SavageCDN

Moderator

Last active 5 years ago

  1. 7 years ago
    Wed Mar 7 17:54:42 2018

    OK so apparently the chopper issue has been reported before - it only happens with RHS and 5 seems to be the max number of choppers. You can test this by using all vanilla assets for the choppers and report back.

    If you can try disabling the HC and see if the AI units stop moving again. What you are reporting (AI standing around) has been reported before when using an HC.

    For the objectives...yes in the placement module(s) there is a drop down to filter objectives.... set it to filter out small objectives on each module

    And FYI.... as much as we love RHS it does seem to cause strange issues with ALiVE...

  2. Wed Mar 7 17:43:24 2018

    ^ is that RPT from a test after disabling the HC?

    1623	ALIVE AI Distributor starting.
    1624	ALiVE AI Distributor detected no HCs, idling for 60 seconds.

    Also you have far too many objectives in the mission which will cause issues:

    1590	ALiVE OPCOM created 598 new objectives!
    1598	ALiVE OPCOM created 1261 new objectives!
    Please lower the objective count for performance reasons, suggested is below 80!.

    RPT shows only 5 transport units spawned by ALiVE.. I am unaware of any limitation on this number... and you say it's not a specific chopper that won't spawn it seems random?

    1606
    "START TRANSPORT FSM: [vehicle_10,B Bravo 2-5,""SUPER 6-1"",[18566.5,6406.26,0],241.89,0,""RHS_UH60M"",600,"""",true,true]"
    "START TRANSPORT FSM: [vehicle_11,B Bravo 3-4,""SUPER 6-2"",[18611.9,6460.95,0],237.963,0,""RHS_UH60M"",600,"""",true,true]"
    "START TRANSPORT FSM: [vehicle_12,B VENOM1,""VENOM1"",[18544.5,6434.43,0],240.186,0,""RHS_UH1Y"",600,"""",true,true]"
    "START TRANSPORT FSM: [vehicle_13,B Charlie 1-4,""GREY1"",[18512.8,6481.19,0],233.113,0,""B_Heli_Light_01_F"",600,"""",true,true]"
    "START TRANSPORT FSM: [vehicle_14,B Charlie 2-3,""SUPER 6-3"",[18500.7,6503.79,0],230.728,0,""RHS_UH60M"",600,"""",true,true]"
    1610
  3. Wed Mar 7 13:07:21 2018

    Test without the HC running and see if you get the same results. If you can upload your server's RPT to pastebin.com or similar and link back here for us to look at.

  4. Tue Mar 6 20:53:30 2018

    Interesting...thanks for letting us know. Added a note to the wiki

  5. Tue Mar 6 18:26:15 2018
    SavageCDN posted in VCom and ALiVE.

    @JD_Wang It was the straw that broke the camel's back for me at the time. Sometimes it gets very weary fighting this game to make it do what you want it to.

    I hear ya there!!

    The wiki link says this is needed.. perhaps the info is outdated?

    [{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler;
  6. Tue Mar 6 18:24:35 2018
    SavageCDN posted in Zeus Not Properly Working.

    I'm not sure this is an ALiVE issue.. if you like post your server's RPT file (to pastebin.com or similiar) and I can take a look.

  7. Tue Mar 6 18:23:30 2018

    Did you get this sorted? Was it an ACE issue or an ACE - ALiVE compatibility issue? Asking for science...

  8. Tue Mar 6 18:22:28 2018

    Can you re-phrase your question I'm not sure I understand.... you want to change it so that when you spawn medics using Spyder Addons they come with the ACE medic option enabled? If so I think you would need to add some custom init code.. more details here:

    http://alivemod.com/wiki/index.php/Script_Snippets#Adding_Custom_Inits_to_Spawned_Units

  9. Mon Feb 26 15:05:10 2018
    SavageCDN posted in problems on maldene.

    Malden appears to be supported:

    https://github.com/ALiVEOS/ALiVE.OS/issues/9

    However the ALiVE index may be out of date... if so the map will need to be re-indexed. Can anyone else confirm this issue with Malden?

  10. Mon Feb 12 18:01:51 2018

    Who says ketchup bottles provide no function???

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