They will revert, non virtualized units are not persisted. It's just like restarting the mission.
They will revert, non virtualized units are not persisted. It's just like restarting the mission.
Thanks a million Spyder. That definitely saves me some time.
Hey can i get help on my end. I am trying to build something using ACE3 and Alive. After setting up on the Eden Builder, for some reason the Alive Modules "Alive(required), Alive Data, and Alive Player Options" they re enable the ammo count for ACE3 even after using the change UI module from ACE. Is there any way to manually disable the ammo count?
Just a quick debug question. What does "0 installation" mean?
You are probably seeing 0 hostility and installation, Two separate texts
Oh ok. But the map is filled to the brim on mission start with 0 installation but these locations don't actually have your typical IED or weapons depots/HQ's. There's nothing at these spots. So I take it it means that these are potential locations where installations could eventually spawn?
Quick question guys. Is there anything special that needs to be done to get a plane working for CAS? I manually placed an RHS CAS (A10 I think?) plane, manually wrote in the code and synced it to the combat support just like I do all my choppers.
It takes off but doesn't engage anything. It just flies and flies and flies in circles around the map (I'm not using any AI mods). Just a general question to see if planes are working for anyone or if I'm missing a step here. If not and if I get a sec I'll test ALiVE/CBA only but before I do that I just want to make sure I understand the proper setup. This is my first time trying a plane.
EDIT: Do I need to laser designate a target for it maybe?
I would try giving it a target with an LD although what you're describing just sounds like bad AI ;) Are there targets for it to engage while it is circling?
Oh yes plenty of targets. Some APC's and foot infantry. One time they even shot it out of the sky. :(
I tried both the AT and CAS variants thinking maybe that would make a difference but in all instances, whether I choose attack and run or SAD, it just soars like a bat out of hell past all the enemies around. Then comes back for more and soars right past again. Rinse and repeat.
I then pulled out a laser designator but hilariously failed at my ineptitude with this game. :( Word on the street is, you target enemies with left click but it doesn't work. At least nothing changes on the LD on-screen display. I also tried right click and tab so now I officially have no clue how to designate targets apparently. I also have no clue whether I'm supposed to target it first, then call in CAS or target when CAS is in transit. Man I suck at this game.....
A buddy of mine is having success with the same plane using ALiVE CAS, and laser designating targets too, so he offered to look into it for me. I must be missing something really obvious.
Planes aren't very good at attacking targets when controlled by AI.
Ah. That's probably the obvious thing I'm missing then. :)
I think there might be an issue using a modded faction, setting logistics to faction only, and the ability to call in individuals with LOGCOM. I've tried two different factions (RHS and 3CB) and in both instances, groups from the factions are available to paradrop but none of the units show up in the individuals section.
Is anyone else seeing this?
What does the "terrorize" map intel mean? It's written in green with a down arrow or some kind of symbol next to the "t." Never noticed that before.
Two things I plan on trying to repro later. Is anyone on these?:
1. Some combat support choppers don't show up in a MP environment. They lose the "talk to pilot" option and don't appear in the combat support list. This is a dedicated server problem only (SP is fine). Does anyone know if this was fixed with the most recent update? I don't see it mentioned in the changelog.
2. When setting logistics to "faction" only, individual units cannot be called in for logistics. They don't show up in the "individuals" list (although groups for the faction do show in the "groups" list). It appears to this way with every modded faction I've tried. This is definitely not fixed with the update so I'll try to get a repro going unless one of you devs are already aware.
@HeroesandvillainsOS Two things I plan on trying to repro later. Is anyone on these?:
1. Some combat support choppers don't show up in a MP environment. They lose the "talk to pilot" option and don't appear in the combat support list. This is a dedicated server problem only (SP is fine). Does anyone know if this was fixed with the most recent update? I don't see it mentioned in the changelog.
This hasn't been fixed or attempted to fix. Couldn't reproduce it with my own mission but didn't really go deeper than that. Check http://alivemod.com/forum/2523-combat-support-on-local-vs-dedicated for some suggestions.
@HeroesandvillainsOS 2. When setting logistics to "faction" only, individual units cannot be called in for logistics. They don't show up in the "individuals" list (although groups for the faction do show in the "groups" list). It appears to this way with every modded faction I've tried. This is definitely not fixed with the update so I'll try to get a repro going unless one of you devs are already aware.
It's a side effect to the "faction only" setting because the factions for individuals from CfgVehicles
can't really be determined in an easy/sane way. Perhaps it's best to show the entire list for both settings.
Thanks @marceldev89
If that's what it would take to be able to call in individuals, I'd take it. Not ideal (I like a clean menu and don't necessarily want players seeing a drop down of
NATO or civs when playing as 3CB Brits, for example), but in some instances, I really just need a single medic or explosive specialist or UAV guy. So yeah, if there's not a more eloquent solution, that would be ok with me as long as the other logistics were still restricted to "faction." So I guess I won't attempt to repro this then. Should a ticket be opened even though this is intended behavior?
Regarding combat support choppers not showing up on a dedi, I'm really not sure what the problem could be. At first it seemed to be the system was rejecting multiple vehicles with identical classnames (opting to just allow one to work), but I just had it happen using an 18 man and 32 man variant of the same helicopter. Obviously the classnames are different though mostly the same? Lol
I'll work on trying to isolate that one then. Super annoying because I need these choppers. :)
EDIT: I see Friznit's theory about the modules being copy/pasted maybe being the problem. I can say for sure it is not, I've never ever used the module method. I always manually place them and input the code. He also mentioned it playing nicely with the C2ISTAR module which isn't it either because I use that too. Will investigate!
Hmm try to get a mission that reliably reproduces the issue and I'll give it a whirl on my server. :)
Ugh. I made a sample mission using the same chopper 3 times for CAS and 3 times for transport and could not repro.
Went into one of my real missions and 2 of the 3 transport choppers weren't showing in the combat support list on a dedicated server (all was fine in SP).
Deleted and resynced the 2 troubled transport choppers. No fix. Changed 1 to a module instead of manually placing. No fix. Changed the chopper classes. No fix.
DELETED ALL of the transport choppers and the combat support module. Replaced everything, resynced, and THAT fixed it. Lol. So yeah, I recommend people just do that if they have the issue. :)
Quick question about auto pause. I got a PM about objectives and general insurgency stuff indeed pausing as it should now. But how about time of day? Is that supposed to pause when no one's on the server or no?
I'm thinking not (apparently it's the only thing that isn't). Would that be intended?
You cannot pause time of day.