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PabloElKillo

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Last active 8 years ago

  1. 8 years ago
    Fri Apr 29 23:52:18 2016
    P PabloElKillo posted in AI skill?.

    @ARJay The AI skill module will effect all AI spawned on the server side. That includes profiles.

    AI reactions to fire and flanking are taken care of by many of the AI mods for arma 3, like bcombat, ASR or similar. We only set the skill parameters as defined here: https://community.bistudio.com/wiki/AI_Sub-skills

    Hi ARJay.

    My understanding (correct me if I'm wrong) is that ASR AI modifies not only AI behaviour but also the AI skill levels. Do the skill levels set in the ALiVE AI Skill module override the skill settings set in ASR AI?

  2. Thu Apr 28 22:12:30 2016

    @Murdock Oh.. I thought I did read something like non-specialists to be punished with extra disarming time and a possibility of exploding IEDs on disarm.

    Could be part of an ace module then.. sorry for the misconception.

    Ah yes, these options are indeed in the ACE Explosive System module. So, will my ACE Explosive System settings apply to an ALiVE mission (e.g. if I have 'Require Specialists' set to 'disabled' will all players be able to disarm IEDs)?

  3. Thu Apr 28 11:14:42 2016

    @Murdock @PabloElKillo
    You can Change, if only explosive engineers can disarm or everyone. Same goes for the lower chance of disarming when not explosive engineer.
    All changable in the Editor/Mission files.

    Where exactly do I change this?

  4. Thu Apr 28 06:49:08 2016

    @SpyderBlack723 You may or may not need to be an explosives engineer to disarm IED's, I can't remember :)

    Is anyone able to confirm this?

  5. Tue Apr 26 09:14:17 2016

    Thanks for your replies :)

    On a semi-related note, is it true that walking with guns lowered helps keep civilians on side?

  6. Sat Apr 23 02:29:06 2016

    @SpyderBlack723 Hi, to destroy an installation all you need to do is blow up the building it is tied to. Once the building is gone, the installation ceases to function.

    Strange. I tried this but when I logged back into the mission, the building was back in place and it was still an IED Factory.

    @SpyderBlack723 To disarm IED's, you will need to get very close. Once you are within ~2-3m, an action will be added to your scroll that you can use to disarm the IED. You may or may not need to be an explosives engineer to disarm IED's, I can't remember :)

    Wouldn't getting close to an IED detonate it?

  7. Sat Apr 23 01:25:10 2016

    Hi all.

    I've built a persistent, insurgency style mission using this guide and it's working great! We have gathered HUMINT on the location of a number of Weapons Depots, IED Factories and Recruitment HQs and need to know how to neutralise each of them. Could one of the devs please provide some guidance on how these game mechanics work?

    I'd also be keen to know how to disarm an IED if we come across one?

    Thanks in advance :)

  8. Wed Apr 13 11:37:59 2016
    P PabloElKillo posted in Mission won't start if logged as admin.

    I did some more testing. It seems that logged admins can start persistent ALiVE missions but voted admins cannot.

  9. Tue Apr 12 09:35:15 2016
    P PabloElKillo posted in Mission won't start if logged as admin.

    Also, I'm a voted Admin, not a logged Admin ... again, not sure if that's relevant

  10. Tue Apr 12 07:28:36 2016
    P PabloElKillo posted in Mission won't start if logged as admin.

    In case it matters, I'm using this Insurgency set up: http://alivemod.com/wiki/index.php/Insurgency

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