FAQ

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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 Editor

How exactly do blacklist markers work?

Blacklist markers will only affect unit and location placement at mission start.. they will not prevent units from moving into those areas during the game.


How do I set the CAS units to spawn at a certain height for things like the USS Nimitz?

In the CAS module there is a field for spawn height - be sure to use ASL not ATL !!


Is there no way to specify what type of enemy units spawn?

Currently there is no way to adjust this however it has been logged as a feature request


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 (see below)

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).


How do I change what item is required to access the Combat Support Interface?

The Combat Support module has a field for an item classname (default: LaserDesignator) - change this to taste. Note that ACRE and TFR are supported.


ALiVE Modules

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

If you are the author of a unit mod working with ALiVE, please take a look at the config standardisation page


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?

You can define a custom location for OPCOM by placing 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];

Note that you cannot use a game logic to spawn in units like a placement module - it only adds that location as an objective for OPCOM


CQB Module

CQB Locations Parameter


Complete Map - this will spawn units over the entire map


Towns Only - this will spawn units in areas on the map that ALiVE detects as a village\town/city


If the CQB module is synced to a placement module it will limit the spawning of CQB units to the military/civilian installations recognised by that module - this overrides the "Complete Map\Towns Only" setting


Density Parameter (1st one)

This is the percentage of occupied houses overall - note that this does NOT scale per client as was the option in MSO for A2


Density Parameter (2nd one)

This adds houses with a minimum distance of x metres to each other, resulting in a "grid" of cqb positions


Placement

Static will always spawn units from the faction specified in the module. Dominant spawns units from the dominant faction at the time of spawn - you can 'force' this at mission start by placing some units from a specific faction near the CQB spawn locations.


Known Compatible scripts/addons

mcc_sandbox_a3