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Last active 3 years ago
Figured it out - the player faction was different from the military AI faction. I was using woodland marines, and military ai commander has desert marines.
Funny thing is I did a google search, and the first result was a thread I had answered this very question a few years ago for someone.
Hello and good day,
I'm running into a logistics error when requesting troop reinforcement, using RHS and CUP on Lythium, using RHS marines and cup/rhs vehicle assets in the campaign. This error just popped up and no mods added other than the ones I selected for this campaign prior to building it.
The error is one I've never seen before; 'no military supply chain found in your faction'. WTF is this?!
I tired whitelisting the RHS, then CUP, then both in the Player Logistics Module, but no luck. Then I removed any whitelisting as Alive should default to the players faction, but no luck with this either.
Anybody familiar with this? I know my way around Alive and the editor, this one has me stumped.
Thanks in advance!
DrDetroit
A Whoe Lotta Altis has these elements scripted. Deliver water, food, meds, ect to populated towns to alleviate hostility.
You can probably strip those elements from that campaign and implement it into yours. I've been meaning to add some of this to my private missions but have'nt got around to it yet.
Good day,
DrDetroit
I solved the issue. I had selected 'faction and side' and seems it should have been 'faction only'. Now I see airdrops and truck transports.
Merry Christmas!
DrDetroit
Hello,
I'm working on a WW2 Alive campaign using IFA3 LITE mode. Campaign is working well, however, I'm seeing troops being reinforced via helicopter transports. I have the logistics module and player logistics module helo set to off, yet there they are!
I'd like to only have sides reinforced via on foot or ground transports (I think air, land and sea are the three BCR actions with the logistics module).
Far as I can tell, I'll have to remove the Mil Logistics module, in which case there will be no reinforcements unless I call them in.
Thanks and good day!
DrDetroit
In regards to #1, I usually setup missions in this manner, works well and troops will take and hold objectives, then move to the next one, ect, if you setup the modules to do so. Troops will move on, leaving a few units behind to hold and maintain the objective just captured.
I also assist in the effort by doing some LRRPs way behind known enemy lines and calling in troop insertions (logistics request - air drop or helo) to maintain the objective.
#2: I'd like to know this as well. My main issue is I have two platoons in a campaign, one is US Marine recon and the other is CIA w plain clothes (much smaller unit size too); if join as recon and save, then next time join as CIA, my CIA starts at the location of where the recon squad saved at in previous playthrough. I'd like each platoon to persist at its own location.
I too have this issue at times, on certain maps. I usually just teleport a few km away and back again; seems to fix the issue. No idea though, I just chalk it up to Arma logic.
It's there, just buried and sometimes unreachable. I noticed if the roadblock is damaged (grenade, arty,ect), that will disable the remove function.
Yup, that's the one, with the pulldown for 'Store Position'. Hmmm...not sure why it's not working for you.
I can send you one of my ALive missions and you can take it apart to see the files I have and test the persistence. I noticed that I have some settings in my description.ext that triggers the sqf files.
Anyhow let me know I'll shoot a campaign over. One that me and a few buddies have been 'testing' for the past 30-days or so has no issues with persistence, and I think about 4 in-game campaign days where we save progress where ever we happen to be on the map.