Difference between revisions of "FAQ"

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You are missing the required mod: @CBA_A3
 
You are missing the required mod: @CBA_A3
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== ALiVE in game ==
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=== How do I bring up the combat support interface ===
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Your player must have the required item defined on the Combat Support module, by default this is the laser designator.
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Use your App Key to open the Combat Support interface.
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The app key is found next to your right control key usually.
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If you do not have that key you can map it by mapping User Key 20 in the options menu of the game (you will need to restart arma for this to take effect).
  
  

Revision as of 01:40, 24 January 2014

ALiVE mod installation

I get this message when trying to use the Alive mod

include file x cba addons main script_macros.hpp not found

You are missing the required mod: @CBA_A3


ALiVE in game

How do I bring up the combat support interface

Your player must have the required item defined on the Combat Support module, by default this is the laser designator.

Use your App Key to open the Combat Support interface.

The app key is found next to your right control key usually. If you do not have that key you can map it by mapping User Key 20 in the options menu of the game (you will need to restart arma for this to take effect).


ALiVE module usage

I'm getting an error with placement modules and markers.

Warning no location found for placement, you need to include military location within the TOAR marker

Try the placement module without any TAOR marker defined and with debug switched on in the module, once the game starts take a screen shot of the map so you can see what locations are available over the whole map. Then place your TAOR marker (making sure the marker covers the center point of an existing location from you screen shot). Alternatively expand the size of your TAOR marker until some location is found.


How do I define a custom objective for OPCOM

In the latest release you can define a custom location for OPCOM to take into account. Place a Game Logic location (any type) and sync it to an OPCOM module. Now OPCOM will send troops to attack / defend that objective. You can also add these variables to the game logic init field:

this setVariable ["priority",50]; this setVariable ["size",150];