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poweredbypot

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Last active 3 years ago

  1. 8 years ago
    Tue Oct 4 20:04:24 2016
    P poweredbypot posted in Syndikat issues.

    You were right, I had created a CIV_Objective module that was zoned to where I wanted the insurgency to start from, but had told it to only place objectives and not to spawn units.

    Once the objective module is told to spawn units everything works as expected.

    thanks HV, probably the tenth time you've pulled me out of a bind.

  2. Tue Oct 4 19:38:44 2016
    P poweredbypot started the conversation Syndikat issues.

    So I've been dorking around with Asymmetric warfare and I have this issue I cannot seem to isolate. I initially created the mission on Stratis, and in the early stages I was getting errors about OPCOM being unable to find any Syndikat (IND_C_F) groups to spawn. Eventually the problem went away all on its own, and now the mission works as intended for the most part.

    Asymmetric warfare is kind of stunted on Stratis due to the low number of civilian settlements so I decided to move to Altis. Now I am having the same "unable to find groups for OPCOM" error; I was sort of hoping that it would resolve itself as I neared completion just like I did last time but no joy.

    If anyone has any idea what may be wrong, or any suggestions to try it would be much appreciated. I can also upload both mission folders if anyone want to see them firsthand.

  3. Sat Apr 23 22:05:50 2016
    P poweredbypot posted in Todays update.

    OK, so the issue DID NOT present when testing in Eden editor on both SP and MP environments, however it was not functioning correctly on a dedicated server, even after I had activated all modules to hopefully correct any issues.

    The actual cause of the problem seemed to be using the server parameter -autoInit. Once I removed that functionality returned to normal. Something about mission initialization has changed in this last Arma update because I had issues that were related to read time of cfgParamsArray in another mod my mission uses that fixed themselves after this update, but whatever that was broke ALiVE's ability to function properly using -autoInit.

    Again there are no errors in client or server log to suggest what may be wrong so I'm sorry I can't give any more specific information that may help you.

  4. Sat Apr 23 16:53:02 2016
    P poweredbypot posted in Todays update.

    wow, sorry I'm late in responding but I was begrudging the work to fix it. Thanks a ton for that info and all the current and future work you will save me. Let me test the SP environment first to answer your question and I'll report back in a little while with the findings.

  5. Thu Apr 21 21:14:53 2016
    P poweredbypot posted in Todays update.

    yeah everything still works in a new mission, so i guess ill have to replace 53 custom objectives :(

    thanks spyder

  6. Thu Apr 21 19:57:39 2016
    P poweredbypot started the conversation Todays update.

    Was something in ALiVE broken with todays update? A mission that worked perfectly yesterday has no alive units on it whatsoever today, and there is nothing in the RPT that what hint there is any error at all.

  7. Tue Apr 19 19:04:47 2016
    P poweredbypot posted in Public test of ALiVE mission.

    The server is now visible on the browser under the name "Breakout (test)"

  8. Tue Apr 19 16:08:35 2016
    P poweredbypot started the conversation Public test of ALiVE mission.

    Hello Everyone;

    I have a public test running of my mission featuring ALiVE, all the info can be found here .

  9. Sat Apr 16 19:29:24 2016
    P poweredbypot posted in Where to put this script?.

    "side _x == independent" was what it needed to work as is, however these answers were exactly why I asked. Thank you everyone for your input.

  10. Sat Apr 16 03:04:37 2016
    P poweredbypot posted in Where to put this script?.

    after a little tinkering I think a better way to put this question would be: is there a way to have this script apply to placed units and virtualized units together, or should I just have it run every 10 seconds or so to update virtualized units that have been spawned?

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