Units not spawning but are virtually there on the debug

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  2. 6 years ago

    Just wanted to point out that I have the same issue on Altis, with or without RHS mods, 3CB and my own factions. For instance, profiled Apaches for the MACC only spawn just before they're ordered to take off and fly a mission, the same happend with Firewill's Harriers, and testing with pure vanilla assets. Even when I was standing right next to where a Apache helicopter was supposed to be it only appeared when the rotors spun up.

  3. Edited 6 years ago by jabertcul

    @GrizzlyBear83 Just wanted to point out that I have the same issue on Altis, with or without RHS mods, 3CB and my own factions. For instance, profiled Apaches for the MACC only spawn just before they're ordered to take off and fly a mission, the same happend with Firewill's Harriers, and testing with pure vanilla assets. Even when I was standing right next to where a Apache helicopter was supposed to be it only appeared when the rotors spun up.

    take the steps Spyder offered to me and it works great, or alternatively ask @HeroesandvillainsOS and i'm sure he will do all he can to help you fix the problem. they said they are working to fix the issue in the next release as they have seen the issue so it will be fixed next update i imagine but in the mean time use what spider says here

    @SpyderBlack723 If you double click on your player unit, there should be a large black-colored text box with the label initialization at the top of it. You can just paste the following in there and it should run and give us results (whether or positive or negative).

    0 = [] spawn { if (isserver) then { waituntil {!isnil "ALiVE_SpawnSources"}; ALiVE_SpawnSources append allCurators; }; };

    Make sure you place the code in your player that you placed in the editor. then everything should work fine.

  4. The Zeus fix has been made but it didn’t get in in time for the hotfix. It will be in the next release. Use the quote in the post above for a workaround.

 

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