Difference between revisions of "FAQ"
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== ALiVE module usage == | == ALiVE module usage == | ||
− | === How do I | + | === How do I get a community made faction to work with the ALiVE modules === |
Check if the mod is on the [[Supported Factions|known working faction list]] | Check if the mod is on the [[Supported Factions|known working faction list]] |
Revision as of 00:52, 24 January 2014
ALiVE mod installation
I get this message when trying to use the Alive mod
include file x cba addons main script_macros.hpp not found
You are missing the required mod: @CBA_A3
ALiVE in game
How do I bring up the combat support interface
Your player must have the required item defined on the Combat Support module, by default this is the laser designator.
Use your App Key to open the Combat Support interface, the app key is found next to your right control key.
If you do not have that key you can map it to another key by mapping User Key 20 in the options menu of the game (you will need to restart arma for this to take effect).
ALiVE module usage
How do I get a community made faction to work with the ALiVE modules
Check if the mod is on the known working faction list
If the mod is not on the list you can request it be looked at by a ALiVE dev on the BIF forum post
How do I get a community made map to work with the ALiVE modules
Check if the mod is on the known working maps list
If the map is not on the list you can request it be looked at by a ALiVE dev on the BIF forum post
I'm getting an error with placement modules and markers.
Warning no location found for placement, you need to include military location within the TOAR marker
Try the placement module without any TAOR marker defined and with debug switched on in the module, once the game starts take a screen shot of the map so you can see what locations are available over the whole map. Then place your TAOR marker (making sure the marker covers the center point of an existing location from you screen shot). Alternatively expand the size of your TAOR marker until some location is found.
How do I define a custom objective for OPCOM
In the latest release you can define a custom location for OPCOM to take into account. Place a Game Logic location (any type) and sync it to an OPCOM module. Now OPCOM will send troops to attack / defend that objective. You can also add these variables to the game logic init field:
this setVariable ["priority",50]; this setVariable ["size",150];