Friznit

Administrator

Last active 3 years ago

  1. 7 years ago
    Fri Nov 24 23:07:48 2017

    That means your War Room data is working fine, but we never actually got around to uploading the Malden map for the AAR tool. Bit of an oversight on our part.... :/ I'll fix it in the morning!

  2. Fri Nov 24 21:57:52 2017
    Friznit posted in Infinite Load Screen Issue.

    Which map? Please can you try a fresh map with just alive and cba loaded and see if you can recreate the issue? Could be the map needs a re-index.

  3. Fri Nov 24 19:16:13 2017
    Friznit posted in Infinite Load Screen Issue.

    Generally completely deleting and then replacing the modules in the editor fixes this issue.

  4. Thu Nov 23 12:38:29 2017
    Friznit posted in Combat support lights.

    This^

    Custom pylon loadouts aren't supported for virtualised units yet. It'll requires a fairly hefty change to the profile code.

    Combat Support units will retain custom pylon loadouts for manually placed aircraft in the next release.

  5. Mon Nov 20 10:52:52 2017

    It's on here: http://alivemod.com/wiki/index.php/Persistence

    I imagine with some BIS sort of server side (player !=player) trickery you could run a script that saves the game when nobody is around.

    Pausing ALiVE when players aren't on the server is an option in the modules already.

  6. Tue Nov 14 20:21:05 2017

    This is relevant to the discussion: http://alivemod.com/forum/3230-auto-tasks-suggestion-and-others-doubts/last

  7. Tue Nov 14 19:43:33 2017

    HC will only deliver benefit for spawned AI. Effectively adding HC will enable you spawn more AI (or put it another way, the same amount as before but with less impact on server FPS). It's a good thing either way. Try it and see.

    You can theoretically use Eden's simulation manager at the same time but it's largely pointless. Simulation manager won't do anything to ALiVE Virtual Profiles, and if spawn range == enable simulation range then it'll add no benefit at all. You could set a very large ALiVE Spawn Range so you can see the AI at a long distance but have them disabled by sim manager to save on performance until players are a little closer. I've only rarely used that technique in big coop missions when I need players to see the enemy at a distance and server FPS is at a premium.

  8. Mon Nov 13 10:02:49 2017

    If it's actually script that needs to run on units when they spawn then you could take the same approach as the kit scripts on the ALiVE wiki

  9. Sat Nov 11 10:18:00 2017

    Not sure about the exclusion zone around enemy HQ - fairly certain it's not meant to do that but will have Tup look into it.

    You need C2ISTAR autotasks turned on (and in the next release, set to Strategic) for player Air Tasking Orders.

    'Secondary' Air Tasking Orders are generated from actual battlefield events based on support requests from the AI Ground Commander and include CAS, Strike, Recce and OCA. MACC assigns ATOs to AI pilots first then to players if no AI is available.

    We have just started implementing the same integrated tasking system for the AI Ground Commander as well, so in future you will have the option to choose Strategic tasks based on battlefield events or "Tactical Tasks" based on pre-made mini scenarios.

  10. Sat Nov 4 21:19:56 2017

    CQB module can spawn static weapons. You can set the probability in the module settings. Regular units depends on whether the faction has groups defined. If there is a mortar group for example, Placement modules will spawn them and VCOM will deploy and use them.

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