Member
Last active 5 years ago
Hey guys!
I'd like to setup the dev environment for ALiVE and almost managed to get it run.
The last thing that does not work for me is the execution of the ALIVE_makepbo.bat
Running this
C:\Windows\system32>P:\x\alive\utils\tools\ALIVE_makepbo.bat
Yields the following:
C:\Windows\system32>P:\x\alive\utils\tools\ALIVE_makepbo.bat PATH - C:\Program Files (x86)\Steam\steamapps\common\Arma 3 EXE - MakePBO -A -BD -L -P -U -X=thumbs.db,*.h,*.dep,*.bak,*.png,*.log,*.pew -Z=default SOURCE - P:\x\alive\addons Der Befehl "MakePBO" ist entweder falsch geschrieben oder konnte nicht gefunden werden. Drücken Sie eine beliebige Taste . . .
When running the .bat file out of the windowns exploder this happens:
Hey everyone!
I would like to have an NPC applied with actions to ask for tasks - like a commander giving orders.
Therefore I still would like to use ALiVEs tasks because they are nicely dynamic.
I looked into the https://github.com/ALiVEOS/ALiVE.OS/tree/master/addons/mil_c2istar package.
I found this script for instance I'd like to try out
ALIVE_fnc_taskInsurgencyPatrol
Sadly I cannot manage to call it properly. Looking for calls of this function with the whole of ALiVE.OS did not help either since no other function is calling it. Happening through magic it seems.
So my goal is it to have a insurgency patrol task generated just by using a custom action. Maybe somebody can show me how the function is called properly. The code is lacking of documentation.
I tried ALiVE_fnc_taskRequest but wasn't to get it working. I used the mentioned example in the documentation of the function
["WEST","BLU_F","CaptureObjective",["OPF-entity_14"],"OPCOM",true] call ALiVE_fnc_taskRequest;
Are you sure? I experienced a lack of aggression if one side had too few units to actually use any to attack. Therefore I removed tiny and small military placements by filter because that way the OPCOM wont waste resources on trivial positions.
Never saw this mentioned setting Detroit
Hey Buddy,
Actually I have place units with all of my placement modules. The reinforcement issue occurs when i.e. one side is attacking an AO. The attacking side kinda pumps reinforcements into the target to conquer it
Take a look here: http://alivemod.com/wiki/index.php/Military_Placement_(Military_Objectives )
At the bottom there is a script snippet to blacklist unit types
ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = ["unitType_1","unitType_2","unitType_3"]; ALiVE_PLACEMENT_CUSTOM_VEHICLEBLACKLIST = ["vehicleType_1","vehicleType_2","vehicleType_3"]; ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST = ["groupType_1","groupType_2","groupType_3"];
I was told that i.e. company (200) are 200 UNITS not profiles groups (with variing unit setups). So u can say u might have 200 soldiers on the field - that's what I have been told
Hello guys!
I really have a last big issue that leaves my ALiVE Mission unplayable. I am not able to have a decent Military Logistics system running.
The main problem is that there are wayyyy to many reinforcement units delivered. There are about 7-10 helicopters spawning and dangling over the insertion zone. What happens is that they crash and stick in the air - get shot down or drop infantry out of slingloaded vehicles. It is a total chaos.
Two options that may help me here:
1. Decrease amount of reinforcements spawned
Can I somehow set the amount of reinforcements spawned per insertion? I would like to stick with max. of three choppers. Because the amount of troops delivered are way too many for those single objectives they are applied to anyway. And the chance of crashing and stalling will be decreased. Mybe there is an option to set a timeout between each of the 3 helicopters? To decrease chance of crashes even more.
2. Spawn at ML Module position and move on foot
Can I use the ML module just as spawn position for new units - but as they spawn they should just move like other attacking units would move over the map?
Please help me on that issue it really drives me nuts.
PS: I have no mods activated. Only ALiVE
May I ask what this
this addEventHandler ["respawn", { _x setVariable ["LoadoutManager_Settings", [true,true]]; _x addAction ["Access Loadout Manager", {[nil,"open", _this] call SpyderAddons_fnc_loadoutManager}]; }];
Snippet is supposed to do?
Yea but as horrible as this air drop stuff :D