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Last active 2 years ago
I've always created the dedicated server first, it will run without a war room connection.
or just with a cmd line , here is an example
-ip=11.22.33.44 -port=2302 "-config=C:\arma\TADST\GhostB\TADST_config.cfg" "-cfg=C:\arma\TADST\GhostB\TADST_basic.cfg" "-bepath=C:\arma\battleye" "-servermod=@aliveserver;" "-profiles=C:\arma\TADST\GhostB" -noTexHeaders -name=GhostB_Pub -enableHT -filePatching -LoadMissionToMemory "-mod=;"
What I use, is https://armaremoteadmin.com/ mostly for the steam mod updating.
You can select mods with both armaremoteadmin and tadst but you need to add the server mods.
In TADST you need to add -server mod=@aliveserver; to the extra parameters
or add -servermod=@aliveserver; to your parameters.
The code line of the support module I believe
Just get the script version and copy the vcom folder to the mission, (I use the their github, I think its more up to date, maybe?)
and add the following to your init.sqf
//////////////////////////////////////////////////////////////////////////////// // VCOM AI // // https://github.com/genesis92x/VcomAI-3.0 // //////////////////////////////////////////////////////////////////////////////// //Exec Vcom AI function _vcom = [] execVM "Vcom\VcomInit.sqf"; waitUntil {scriptDone _vcom}; //Globally disable VCOM_AI for Air units including Combat Support and Logistics. [{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler;
and the following in to your description.ext
//////////////////////////////////////////////////////////////////////////////// // CfgFunctions // //////////////////////////////////////////////////////////////////////////////// class CfgFunctions { #include "Vcom\cfgFunctions.hpp" }; //////////////////////////////////////////////////////////////////////////////// // Extended_PreInit_EventHandlers // //////////////////////////////////////////////////////////////////////////////// class Extended_PreInit_EventHandlers { VCM_CBASettings = call compile preprocessFileLineNumbers "Vcom\Functions\VCM_CBASettings.sqf"; }; //////////////////////////////////////////////////////////////////////////////// // CfgRemoteExec // //////////////////////////////////////////////////////////////////////////////// class CfgRemoteExec { // List of script functions allowed to be sent from client via remoteExec class Functions { mode = 2; jip = 1; class vcm_serverask { allowedTargets = 0;jip = 1; }; class VCM_PublicScript { allowedTargets = 0;jip = 1; }; class BIS_fnc_debugConsoleExec { allowedTargets = 0;jip = 1; }; class SpawnScript { allowedTargets = 0;jip = 1; }; class enableSimulationGlobal { allowedTargets = 0;jip = 1; }; class VCM_fnc_KnowAbout { allowedTargets = 0;jip = 1; }; }; };
Is it possible to alter force size for military and civilian placement during the missions, or a way to delay the mission being initialized till the ready room and adjust it there?
Sorry, typo, I meant the Virtual AI System not commander
You are placing empty aircraft with no crew, synced to the Military AI Commander, and you have an available force pool?
I believe you need to set Resupply to yes also
http://alivemod.com/wiki/index.php/Military_Air_Component_Commander
I always put a marker around any location players will be operating out of, airfield, base, and so forth, then blacklist it.