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I place the team but then they start bumping away every few seconds like there was an object in the way.. cant keep them in place
you have it on your code...
// Shut up AI!
{_x setVariable ["BIS_noCoreConversations", true]} forEach allUnits;
0 fadeRadio 0;
enableSentences true;
-Increased action and a more balanced experience
-New friendly unit tracking system
-Fixed CQB AI spawning,
-Fix for SPE fire support,
-Significant Performance optimizations,
and much more!
The mission now has around 100 hours of work done on it. Give it a try, you won't regret it.
It’s because you are not using the latest version of the mission on the server.
They renamed the 2 modules, suffixing them with "_hotfix" by mistake in SPE v1.01 therefore the module references in this mission reflect that so they still load. Future versions of Spearhead will be compatible with both naming conventions. Please double check your mission version on the server!.
These are screenshots of the module names in the latest ALiVE Operation Cobra v.1.00.2
https://www.kellys-heroes.eu/files/module01.jpg
https://www.kellys-heroes.eu/files/module02.jpg
i think the main issue is with the CDLC modules themselves and needs to be corrected by the main team, nothing we mission makers can really do about it.
If i delete the modules i can get into mission, but then suffer from just a black screen after the teletype intro finishes.
http://alivemod.com/wiki/index.php/Command_%26_Control#Intel
https://community.bistudio.com/wiki/Arma_3:_Arsenal
The group will spawn directly on the module location and in the direction you set the module.
This module was created due to a need for a mechanism to spawn ALiVE units within the dugout locations located on the Spearhead CDLC terrain.
You may use this on any terrain and any faction, not just SPE
The dugout locations contain no 'housepositions' required by the default mil_placement module to spawn units. You may place multiple mil_placement_spe modules. For infantry groups you may select the ai behaviour.
You may either define an infantry group classname OR a vehicle/turret classname. NOT both in the same module instance.
Set the infantry group classname field to empty for a random group to be chosen. You may also select the infantry groups AI behaviour using the drop-down.
If vehicle classname field is set, infantry group classname field will be ignored.
BIS_fnc_arsenal_sides = [side player,2]; //converts side automatically to the id number - so both inputs are valid
["Open",true] spawn SPE_Arsenal_fnc_arsenal;
BIS_fnc_arsenal_factions = [faction player,"SPE_US_ARMY"];
["Open",true] spawn SPE_Arsenal_fnc_arsenal;
Please refer here for futher info: http://alivemod.com/wiki/index.php/Command_%26_Control#:~:text=The%20Task%20Manager%20enables%20player,requires%20a%20War%20Room%20account) .