Member
Last active 6 years ago
Have never tried recording before TBH and wasn't able to get it unfortunately. Can try later if you think it will make a difference.
I've since tried loading up VCOM as I read it will take over some of the helicopters for tasking and strangely enough the helos starting responding (made no changes on the scenario). However, after they finish their tasking though the just strangely all drift towards the lower left corner of the map. They don't get a RTB command and just sit there for the remainder of the mission.
Yup definitely manned. They’re spawned in with pilots from the start. Not sure what the issue is :-/
So what I’ve done is placed helos in the editor and synced them to virtual AI. They get virtualised per the debug view (ie. show up as e0and e1). I then send in tanks etc. via Zeus. All other virtualised units respond appropriately but the helos just sit there. If they happen to see enemies they’ll respond with the mini gun, but won’t ever take off.
Definitely virtualised in the debug and have sent in a large force of tanks and helos but they still don’t respond. All they do is fire off their turrets without taking off. Any other ideas?
Have already disabled all other mods to just Alive and CBA3.
Thanks for the reply. I think they,re profiled fine as they show up as options for video feeds. If I only want helos operational should I use the MACC or does the regular AI Commander control them? Thanks.
Hi guys,
First of all, wonderful mod. It's really opened up a whole new aspect to the game which I think should really be where Arma thrives. Have already made a couple of missions with only infantry and some ground vehicles and has worked great. However, I was going to try and incorporate some helicopter missions as well. Just wanted to understand how and if the enemy AI uses helicopters. They've spawned them in on helipads, but no matter what I or the opposing AI does they just sit there.
Tank attacking troops or even the helicopter itself? just sits there and tries to fire it's gun from the ground. I've read other posts that armored units need to attack troops for them to call them in as support, but that doesn't seem to work either. Have even tried using the MACC, but it looks like helos aren't profiled or used, just jets.
Anyway, I'm hoping to have helicopters run the occasional CAS or at least get up in the air when the helipad they're sitting on comes under attack.
Thank in advance.
Thanks for writing back. I was under the impression by default units are not made editable by Zeus unless placed by that Zeus. The only way to make them editable is by calling the addCuratorEditableObjects command.
See https://community.bistudio.com/wiki/Curator#Editable_Objects
If I run a mission without live, nothing on the map shows up as editable in Zeus including units placed by another Zeus. If I have ALiVE modules placed every unit shows up in Zeus including the ambient animals. Given that, I assumed ALiVE was regularly calling addCuratorEditableObjects somewhere for all objects on the map. If this is true, I'd really appreciate having an option to turn it off.
Hi Guys,
Love your mod. Very well thought out and implemented. Also has a huge amount of depth and customization to it. I'm currently trying to implement this into a dynamic mission setup I have going where players are able to use a camera, unit, and resource limited Zeus to spawn in an initial set of troops and vehicles to complete the mission. However, ALiVE adds all units on the map as editable for Zeus which would reveal all their positions to players. Is there a way to completely turn off ALiVE adding any units to Zeus?
Thanks!