Member
Last active 2 years ago
Hey! Found the problem.
When I take the Virtual range at 5000, this happens..
I take it back to 3000 and it works fine..
Why is this happening?
Hello, I have stumbeled on a issue. When I placed ALIVE modules down first time and set em up propperly. It worked fine.
Now when I changed first the LaserDesignator to item_Laserdesignator (because the ALIVE tablet didnt come up. Is there a button for this btw?) just to see if that help'ed me get up the tablet, And the Air commander's (one for each side) now has a marker that covers whole map. (marker "Air1" covers the whole map) instead of one had a marker over Blufor base and one for Opfor base. Just so I could "hope" for some air action while fighting on the ground. But still no luck.
and I changed in the virtual AI module:
spawn radius for helli, planes and UAV to 4000. (virtual range at 5000)
spawn limit to 164 instead of 144.
(yes I have 2 Head Clients. Not rlly sure why. Can delete em if they are no use.)
I did all thies changes and now for some reason, friendly units despawn when player(me in this case) gets close to friendly base marker.
I tp myself to enemy base but they did not despawn!. (ouch)
I can go in zeus and they will be there.. It feels like if my player unit get's closer to 1500m or maybe inside the friendly marker, they despawn.
I allso synced the Air commander to the Mil. Object module for both friendly base and enemy base. Not quite sure if this makes the air action happen or if that could be the reason for this bug to happen. I will check this out while I post this.
Regards. If I dont comment due to the air commander sync, that this is fixed within 30 min. That did then not work.
Ok. Sorry for my last comment. I tried many different things now and I found out what the problem is. For some reason ALIVE disable's the "Go Away" , "Get down!" commands from ACE interactions. Could you guys do something about this?
Well I been evestigating and well only problem is ACE interaction with the civs and give em order to "Go/Run Away" and "Get Down!" the rest is alrdy on the ACE interaction. So I belive it is a ACE function that need to be added not from you ALIVE guys :) But ofc if you can make it coop with ACE so we can allso ask the civilian question's that would be nice.
Hello!
I am working on a mission with ALIVE and ACE mod on. And I wish to add the Civilians interactions with ACE instead of the ALIVE interaction. Is this the right place to ask for this help?
I wish to have the interaction on ACE interaction(Windows-key).
Got it working. Looks like with Mod faction's or well have not tested... It seems you cant get it to work if you try to use more than 1 faction. So LIB_US_ARMY
Works but not LIB_US_ARMY,LIB_US_AIRFORCE,ETC...
.
Hello, I get to the point right away:
I done exactly as the "quick start guide" Told me to. But I don't want to use Vanilla faction.
So I added the faction I want to use by doing this: ["LIB_US_ARMY","LIB_US_AIRFORCE","LIB_US_TANK_TROOPS","LIB_US_RANGERS"]
this I added in "Override Factions" for AI Commander module. Standard faction's are set to "NONE"
And for Enemy AI Commander the same but: ["LIB_WEHRMACHT"]
in "Override Factions"
Enemy AI Commander synced with mil. Obj. and Civ Obj. CQB Module synced to Civ Obj.
I have entered in "Force Faction" for the Modules: LIB_WEHRMACHT,LIB_LUFTWAFFE,LIB_PANZERWAFFE
And synced my AI Commander + Enemy AI commander to Mil obj. and Civ obj.
But when I run the mission the vanilla faction CSAT spawns even in friendly marker where only friendly Module have permission for it.
So what to do here? is this a newly bug or something?
I am pritty sure I done it right since evrything is fine if I use oter factions.