G

GhostOne

Member

Last active 6 years ago

  1. 8 years ago
    Sun Jun 26 15:16:59 2016
    G GhostOne started the conversation Making object able to "Carry"?.

    Is there a way to make an object able to be carried via ALIVE's logistic module?

    For example there are some bags of food or something that we would like to be able to move around and recover or distribute on a mission but we can't move them.

    Thanks.

  2. Wed Jun 15 23:34:31 2016

    @SpyderBlack723 You can either slingload them with a helicopter or enable ALiVE Player Logistics in the Player Options section of the ALiVe menu. If you activate Player Logistics, all logistics items will have scroll wheel menu actions added onto them such as drag, carry, load, unload etc.

    Are there any connexes or anything that we can load hescos and other objects to and then sling load? (other than vehicles).

  3. Wed Jun 15 21:58:04 2016

    I too would like to know. Adding some type of HC debug would be useful.

  4. Tue Jun 14 18:45:30 2016
    G GhostOne posted in Enable Player Logistics?.

    hmm, I don't have down the Logistics (disabled) module at all but it is not enabled by default for me. I have to bring up the admin options in game to get it going.

  5. Tue Jun 14 15:37:29 2016
    G GhostOne started the conversation Enable Player Logistics?.

    Hey guys, I'm just a little confused on enabling Player Logistics.

    In a thread one of the alive devs mentioned to just enable "Player Logistics" in the Player Options module. However, I do not see the option.

    I've searched around quite a few other modules assuming it was moved around in one of the updates but can't find it.

    However, I can (in game) bring up the admin options and enable Player Logistics. But I would like it to be enabled by default.

  6. Fri Apr 22 02:31:12 2016

    Thanks!

  7. Thu Apr 21 23:39:36 2016
    G GhostOne started the conversation Headless Client - causes skip trigger waypoint?.

    Having a problem when I activate A.I. distribution to Headless Client that editor placed a.i. ignore triggers on their waypoints.

    Example: I have enemy A.I. set as a Quick Reaction Force. They hold at a waypoint until BLUFOR enters a trigger area, then they begin their movement to the next waypoint. This works perfectly fine UNTIL I activate the A.I. distribution to Headless Client in the "ALiVE (Required)" module. Any ideas on how to fix this, work around it, or keep specific editor placed units to not be distributed to the HC?

    Thanks

  8. Fri Apr 15 18:45:36 2016

    How do you move around the building supplies?

  9. Thu Mar 17 22:54:45 2016

    At one point Leights OPFOR worked great with ALIVE. Then after an Leights update he completely changed around the groups and goofed everything up in terms of working well with Alive.

  10. Mon Mar 14 04:04:02 2016
    G GhostOne started the conversation Supports (CAS) Drone (SOLVED).

    Is there a way to have a Support asset already up in the air and in the air at all times? I want to utilize the CAS module in a mission but do not have a large enough runway for it to take off.

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