Last active last year
I appreciate the response. I should have stated that I can't get the arty to spawn at all. If you don't mind, would you fire up a simple mission and give it a quick test? I have tried with "ARTY", but the directions do say to use "ARTILLERY". I believe that I thought the same exact thing as you. The wiki combat support directions specifically say "ARTY" :) However, the ALiVE scrip snippets for calling CS post-init say otherwise.
_type : The type of combat support, can be "CAS","TRANSPORT","ARTILLERY"
_settings: Array of settings
0: Position of vehicle
1: Direction of vehicle
2: Classname of vehicle
3: Callsign of vehicle (string)
4: Code to be ran on vehicle spawn
5: Height of vehicle
["TRANSPORT",[[1849.21,5805.27,0],60,"B_Heli_Transport_01_camo_F","VICTOR 1","",""]] Call ALiVE_fnc_combatSupportAdd; ["CAS",[[1849.21,5805.27,0],60,"B_Heli_Attack_01_F","Phantom 1","",""]] Call ALiVE_fnc_combatSupportAdd;
As far as the sleep command goes, it works great with TRANSPORT and CAS. Very useful for what I am trying to accomplish. Any help would be appreciated!
I am trying to add artillery post-init following the directions from the script snippets section of the wiki.
This works great:
["TRANSPORT",[[21172.67,7374.092,0],60,"B_Heli_Transport_03_F","CH-67 Huron","",""]] Call ALiVE_fnc_combatSupportAdd;sleep 1800;["WEST","TRANSPORT","CH-67 Huron"] call ALiVE_fnc_combatSupportRemove;
["ARTILLERY",[[21197.36,7371.373,0],60,"B_MBT_01_arty_F","Sholef","",""]] Call ALiVE_fnc_combatSupportAdd;sleep 1800;["WEST","ARTILLERY","Sholef"] call ALiVE_fnc_combatSupportRemove;
Any ideas on why it doesn't work? I have tried switching "ARTILLERY" for "ARTY" but it was a no go. Any help would be appreciated.
Does anybody have an example or some sort of guide with CBA even triggers and ALiVE? I am in a bit over my head with all of this, but a small step by step would be much appreciated.
Thank you JD_Wang, VCOM stopped taking over my combat support! However, I believe I may have come across another similar problem. When running missions, say, to rescue a downed pilot, everything goes according to plan, you can find the pilot, it pops a blue "beacon" marker on the map, I can even walk up and rescue him...But, if I am not there within seconds, he will just run off like a bat out of a cave and I presume following VCOM's script...Any suggestions? As it stands, I am just blacklisting any missions that have to do with AI. However, I haven't had any issues with "troop insertion" missions at the moment.
I have not tried to actually sync the aircraft to the commanders, I will try that when I get some free time, thank you.
I read over the wiki page, thanks. I still have a question in regards to the manually placed air assets, with resupply set to "yes", will they respawn eventually?
I am trying to control what types of aircraft are available to each air commander and would prefer to place down air assets instead of it being random. This works great initially, but once the jets are downed, I can't seem to figure out how to get them to respawn. It could be that I am not giving the logistics enough time or don't have the settings of the modules correct.
I will toy around with it and see if it's a setting or me just being impatient. Thanks for the responses.
Hello, first, I would like to thank the ALiVE team. This mod is awesome.
I have placed empty aircraft in my mission (on a carrier), the air commander utilizes them, but they don't respawn even though I have them connected to a respawn module. I have other vehicles that do indeed respawn utilizing the respawn module, but I have them synced to the ALiVE virtual AI system (set to virtualize all units except synced units) to prevent the air commander from utilizing them.
Any help would be appreciated.