StoneComet

Member

Last active 8 years ago

  1. 9 years ago
    Wed Apr 15 15:15:31 2015
    StoneComet started the conversation ASR_ai & ALiVE.

    Hi all,

    Does ASR_ai (if you use the skill set parameters) overwrite the AI skill settings created by the ALiVE "Military AI Skill" module? Or does it simply modify those skill sets with a spread of skill numbers using the ALiVE skills as a base number? I'm guessing if you want to keep the ALiVE skill sets you just do not use the ASR_ai for skill levels but use the behavior modifiers alone. Lastly Does anyone simply use ASR_ai in place of the "Military AI Skill" module for AI skill?

    Thanks,
    -StoneComet

  2. Wed Apr 15 14:32:07 2015
    StoneComet posted in SRS & ALiVE.

    @SavageCDN I can't imagine there would be any conflicts with ALiVE although I have not tried that script myself. ALiVE doesn't really do much with respawn, etc except if you place the ALiVE multispawn module.. so leave that module out and you should be good to go.

    Sounds good. I'll give it a go and report back here. I'm not using the ALiVE multispawn in the mission I'm running so it just might work. I'll report back here after some testing.

    Thank You

  3. Wed Apr 15 02:42:28 2015

    @bojangles2020 I was testing the cqb module last night while using rhs and ran into the issue of enemies not attacking me at all.i could walk right up to them with nothing happening. When I called in an insert chopper they shot at the chopper but on the ground they didn't recognize me.any fix for this?

    Bojangles,

    Seems like I had this issue once and it seemed to be tied to the ghosting issue. Some script (I can't remember exactly which one was turning on the ghost feature on mission entry. Since you have tried it as vanilla as you can it has to be something in your mission scripts. I prefer to use ALiVE for almost all my mission making so do me a favor. If the issue is spotted by the Dev team please post the results so I won't make the same mistake again.

    Thanks,
    -Stone

  4. Wed Apr 15 02:34:48 2015
    StoneComet posted in Revive scripts and multispawn.

    I use Farooq's revive and it seems to work OK with the exception that the revive script seems to be no longer supported and if you are moving when you get killed/unconscious when you revive/respawn your player/character/toon will be moving constantly in that direction until you press the key for that direction. I just ran into SRS (Simple Revive Script for Arma 3) but haven't tested it with ALiVE yet.

  5. Wed Apr 15 02:23:40 2015
    StoneComet started the conversation SRS & ALiVE.

    Hello All,

    I have been using Farooq's revive with ALiVE on my MP missions which works fine. Since it does not seem to be supported anymore I'm thinking about switching to SRS (Simple Revive Script for Arma3) does anyone know if there are any conflicts with this script before I put it in and try testing it. That would save me some time and testing.

    Thanks,

    -Stone

  6. Wed Dec 3 13:24:09 2014
    StoneComet started the conversation Multispawn Module.

    Hello,

    I am having some difficulty getting the multispawn module to work in "spawn on squad" mode. This mode is not really covered during the tutorial so I looked and found some bits here and there but nothing definitive. In my description.ext I have Respawn=3 and RespawnDelay=10. I have NO respawn marker on the map (the wiki implies not using a marker, although I have tried it both ways. My mission has only one group of 9 playable and 1 player character on the map. Whenever a player dies it goes through the respawning... notification then the player trying to respawn is spectating the live player but never spawns in. I have tried this with the enemy check set on no and yes. My guess is when you place a no in the "Enemy Check" field no enemy check is performed. The tooltip is a bit misleading in that a yes or no in the field would have the opposite effect. A revised edition of the tutorial for this module might be needed and the tooltip is counter to the field heading expectations.

    1. Does the "spawn on player" in the multispawn module work? (any one actually have this working)
    2. How exactly do I get it working? (what should my description.ext lines look like) (do I need a marker or name my playable characters) (what exactly do I do to get "spawn on player" to work)
    3. What does a "no" in the "perform enemy check" field do? Does no mean enemy is not checked for or does no mean do not spawn if enemy is nearby?
    4. What is "enemy nearby"? When an enemy check is performed, what are the parameters? (how much of a radius is being checked? 50m? 100m?)

    I am able to get the multispawn module to do just about everything else but the "spawn on player" seems broken. Any detailed reply or help would be appreciated.

    Thanks

  7. Wed Dec 3 13:21:56 2014
    StoneComet joined the forum.