J

Jaypee

Member

Last active 7 years ago

  1. 9 years ago
    Tue Oct 14 16:12:36 2014
    J Jaypee posted in Zeus - Alive.

    I've done that and got it working. I was actually refering to be able to remove units which are spawned by Alive. They show up and are editable by that zeus. Which i don't want of course.

  2. Sat Sep 27 11:10:56 2014
    J Jaypee posted in Profile system bug?.

    I noticed that even when running the profiler on profile only synced units it still profiles units spawned with the civ and mil placement modules. Definitely some weird things going on there.

  3. Fri Sep 26 18:23:03 2014
    J Jaypee posted in Alive Status.

    igghq.com currently is running an MSO using Alive. Alive devteam has been Active from what i can see on their youtube and by their updates to the mod . Not as fast as a payed-for addon obviously. They are of course volunteers.

  4. Wed Sep 17 12:16:22 2014
    J Jaypee started the conversation Zeus - Alive.

    I'm using Zeus to build bases in an MSO type mission. The Zeus is on the players side. I'd like to remove all Opfor from Zeus. Is there a way to suppress Alive from adding Opfor AI to Zeus? So my Zeus commanders don't need to restrain themselves ;)

  5. Sun Sep 7 15:04:58 2014
    J Jaypee posted in Gen. persistency.

    The modlist is in the top of the rpt file. But mainly we are using agm usmc and SAA. Playerpersistency is currently not really needed. I was more referring to the item like crates and stuff.

  6. Thu Sep 4 16:44:21 2014
    J Jaypee posted in Gen. persistency.

    https://drive.google.com/file/d/0BzXci31E7oR8Tm1lNWtfX042Ync/edit?usp=sharing

    Logs and pbo are in there.

  7. Wed Aug 27 16:50:37 2014
    J Jaypee started the conversation Gen. persistency.

    I made a basic mission with alive. I enabled persistency. I started it up the first time and it connected directly to the database. As far as I know. The second time I started it I had lost the player logistics menu. Also the crates that I moved in the first run of the mission were back at their original position. PBO file and both rtp files are available.

  8. Wed Aug 27 16:46:48 2014

    Ok respawn=base doesn't hinder it. It was the possibility to Select your Respawn point. That variable and function was interfering with the loading of player persistence data. Problem solved.

  9. Tue Aug 26 12:34:14 2014
    J Jaypee started the conversation Player persistency: correct setup.

    During the development of my mso i noticed that using the respawn system respawn=base in description.ext, hinders player persistence. What is the correct and usual setup to have player persistence working properly?

  10. Tue Aug 26 00:05:49 2014
    J Jaypee posted in Player persistence module.

    Well I'm working on an MSO type mission and testing it with our guys, they really love it. I'll try to get some structured info your way.

View more