Riley

Member

Last active 5 years ago

  1. 8 years ago
    Sun Jul 3 01:42:30 2016
    Riley posted in ALiVE and Eden.

    Syncing or linking as you called it is still available. Simply right click the module, hover over the "Connect" category and select "sync to".

  2. Tue Jun 28 22:52:16 2016

    Sweeeeeeeet!

  3. 9 years ago
    Thu Jul 23 04:58:47 2015

    What other mods are you running? Sounds like something takes control over the heli when "Danger" is triggered.

  4. Thu Jul 16 10:26:07 2015
    Riley posted in Help please.

    Adding the mod doesn't dictate what mission comes up when the server loads. That must be edited is the server.cfg file.
    If you want it to be one of the ALiVE demo missions then simply get the name of the mission EX: alive_air_assault.altis and put that in your server.cfg

  5. Sat May 30 05:02:33 2015
    Riley posted in Mission Templates.

    @SpyderBlack723 Thanks Riley^, I was super busy today and never did get to anything.

    Glad to help in anyway I can. I see you get swamped sometimes.

  6. Fri May 29 20:17:51 2015
    Riley posted in Mission Templates.

    We can use the Heli insertion as an example:

    1. Place your normal "respawn_west" marker and have the respawn type as 3 or base in description.ext. This is a fallback in case the insertion breaks.
    2. Place a marker named "ALiVE_SUP_MULTISPAWN_INSERTION_%FACTION%" (replacing %FACTION% with the faction your unit is. So for BLU_F it would be "ALiVE_SUP_MULTISPAWN_INSERTION_BLU_F") where you want the Heli to appear with you in it.
    3. Place a marker where you want the Heli to land and name it "ALiVE_SUP_MULTISPAWN_DESTINATION_%FACTION%" (replacing %FACTION% as stated above.)
    4. Place the MultiSpawn module and select insertion as the respawn type.

    Thats it, should work.

  7. Thu May 28 02:00:44 2015

    While ALiVE does have its own database that you save to the plans to allow "some" editing in the future is already in motion -->

    ACE3 plays pretty well with ALiVE so far but again, plans are made to adapt in the future. -->

    The hunger and thirst thing I have no idea about.

    Check out the entire Roadmap here -->

  8. Sun May 24 04:52:09 2015
    Riley posted in Limiting AI Advancement?.

    Simply dont give them any objectives in the areas that you do not want them to go. The AI Commander has to know about an objective before he will send troops to an area.

  9. Wed May 20 22:21:19 2015
    Riley posted in Civilian objective tasks.

    Some of the tasks are broken. They know about it and are working on it.

    LINK

  10. Mon May 18 10:12:11 2015

    The 2Gb thing used to be a valid reason for not wanting your members forced into large mods.
    In todays world of fast connections and cheap storage, its kind of a lost point. Think about how many people purchased GTA5 for PC and that download was HUGE!
    I'm not saying that looking out for your players isn't a good thing, but you have to consider all the benefits and gameplay variety a mod such as RHS or other larger mods can bring to the table. If the benefits outweigh the costs, sometimes ya just got to pull the trigger.

View more