Blaazouille

Member

Last active 7 years ago

  1. 8 years ago
    Sat Apr 2 13:43:05 2016
    Blaazouille posted in Alive + ASR.

    @Friznit wow what a great idea ! I'll give it a try soon.
    I'll try to write some kind of script to make some AI stay in building. @KeyCat 50% seem to be a good start.

  2. Sat Apr 2 13:40:20 2016

    Logistic is supposed to come from chopper right ?
    I got some similar issue with logistic para-drop from some sort of choppers (MI-8 & MI-24 spawned). Helicopter logistic is turn off, but when it happen chopper just stay static where they spawned, I just believed that it was done on purpose, to simulate some kind of vehicle to drop support.

  3. Sat Apr 2 13:35:37 2016

    @LamettA92 easy way to turn persistent battlefield on TASDT :

    Check Persistent Battlefield in Rules panel :

    -image-

  4. Fri Apr 1 23:00:19 2016

    TASDT Windows server 2012 here too, no problem at all.

    alive.cfg is in arma 3 folder too.

    Do you have @AliveServer launch on your server ?

  5. Fri Apr 1 22:45:24 2016

    I'll give it a try tomorow, keep you updated

  6. Fri Apr 1 21:08:07 2016

    ACE : Yes
    TFAR : Yes
    ALiVE ALiVE sys_data_auto : I don't know what is this
    ALiVE data module (placed in editor) : Yes

  7. Fri Apr 1 19:31:50 2016
    Blaazouille started the conversation Mission won't start if logged as admin.

    When I start a mission logged as Admin the mission won't start correctly. I have to alt+f4 and mission start.

    BIS' Fault or Alive's Fault ?

  8. Fri Apr 1 12:58:32 2016
    Blaazouille posted in Alive + ASR.

    @Friznit I did but didn't find anything about that.

    @SavageCDN Thanks ! Fast answer as always !

  9. Fri Apr 1 12:52:04 2016
    Blaazouille posted in Alive + ASR.

    Ok, seems legit. Do you have to add VCOM driving or it's in the overhaul mod ? Sorry lot of questions :S

  10. Fri Apr 1 06:48:02 2016
    Blaazouille posted in Alive + ASR.

    I'm back with some news.
    We tested VCOM_AI yesterday on our server, we need more test on this mod.
    A lot of AI turn into combat without reason, but in general it's pretty good (compared to stock ASR).
    AT Soldiers seem to be more efficient and are able to take their rocket launcher before seeing a target (very human).
    I got some problems with vehicles, like a squad with a BTR that can't move at all, or BTR moving away of his squad and moving in an enemy camp to die at short range.
    Good point for suppressed AI, very impressive, they are just jumping on the ground to try to avoid contact and stay alive.
    Gunfight seem longer too, and it's a good point.
    Stock settings were not very good, very low accuracy.

    @Friznit do you use it with Zeus, it looks like my problems can come from here

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