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Last active 4 years ago
Update on this;
it was awesome . One life ALiVE missions will be the way forward for my unit in the future now! Hella fun, super scary when the enemy could be in ANY building, or an IED / Suicide Bomber etc...
Hey guys, another question from me, always in the pursuit of a bit more realism and *danger* to add to the missions!
Latest idea is this, has anyone got any experience with running one life events on an ALiVE mission?
I know that fundamentally it won't be an issue, but I'm curious if all players die, does it automatically restart the mission(and lose any of the data or progress made?)
Ideally I would want to be able to Save the mission status and then my unit goes out on the next event with a follow up. We play 2 days a week, and our Zeus events are one life only...just interested in the concept of one life ALiVE events...but with a persistent mission save file.
Thoughts? Cheers!
@YonV I had the opposite issue with the ambient wildlife, 1000's upon 1000's of goats they were a plague sweeping across the land.
So majestic!
@JD_Wang Yeah ambient wildlife would be great. It'd be even better if you could spawn say a herd of goats with a goat herder
I'll continue to dig around and look for something...maybe I'll see if I can make a small script for that...I always appreciate some more immersion where possible
You know, one mod i've been looking for, is an ambient wildlife mod.
I know Spyder had it in, but I could never get it to work (The animals would just be shadows if it was hosted on a dedicated server).
Anyone know of such scripts / mods?
Checked out and added the cinematic flare, advanced jamming and guilt and rememberance...it definitely adds a lot to the mission for sure!
Hey gents,
Lately I've been having issues with roadblocks not having the "hold space to remove" functionality. I've also noticed that this usually happens whenever the roadblock takes damage.
What I'm wondering is, could it be, that the explosive that is set as the *trigger* to prompt the player to disable the roadblock, is disabled due to explosives hitting the roadblock?
In Zeus I have noticed that the c4 block is usually black on roadblocks we cannot clear...and yellow(empty) on roadblocks we can.
Is it possible to set the roadblocks to enabledamage=false as I think that may be the issue...or am I wholly overthinking this?
Regards,
Good point, a larger custom area in the mountain tops with a base, and then smaller objectives along the road to make them head down onto the road areas...I like that concept!
Edit: also @JD_Wang , I am using that snippet you quoted above in my mission's init.sqf file, but there is no auto save occuring...am I right to assume it has to go in the unit.sqf?
I also have the database saved to local instead of cloud if that affects it
How is your mission setup?
You should have a military/civilian placement module, linked to a military ai commander, both with the same faction selected.
Also double check that the placement module isn't set to "objectives only".
I'll let ya'll know how it goes :)
You think adding larger custom objectives set to placing a HQ / Guards would be better than smaller points based on the roads? We're looking to have some pretty rough ambush points on the way north
Any thoughts on Clafghan too @JD_Wang , i've been a lurker on this site for the last...4-5 years, so i've seen you around a lot haha, figure you might have a decent suggestion for that one.