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About marceldev89

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  1. Startup Parameters on Linux, ver 1.70

    You can find the list at https://community.bistudio.com/wiki/Arma_3_Startup_Parameters and the -nosplash vs -noSplash was a lucky guess based on some other parameters. :)
  2. Startup Parameters on Linux, ver 1.70

    Some parameters became case sensitive and/or use a different case than what's on the wiki (e.g. -nosplash must be -noSplash).
  3. Does this civilian vehicles floating around bug happen on (older) persisted missions? The bug was fixed in recent ALiVE builds but they may be persisted in their old floaty state.
  4. On Pause

    https://community.bistudio.com/wiki/User_Interface_Event_Handlers should sort you out. :)
  5. Steam workshop will be your best friend. :)
  6. @devildog664 try the instructions from https://github.com/CBATeam/CBA_A3/issues/715#issuecomment-312447554
  7. Yes, feel free to create ticket for it. :)
  8. Currently there is no way to mark an area as active. The only ways to activate an area is to move yourself there or use Zeus and set the camera to that location. There is a ticket that broadly asks for what you're asking for at https://github.com/ALiVEOS/ALiVE.OS/issues/321 but it's been closed for unknown reasons.
  9. That's correct, profiled units can only interact with other profiled units unless they're spawned in.
  10. rarityGroup isn't used by ALiVE but it's probably something that BI uses for their dynamic battlefield module or whatever it's called. Basically the higher the number the more that group would appear.
  11. ^ I think you've quoted the wrong post. :)
  12. We'll need the full RPT (both client and server I guess) and the logs in @aliveserver. :)
  13. This definitely sounds like you're requesting a virtual arsenal box. When placing it down manually the arsenal related scripts are being ran but when requesting through the player logistics system these scripts don't run properly. Maybe in the future this will get fixed. :) EDIT: Arsenal related scripts being the scripts that fill the crates with the proper items and such.
  14. The multispawn module uses the markers named ALiVE_SUP_MULTISPAWN_INSERTION_<faction> for the start position and ALiVE_SUP_MULTISPAWN_DESTINATION_<faction> for the destination position. Replace <faction> with the faction of the player(s). EDIT: Which is also explained on the wiki at http://alivemod.com/wiki/index.php/Multispawn