Stegman

Member

Last active 9 years ago

  1. 9 years ago
    Mon Nov 9 17:03:18 2015

    Thanks for getting back to my, SpyderBlack (I've been playing with your demo 'Landlord' mission. nice work).

    I've only briefly touched on EndGame myself.
    It seems to dynamically generate missions; Establish FOB, find intel, race to the bomb/device.
    It also has a revive style module.
    As for other modules, I've been playing about with BIS' support modules (and the others).
    They work fine with Alive, but your Support modules offer a lot more control.

    As for editing mid mission, I'll have a go, though I know bugger all about scripting to that level.

    (Also, did you know that you don't need to place TAORs? Alive will just use the whole map!)
    (Also, also did you know that with regards to the load crash problem; if you wait the mission will load eventually. It can just take a very long time, but it will work)

    Also, thank you guys for creating this Mod. It truly does bring the map 'alive'.

  2. Fri Nov 6 13:52:30 2015
    Stegman started the conversation Module initialisation and manipulation..

    Hi guys.
    I'm new to Alive, but not that new to ArmA (been around since OFP days!).
    I've just discovered Alive and have a few questions;

    First;
    Is it possible to spawn Alive modules AFTER the mission starts?
    Or do they need to be placed in the editor and activated when required?

    Secondly;
    Can you edit modules on the fly?
    For instance can you specify new, remove, add or edit TAOR or BlackLists mid mission
    (lets say one force is pushing back the other).

    Finally;
    How would Alive cooperate with the other modules, such as Endgame?

  3. Thu Nov 5 15:52:52 2015
    Stegman joined the forum.