JD_Wang

Member

Last active 8 weeks ago

  1. 5 years ago
    Thu Jun 6 03:51:31 2019
    JD_Wang posted in ALIVE and Headless Clients.

    Just a word of warning, if you opt to try another HC manager, like the ACEX one, you'll need to find some way to stop combat supports etc from being transferred to the HC, otherwise you'll never get them to land

  2. Thu Jun 6 03:48:41 2019
    JD_Wang posted in Thanks from [NZF].

    Haha be aware our modlist is like 40 something different mods.

    It turned out the issue with Lythium was just the the index was borked so it's never worked properly. That was fixed a couple of updates ago and it works really well now.

    Lythium is very much a close second to Takistan as my all time favourite map for an ALiVE insurgency

  3. Tue Jun 4 21:16:15 2019
    JD_Wang started the conversation Thanks from [NZF].

    We had our first real extended test of the new ALiVE update last night. Wow!

    We were basically doing a performance test on Lythium of the new mission I have, and the guys had a great time.
    The patrol lasted for 4-5 hours and during debrief everyone was really excited about how the new civilians react, and all the new features.

    The first time a crowd gathered and started pelting us with rocks it was met with a lot of "wow! dude that's awesome! We gotta get moving" :)
    All the ambient sounds are great, the interpreter role is cool, and being able to assign all the different long range packs to combat support was icing on the cake.

    You guy's really knocked it out of the park with the latest update, and we in New Zealand Forces really appreciate it

    Thank you.

  4. Thu May 23 04:33:22 2019

    Either the Community Faction Pack (CFP) or 3CB factions

    CFP fits more if you're running CUP etc, whereas if your modlist is built around RHS I think 3CB factions fits better (only because it's RHS dependant)

  5. Thu May 2 04:05:39 2019

    Yeah i had a play around with it the other day, the ambient sounds, the crowds forming, and all the civilians, it's awesome. Can't wait for the release, it's almost going to be worth an "ALiVE 2.0 - Rise of the Insurgents"

  6. Wed May 1 21:19:54 2019

    I suggest Sangin over FATA at least until the update is released. FATA has a real issue with civ spawns in the main town.

    We recently finished a Sangin campaign, and it was one of my favourite missions I've made. It's a great map.

  7. Mon Apr 29 20:56:05 2019

    Perfect thank you :)

  8. Sun Apr 28 22:08:14 2019

    We currently run the KP ranks mod in our group. I use it as a tool to further encourage good gameplay by my players.
    Eg you have to make a certain rank before you can use the marksman/sniper rifles, when when you hit a certain rank you switch from being an ACE medic to ACE doctor, which in our setup means you can stitch in the field, etc, medics get a slight passive bonus to rank points to make up for the lack of kills the get, that sort of thing.

    Anyway something I was thinking about the other night as we removed a insurgent HQ was it would be great if I could somehow get the person who disabled the HQ, and then give bonus ranking points to everyone in that group. Is there an EH or something that we can tap in to for when these facilities are disabled?

  9. Sat Apr 27 11:48:37 2019

    I'm not sure that code works since the VCOM 3.0 rewrite. Now you have the following

    (group this) setVariable ["VCM_NOFLANK",true]; //This command will stop the AI squad from executing advanced movement maneuvers.
    (group this) setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup.
    (group this) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup.
    (group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely.
    (group this) setVariable ["VCM_DisableForm",true]; //This command will disable AI group from changing formations.	
    (group this) setVariable ["VCM_Skilldisable",true]; //This command will disable an AI group from being impacted by Vcom AI skill changes.

    I just place (group this) setVariable ["Vcm_Disable",true]; in the code line of the combat support modules and it seems to work just fine

  10. Fri Apr 19 21:29:45 2019
    JD_Wang posted in CAS Support Module Blackfish.

    We've started using Drongo's Artillery in the latest mission I made. It takes a little learning, and there's a few things I wish he'd change but overall it works really well.

    I've looked at the Air Support as well just quickly, but honestly I think fixed wing aircraft are best left to players. Rotary wing however, could probably use a little love.

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