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Last active 6 years ago
Yes it's a miracle and all thanks to commy2 from CBA/ACE team. As long as the addon maker uses the sub-class 'EventHandler' for his/her mod then it should work properly, which they regularly should if they are attaching event handlers to a class.
According to this pull request: https://github.com/CBATeam/CBA_A3/pull/226
CBA will be a lot easier to make XEH compatible with other mods. CBA's 'enable auto XEH' PBO will be removed because the overhaul to XEH doesn't require that PBO anymore if you have a mod that doesn't support CBA's XEH. This was done by using the new EventHandlers sub-class for Arma 3.
Any limits to the use of...
["key", _value] call ALiVE_fnc_setData _value = ["key"] call ALiVE_fnc_getData
I think I heard/saw somewhere that Alive_fnc_setData only allows 10kb?
To get intel to spawn in buildings you need a design that will spawn objects on building positions efficiently with ways to enter parameters into the design so that you can control the type of environment you want, i.e. random spawns, spawn only where Alive insurgents are.
I have been using AllinArmaTerrainPack lately because my community is not ready yet to switch to the new one.
ST Hud does not need to run on the server.
@SpyderBlack723 You must use a type of aircraft that is able to build up enough speed quick enough to rise over the hill at the end of the airstrip. You must also spawn aircraft in the patch of grass that the ATC tower is located on as it seems the taxiway is located there and AI don't seem to want to take off without using it first.
I remember taking off in the A-10 in Arma 2 and I usually would take off heading south or barely make over the mountain heading north lol
@HeroesandvillainsOS have you tried running only CBA and ALiVE? I have played ALiVE lately and have not ran into any issues with it. My usual mod set...
CBA, ACE, ALiVE, RHS, TFAR, ST Hud, DynaSound
Could you give us your RPT as well
or you could force open the map and so you will be in the map as soon as the intel displays on the map