K

KeyCat

Member

Last active 3 years ago

  1. 8 years ago
    Thu Apr 21 22:33:37 2016
    K KeyCat posted in 1.0.4 Released!.

    Thank you!

    /KC

  2. Thu Apr 7 07:55:43 2016

    Just tested another thing in "Operation Landlord". I jumped into ongoing mission and moved to a position ~500 m away that I could see from the main base and then disconnected from the server.

    Waited a few minutes before rejoining again and did not spawn on the location I was when I exited (but camera zoom to the right area). Like before I spawned on main base (with correct load out and weapon state? If I get killed in combat and respawn I do not spawn with correct load out).

    Pulling up my binoc's and looking at the location I was when exiting I see my dead body on the correct position and with correct load out (but the quad bike I used wasn't there, don't know if they are saved?).

    Looks like you somehow getting killed when rejoining and that's the reason for spawning at the main base instead of the saved location. Tested this three times with same result.

    /KC

  3. Thu Apr 7 07:30:49 2016

    Since things works OK for me with the "ALiVE | Getting Started" demo missions but not "Operation Landlord" demo I've tried to find what setting/s differs between the two without any success.

    Could it be that it is related to the size of the island (number of objects)? "ALiVE | Getting Started" is on Stratis and "Operation Landlord" is on Altis.

    @Spyder: Does it work for you (i.e player's location,health, loadout restore..) when you run the "Operation Landlord" mission?

    /KC

  4. Fri Apr 1 14:57:07 2016
    K KeyCat posted in Alive + ASR.

    :)

    Having ~50% (maybe even more) staying in the buildings would be nice.

    /KC

  5. Fri Apr 1 14:21:48 2016
    K KeyCat posted in Alive + ASR.

    @Friznit I wish there was. They have a terrible habit of simply leaving the buildings when in contact.

    Maybe you already tried this and I don't know if this is feasible but a potential workaround could be to use...

    this disableAI "Move"

    randomly for some of the AI placed in buildings and then when a player gets closer than X meters enable him again.

    /KC

  6. Fri Apr 1 13:42:44 2016
    K KeyCat posted in Mines instead of IED?.

    Ahh, got it!

    Thanks for helping out Spyder.

    /KC

  7. Fri Apr 1 10:54:37 2016
    K KeyCat started the conversation Mines instead of IED?.

    Is it possible to change the IED placed to mines/claymore/etc?

    /KC

  8. Fri Apr 1 10:04:49 2016

    :)

    /KC

  9. Fri Apr 1 08:59:01 2016

    Hope you don't get tired of me but noticed that it doesn't log "Weapons Experience". Maybe it's related to the bug you already fixed...

    /KC

  10. Fri Apr 1 06:12:53 2016

    Tried it but problem persists. Will try with another mission and see if it's related to Operation Landlord, great mission BTW and thanks for sharing!

    Edit: Just tried the "ALiVE | Getting Started" and it works fine in that mission so it must be related to Operation Landlord.

    I unpacked the Getting Started mission and compared with Operation Overlord and couldn't find any real difference. None of them had the "Player Multispawn" module.

    Any ideas?

    A (realy) minor thing I noticed is that the time for "Most Recent Operations" on the Your Group page is off with 24 hours. Just wanted to mention it ;)

    /KC

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