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@gooner_duke27565 жыл бұрын
@MannimalGG Its great you did these vids to inform people on using alive, good job. One thing to point out though, for everyone. In the 'virtual ai system' module , the spawn radius, be it infantry, heli or plane relates *specifically and only to the player* and has nothing to do with the ai themselves (for the virtual ai system module, its not relevant as to whether the ai faction has helicopters, etc at all, that's only in the placement modules and how you filter them etc) . i.e. when you're infantry/on the ground, what spawning range do you want the ai to spawn at (1000, 1500, etc)? When a player is flying a heli or plane, again, what spawning range do you want ? Simple way to test this is to set heli spawn range at 0/zero, fly around and not a single ai will spawn in. Change it to 1000,1500 (higher is better, because of the speed of aircraft) and get in a heli, fly around and they will start spawining in at the range you've set. The same applies to the civ module. So within the civ population module you set 'spawn heli radius' at 900. So that means, when will civilians start spawning in when a ***player*** is flying a helicopter. at 900 in this case. Its really important to be mindful of this, for performance sake. For e.g. if you set the infantry spawn radius at 1000 and spawn heli radius at lets say 1500. If you have a player air unit, imagine they are flying around , spawning in ai units as they do so and in a different part of the map from the ground forces. The ground forces units also are spawning in units - so potentially you could have 50-75 ai spawning around the infantry AND similar numbers spawning around a player flying a helicopter (+ civs if you've set them to spawn in from a heli as well). Just wanted to clarify and point this out, so people are aware of that.
@TheNorthernBrit6 жыл бұрын
1:15 how to change factions for commanders 8:15 How to setup Civillian modules 17:00 How to set up CQB module 21:15 How to set up the Air Commander
@BOMEFSY4 жыл бұрын
hey gj on this guide ive been messing with the ALiVE mod and thanks to your guide its helped a lot.
@RemedyDoesGaming6 жыл бұрын
Very informative, love the Air Commander. That will bring a cool atmosphere to a base. You're setting up for a mission the alarm goes off and the AI scramble, that would look so cool!
@TheNorthernBrit6 жыл бұрын
RemedyDoesGaming the air command does indeed add some interesting atmosphere definitely one of my favourite modules!
@dan_iversaire3 жыл бұрын
Great job !
@HolyOrangeJuice6 жыл бұрын
I know it has been a month but I sure hope you find time to continue these. Up to date alive tutorials are hard to come by
@skullerx6 жыл бұрын
It would be amazing for you to add timestamps for every module. This way, people who are questioning a specific aspect of a module, they can use your video as a reference.
@TheNorthernBrit6 жыл бұрын
Mannulus I will get on it!
@TheNorthernBrit6 жыл бұрын
Hi guys sorry for the lower quality this video I forgot to switch my recording to 1080p! Hope you find this useful. Will be covering player modules next video hoping to upload by the end of the week so stay tuned!
@lilduggy4real2 жыл бұрын
Getting this weird error code when setting up CQB. "CQB ERROR: No House was defined for COB group O Charlie 2-1! Count units in group that have house set: O"
@andre.456466 жыл бұрын
How to persist alive mission on local play? Arma 3 crashes when trying to save beacause alive generates a large db file
@Stryker22795 жыл бұрын
ive been futzing around with the mod and I cant figure out if the ai is consistently using autonomous drones for the MACC, for instance the helicopter drone in particular. any suggestions? would you leave those assets unmanned, or with the ai active?
@TheNorthernBrit5 жыл бұрын
From what I understand from ArmA and the way drones work. I would have the assets manned. But I could be wrong never really tried with the drones. Never came across as an idea but that would be cool if it works!
@Gatornater5 жыл бұрын
hey man i have a question. i tried recreating what youve done in parts 1 and 2. if i use a custom faction at all, i get the "too many virtual memory blocks requested" message, but if i use NATO and CSAT and set the unit counts to 200 civ. obj and 100 mil. obj it works fine, could you tell me what the issue might be?
@TheNorthernBrit5 жыл бұрын
Hey thanks for taking your time to contact me/watching my tutorial. Personally I never have had this error message. What factions are you trying to use?
@Gatornater5 жыл бұрын
@@TheNorthernBrit i was trying to use RHS factions but i realized that with RHS factions and with some CUP factions if you set the AORs too large it may crash or give the too many virtual memory blocks requested. so i downsized and it worked fine. and please excuse the awfully late reply
@Tortuosit5 жыл бұрын
Thanks for the video! With Alive, every time I have to discovwr again how it works... then I always struggle with faction error messages. Always takes significant time until things work... It's often unclear where we can enter multiple factions, how exactly is the syntax etc etc I'm convinced if you turned debug mode on in "Alive (required)", you'd get factiin error messages.
@Tortuosit5 жыл бұрын
My mistake. More factions in the commander module than actually used.