribution and safety in it's dependency... i think.
So the transport chopper service from ALiVE also disappears if it's caught destroyed between respawns and a save, assuming you tie it to a physical unit and write the line in to set it as transport as opposed to the virtual transport method.
The reason I know this is all thanks to VCOM without vehicle theft switched off since the pilots immediately go into the air and misbehave.
@Friznit Request a new one via Logistics?
2 issues with that workaround, but thanks :)
Getting the ammo to drop via Logistics again would require a lot of different crates which would be scattered to high heaven and annoy folks to have to load it into a vehicle again.
I can see the argument that this is lost somewhere between a mod and the base game, but the only way to fix it would come from the mod. If it's too much dev time, that would be a shame (but understandable).
EDIT: I set my respawn timers to one second and are super aggressive now.
Hi, I'm about to rewrite an opfor faction with Orbatron and I would like to know the prefered method. I'm only changing the group makeups from a CUP faction. My prefered method would be no PBO's and use description.ext but the guides seem to push towards PBO's.
I didn't see the last part on the videos, but other than that I found the videos were useful, thank you.
Cheers!
oops replied to my own post, I just realised.
I have the same issue, it took a while to work out. Basically you can't have a respawning vehicle persist, it disappears for the next session :( which is pretty destroying of persistence.