Moderator
Last active 3 years ago
Profiling it by syncing it to the Virtual AI Module would persist it. Otherwise you can use custom save/load functions and manually persist it: http://alivemod.com/wiki/index.php/Persistence#Persistence_Script_Commands
Vehicle damage is persisted through save/load but it's a less precise form of damage (number 0-1 instead of specific parts). So if a vehicle is missing a wheel, it will likely get that wheel back. But if a vehicle sustains heavy body damage, it will load with that damage still present.
You need to make sure the pbo's are named differently. On top of that, inside each PBO is a $PBOPREFIX$
file, open that with notepad and make sure the path matches the name of the pbo and mod it resides within.
ex. x\testmod\addons\test
-->x\modname\addons\pboname
I think it works organically just like creating factions with any other sides, all you'll have to do though is create the faction and add units to it. No groups will be needed.
We are always accepting of pull requests if you'd like to add features to ALiVE. Our issue list is not a list of things that will 100% be added. At the end of the day we are all spending our free time working on this mod for no pay, and thus the amount of time we invest will be spent accordingly.
I did some work on this front awhile ago in order to prep support for being able to move profiles around the battlefield using spare vehicles. I fixed a number of things which made the concept possible, but it was definitely not bug-free.. at least not in the manner I was interpreting it to be used. Basically, I'm not entirely sure where the issues lie, the code runs very deep....
Placement modules only support a single faction each.
The was the range was too high so after the range passes 11000 it will return 0
Interesting. Will look into it.
The displayed text uses a subset of the profileID string, it just strips the number and prepends an 'e'.