Newt

Member

Last active 10 years ago

  1. 10 years ago
    Sun Sep 21 08:39:44 2014
    Newt posted in Respawns.

    Hello ARjay! Thank you for the responses, we have been busy putting together our mission.

    We seem to have run into a little bit of an issue with the Player Resupply.

    Issue: When you try to call in a resupply (any of them) it takes generally 15 minutes from the time you issue it to the time it arrives on the field. But get this weirdness, if I alt tab out of the editor it pauses my current simulation and when I go back my resupply is in the air most of the time dropping :\ So, I have absolutely no idea what that could possibly mean, unless the opcom takes a break when it is paused/alt tabbed and has a look at my request instead of issuing orders.

    Now, I know there are a lot of variables involved with this particular mod, I am not sure if it is conflicting with anything else or not, when I call the drop the game freezes for a few seconds in the editor. Everytime. So, I know you had some issues with this from a couple of the other places I looked, but is there anything we can do to make it so these are reliable and don't hold up a game? (I really don't like running zeus, takes away from the fun, so having this resupply to deliver supplies and troops is really helpful and immersive).

    I have the insertions (I think, it does not always say what the insertions are, even with mil log debug on) - Always using the tip I found about putting a 999 priority custom military objective and linking it to opcom.

    I don't have the player resupply linked to anything, per requested.

    The mil log is linked to the OPCOM (who is linked to at least the military placement, there is also the civ placement and a CQB mod linked to them)

    MIL LOG settings - enable debug - Yes
    Persistent - No
    Reinforcement Type - Dynamic
    Force pool - Infinite
    Allowed Reinforcement - Yes to all

    OPCOM Settings - Invasive and constant reinforcements on him

    And double checked to make sure the Player Resupply module is NOT synced to anything.

    If I had to guess, I am either running into an OPCOM with no pool left to give me units or the Insertion point is not working/have not captured the right area, or I have to much going on and the opcoms can not keep up (but I have played with platoon (60) start units and am having the same luck). I have made three different scenarios on Altis with about the same results as far as the Resupply module goes, it is the only real thing that is driving me batty at this point.

    I apologize for this being so long, I know you guys are working on things, and I just wanted to try to be as specific as possible. If it helps make more sense I can package this up and drop box it if you have the time.

    Your time is very valuable, and I appreciate you guys making ARMA into something so much more, we are eagerly awaiting V0.8!

    Respectfully,
    Newt

    PS: Sorry for the steam friend requests, I thought I might catch a couple of you on earlier before you went to bed.

  2. Sat Sep 20 02:46:42 2014
    Newt posted in Respawns.

    I would also like to add we are having an issue with the respawn module as well, not yours, but the BI one. We are dying and then we seem to respawn in third person but can't move (we could also not select a respawn, it did it automatically), is this a known issue?

    On a side note we also noticed this was occurring on Foursome.

    Respectfully,
    Newt

  3. Fri Sep 19 16:29:45 2014
    Newt posted in Respawns.

    I am not trying to take away from Collins question, but I have a similar one.

    I am sure this may or may not be an ALiVE feature, but I feel more comfortable asking you guys.

    Q: How do we add respawning at the HEMTT Medical trucks, and how can we make it so we heal at them as well?

    Q: One more while I may have your attention, the reinforcements that you can call in with the player resupply module (and give control to the OPCOM), will the OPCOM redeploy them if they are killed (lets assume we have infinite reinforcements) ? This would make starting a mission with nothing and adding to the campaign something very neat (instead of spawning all the units at the start!)

    On a side note, I wanted to say a HUGE THANK YOU to all of you guys working on this insanely awesome mod, it turns the game into something else entirely and being a first time mission maker, ARJAY, your tutorials have been invaluable.

    Respectfully,
    Newt

  4. Fri Sep 19 16:15:54 2014
    Newt joined the forum.