arjay 7 Posted December 3, 2013 This is a GAME CHANGER I think...I'm only a couple of modules into the tutorials - and Holy Crap it's powerful. Need to try the system in AIA with a different map - will it work ? Yep works in AIA, we even have support for the following 3rd party maps: namalsk fallujah thirsk thirsk winter - thirskw podagorsk - fdf_isle1_a celle clafghan torabora tigeria tup_qom ngs_capraia ---------- Post added at 12:59 ---------- Previous post was at 12:58 ---------- Is there any way to get infantry to board the helicopters and ride to an airfield, or board units? I've tried placing units in the editor and profiling them, and also changing the spawn from airborne too mechanized, but each time the infantry all just run on foot towards the objective. I've tried looking through the manual and watching the tutorials, but if it's something obvious, I can't figure out what it is. Any help would be greatly appreciated. Units using transports is a future feature, we are working on a proper logistics system that will move troops around in a relaistic manner, as opposed to the spawning technique done currently Share this post Link to post Share on other sites
Psilocybe 3 Posted December 3, 2013 Simply amazing. I can't wait till i get my CPU now, my phenom II is getting to the end of its days, I want to experience this mod in all its glory (and it runs great even with my sub par rig) Share this post Link to post Share on other sites
va12 mr. potter 10 Posted December 3, 2013 Units using transports is a future feature, we are working on a proper logistics system that will move troops around in a relaistic manner, as opposed to the spawning technique done currently Thanks for the quick reply, and sounds good. Looking forward to future updates, been having an amazing time with it so far! Share this post Link to post Share on other sites
turts 10 Posted December 3, 2013 Any chances we can get a tiny tooltip/description on what each of these "AI Skill" settings do? Any idea what the current settings would be labeled, as a reference point? (ie Recruit/Regular/Veteran/Expert) Share this post Link to post Share on other sites
arjay 7 Posted December 3, 2013 Any chances we can get a tiny tooltip/description on what each of these "AI Skill" settings do? Any idea what the current settings would be labeled, as a reference point? (ie Recruit/Regular/Veteran/Expert) AISkill module is still a bit work in progress, it probably needs more testing to get those values right, may be a little bit too easy. Reference point is probably that default AI would be above Expert. Any feedback you guys have would be good, try them out and see how you go. Share this post Link to post Share on other sites
katipo66 94 Posted December 3, 2013 Would it be possible to have a couple of sample mission setups ala DAC, I've looked at the example mission provided but it just seems to have all options on the table, and admittedly I've only been able view 3 of the tut videos so far but a couple of basic scenario setups where we can merge and adjust would be nice? Cough, finds the big yellow "DOWNLOAD TUTORIAL MISSIONS" on the page FPDR Maybe include them in the directory for us not so quick old fullas, although im probably the only one :D Units using transports is a future feature, we are working on a proper logistics system that will move troops around in a relaistic manner, as opposed to the spawning technique done currently That sounds like a great future feature that adds another level of game play possibilities with troops moving around in vehicles. Share this post Link to post Share on other sites
d3lta 10 Posted December 3, 2013 Thx. Amazing Enviado de meu GT-N7100 usando Tapatalk Share this post Link to post Share on other sites
arjay 7 Posted December 3, 2013 Cough, finds the big yellow "DOWNLOAD TUTORIAL MISSIONS" on the page FPDRMaybe include them in the directory for us not so quick old fullas, although im probably the only one :D Lols, we will be adding some more sample missions to the website in the coming weeks with some variety in what modules are used etc. Share this post Link to post Share on other sites
KeyCat 131 Posted December 3, 2013 This looks like a winner! Awesome work and I'm looking forward to whathever you guys release next! Now if only BIS could fix/improve the MP performance... /KC Share this post Link to post Share on other sites
Denzer05 1 Posted December 3, 2013 Published in spanish for the CAA News Team on the frontpage. Share this post Link to post Share on other sites
maturin 12 Posted December 3, 2013 Can anyone report game-breaking bugs occurring with dev branch? Want to know if it's worth trying. Share this post Link to post Share on other sites
arjay 7 Posted December 3, 2013 Can anyone report game-breaking bugs occurring with dev branch? Want to know if it's worth trying. ALiVE will not work at all with dev branch unfortunately. Because of the frequent map changes on dev branch, its impossible to support ALiVE for it. Share this post Link to post Share on other sites
Kommiekat 11 Posted December 3, 2013 SpectreRSG - we have to wait for Highhead to answer that one.Assume = Ass + u + me :D You are assuming incorrectly - ALiVE works perfectly fine in the editor/SP. This is very good news! Looks like I've got some homework to do. Share this post Link to post Share on other sites
galzohar 31 Posted December 3, 2013 I'll try to rephrase my question about profiling - What settings do I need to use if I want it to only profile units spawned by ALiVE modules and not units spawned by miscellaneous scripts or placed in the editor? For editor units I know I can use the syncing options, but I'm more concerned about units spawned by scripts (for example, respawning transport vehicles). Share this post Link to post Share on other sites
tupolov 520 Posted December 3, 2013 We only profile units at mission start. Units created by other scripts are not profiled. Play around with it and test :) Share this post Link to post Share on other sites
kremator 1065 Posted December 3, 2013 I'm going to have a go at integrating VTS with ALiVE tonight. It should be an interesting adventure! Share this post Link to post Share on other sites
gunny1979 3 Posted December 3, 2013 I'm going to have a go at integrating VTS with ALiVE tonight. It should be an interesting adventure! Good Luck Krem, let us know how it goes! Share this post Link to post Share on other sites
saul 24 Posted December 3, 2013 I had a thought and that is if you guys at ALiVE can get the infantry to make better use of vehicles, would it be possible to create a form of Chain of Command where squads formed platoons and complement each other. For instance, a small squad can load into a single AMV-7 Marshel or Panther but then you only have one vehicle. With CoC you could have three individual squads form part of a platoon with the fourth squad commanding the armor. Then OPCOM would have better organization of mobilizing units across large battlefields. Essentially it be a cleaner form of high command. You can kind of simulate this already with how you set up ALiVE in the editor but it is kind of a tedious process. I also believe this would create a much more authentic battlefield. Also to help players keep better track of friendly vehicles and aircraft a kind of blue force tracker for all three factions but only visable to friendly units. Share this post Link to post Share on other sites
gagi 10 Posted December 3, 2013 Hi, how can one implement VAS properly with this mod? Is it integrated or do we need to add it by ourselves? Cannot see proper way in the TvT mission, plenty of ammo boxes ... Thanks in advance Share this post Link to post Share on other sites
friznit2 350 Posted December 3, 2013 You mean a second tier tactical commander (e.g. a Platoon Comd to OPCOM's Coy Comd). That's basically what our TACOM does already though that too is in its infancy. Unfortunately the group compositions are fixed by the configs, which we necessarily have to abide by for the sake of compatibility and our sanity. There's more we can do with Waypoint types but I'm not sure complex AI interactions would be possible to achieve in a way that is credibly realistic. We'll see how it pans out. VAS - yes, works fine alongside. It's not part of ALiVE though so you'll need to edit it into the mission in the normal way. Share this post Link to post Share on other sites
gunny1979 3 Posted December 3, 2013 Looks like someone has been busy! Great Video whoever made it, step forward to claim your Prize! Share this post Link to post Share on other sites
gagi 10 Posted December 3, 2013 You mean a second tier tactical commander (e.g. a Platoon Comd to OPCOM's Coy Comd). That's basically what our TACOM does already though that too is in its infancy. Unfortunately the group compositions are fixed by the configs, which we necessarily have to abide by for the sake of compatibility and our sanity. There's more we can do with Waypoint types but I'm not sure complex AI interactions would be possible to achieve in a way that is credibly realistic. We'll see how it pans out.VAS - yes, works fine alongside. It's not part of ALiVE though so you'll need to edit it into the mission in the normal way. OK, I will do it. thanks Share this post Link to post Share on other sites
kremator 1065 Posted December 3, 2013 Hi gagi, It is very simple to add VAS into any ALiVE mission. Share this post Link to post Share on other sites
galzohar 31 Posted December 3, 2013 We only profile units at mission start. Units created by other scripts are not profiled.Play around with it and test :) I am assuming you mean mission start plus units you spawn with ALiVE modules? What is the definition of "mission start"? At time>0.01 all profiling information is guaranteed to be initialized? I don't want to end up creating a unit while the profiling is initializing and thus end up with it being profiled. Share this post Link to post Share on other sites
gagi 10 Posted December 3, 2013 Hi gagi,It is very simple to add VAS into any ALiVE mission. I just thought there was something integrated in ALiVE : you have to do it traditionnal way adding the script to the init ? Share this post Link to post Share on other sites