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ALiVE - Advanced Light Infantry Virtual Environment

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Another quick question.. Does the OPCOM have a limit on how many units it can command? I keep getting some exceedlimit error when I have Enable Debug on for my OPCOM's

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I just thought there was something integrated in ALiVE : you have to do it traditionnal way adding the script to the init ?

Yes mate.

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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

I have added VAS, BTC logistics and revive and works fine.

***My question is.

Alivemod has a loading screen at Arma launch. Can I disable that?

Edited by JAndrews1

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Polaris, the warnings in debug mode happen if opcom stays in a certains state for a calculated time, happens during analysis sometimes, but nothing to do with the amount of units.

in fact profile system has a limiter you can adjust it on the profile module

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this logistic module sounds like the daddy of them all! looking forward to shooting down a helicopter full of units.

i have a few feature requests if you dont mind me listing a few? (dont worry they are not silly ones)

(request)

- reinforcements (you can request reinforcements that join your squad whether it be infantry, armoured etc..)

- some sort of intergrated respawn. (for example when you die, you get a screen that pops up that allows you to respawn at a HQ if it isn't controlled by enemies already)

- a form of capture placements (so when we get close enough or eliminate all presence of enemies the area becomes yours and your OPCOM will take control of it) - hope that makes sense

- hostage missions (OPCOM tasks you with missions to rescue POWs etc)

- less missions that ask you to blow up buildings (as AI i dont think will carry out these as easily as human players would)

- more options to choose from other than "invasion + occupation" maybe a tooltip that describes what the differences will be

(bug report)

- sometimes parachutes land on helicopter pads and you just get a unit that stands on the pad instead of a nice gunship

- sometimes OPCOM will not tell other units to advance/move/etc... but the enemy side will attack with brute force (no waypoints being seen on the map with debug ON)

(question)

- will the OPCOM's tell the AI to attack bases (military placements) as i have not witnessed an attack on a base as of yet

- will the mod improve regarding being able to use smaller markers (for example radius of 100 or lower)

just about done i think lads :P

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Ref your requests:

1. Request AI units to join player group: it's on a long list of 'parked' features at the moment. We had it in MSO and will probably add it one day, but it's low on the priority list.

2. Respawn manager: Multispawn module is work in progress, due for RC2.

3. Capture placements: it's already there, but unlike other 'game' modes it just won't tell you because in reality, who would? If you assess the area is clear of enemies, consider it captured. We're working on developing OPCOM so it places units in defence at an objective if it has them to spare and the objective is a high enough priority.

4. OPCOM Missions: we're focusing on generating side missions that are relevant to what OPCOM is currently doing. If a Support Heli gets shot down and the crew survive, this may generate a rescue mission. But we're not going to make a bunch of arbitrary 'fake' side missions - the mission maker can do that.

5. It's early days yet, there's be many more types of mission to follow.

6. No need - you can use various combinations of modules and markers to set up any scenario you want. Occupation: units start spread out and populating all objectives in the TAOR. Invasion: starts at MP module location and moves to attack synched objectives.

Please report bugs on Dev Heaven so we can track them, thanks!

Questions:

1. Yes it does, but it goes in priority order.

2. The marker needs to cover some sort of objective on the map or MP will have nowhere to place units or attack, so this is a bit of a moot point.

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thanks friznit2

will collect some information together to back up my bug reports and will do as requested.

thanks for taking the time to read my Wall of text!

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Ive strapped my self into a AAF plane looking to do some strafing runs on enemies in a Alive mission but noticed that the units on the ground isnt spawning properly. I´ve set the spawn/despawn distance to 1500m and doing a knee-high flyby of an enemy marker didnt get the unit to spawn. Is there a built in check preventing units to spawn when the player is in a plane?

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OK first tests with VTS and ALiVE are very promising. Both look to have full functionality. Building mission slowly, and will see how she goes :)

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Can any help me with this error-

In the editor everything seems to work, watched the videos and think I have put all correct modules in but when I run mission on server it does not work and everyone gets the following error-

ALIVE Registry - Warning module startup appears to be broken, aborting. Check your module syncronisation settings for possible errors - Module remaining to be started: ALIVE_MI - Module remaining to be started: ALIVE_ML - Module remaining to be started: ALIVE_ML - Module remaining to be started: ALIVE_OPCOM - Module remaining to be started: ALIVE_OPCOM

Server is running new 0.52 version

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Can any help me with this error-

In the editor everything seems to work, watched the videos and think I have put all correct modules in but when I run mission on server it does not work and everyone gets the following error-

ALIVE Registry - Warning module startup appears to be broken, aborting. Check your module syncronisation settings for possible errors - Module remaining to be started: ALIVE_MI - Module remaining to be started: ALIVE_ML - Module remaining to be started: ALIVE_ML - Module remaining to be started: ALIVE_OPCOM - Module remaining to be started: ALIVE_OPCOM

Server is running new 0.52 version

Odd, I had this same exact thing happen to me when I tested alive..

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Ive strapped my self into a AAF plane looking to do some strafing runs on enemies in a Alive mission but noticed that the units on the ground isnt spawning properly. I´ve set the spawn/despawn distance to 1500m and doing a knee-high flyby of an enemy marker didnt get the unit to spawn. Is there a built in check preventing units to spawn when the player is in a plane?

You are right subroc, profile spawning and despawning is disabled from player in jets. When travelling at 400km/h its much to fast to be able to reliably spawn / despawn units and vehicles in any reasonable amount of time. We see jets as supporting groups on the ground, so your team does recon etc and calls in CAS.

---------- Post added at 10:01 ---------- Previous post was at 09:59 ----------

Can any help me with this error-

In the editor everything seems to work, watched the videos and think I have put all correct modules in but when I run mission on server it does not work and everyone gets the following error-

ALIVE Registry - Warning module startup appears to be broken, aborting. Check your module syncronisation settings for possible errors - Module remaining to be started: ALIVE_MI - Module remaining to be started: ALIVE_ML - Module remaining to be started: ALIVE_ML - Module remaining to be started: ALIVE_OPCOM - Module remaining to be started: ALIVE_OPCOM

Server is running new 0.52 version

This occurs when one module is waiting on another module to start, but it doesnt happen so it aborts. I would check your sync settings on the modules. Make sure you are using sync lines and not group lines.

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I'm trying the tutorial (three) , but the ALIVE is failing (nothing happens) after I put the second Military Displacement on the map. What's wrong?

UPDATE: The problem is that the time to populate the third area is much greater. The problem's gone. Thx guys

Edited by D3lta

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Polaris, the warnings in debug mode happen if opcom stays in a certains state for a calculated time, happens during analysis sometimes, but nothing to do with the amount of units.

in fact profile system has a limiter you can adjust it on the profile module

Thanks for the info. Now my question is, is it random that an opcom assigns a task? Cause for whatever reason it takes about 50 mins for everything to finally be loaded and such but plenty of time goes by and still no task assigned...

BLUFOR OPCOM - It has all OPFOR military and military civilian placements synchronized with it as well as all BLUFOR military and military civilian placements. A Logistics module and Intelligence Module. It is set for NATO faction in the first section for factions and set to Invasion.

OPFOR OPCOM - It has all BLUFOR military and military civilian placements synchronized with it as well as all OPFOR military and military civilian placements. A Logistics module and Intelligence Module. It is set to IRAN for the faction in the first section for factions and set to Occupation

Yet neither side seems to be giving orders.. (No markers are seen for the BLUFOR/OPFOR to be moving around the map.)

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Dear Alive Mod Team,

Thanks for your mod, It is Epic.

Is there any way, you could make a [DEV] version of the mod. For those that run the dev build.

I know that you stated that all the changes that go on in the Dev build hinder progress. but i have to ask.

Or maybe remove the restriction so that those that want to ride the razors edge can and use your mod in DEV. Even if one day a dev patch might break something( and possibly get fixed in the next patch), it would be nice to not have to switch out from dev just to use your mod. which i am having to do often to play with everyone i game with.

Again, I just had to ask.

Please and thank you,

=LP=

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Are there any addon OPFOR units that currently work with ALiVE?

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I just did the tutorial step by step with ARJay's video but instead of getting entities moving in virtual space I get:

ALIVE Registry - Warning module startup appears to be broken, aborting. Check your module syncronisation settings for possible errors - Module remaining to be started: ALiVE_CP, ALiVE_MP etc...

I dont have anything sync at all as I am only on the second video. The fireteam does not get profiled, and there are no entity markers visable on the map. I made sure debug mode is turned on all 3 modules.

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I'm trying the tutorial (three) , but the ALIVE is failing (nothing happens) after I put the second Military Displacement on the map. What's wrong?

UPDATE: The problem is that the time to populate the third area is much greater. The problem's gone. Thx guys

Gone or EXPLAINED?.... there is a difference. As soon as I drop #2 mil placement, all goes dead. Seems to be a known issue but the solution is not yet revealed to us.

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In addition to the problems of very long init times and very long time to get tasks (in fact after 1-2 hours of playing we only got 1 task to destroy a solar transformer and even after destroying it the task remained active and no new tasks were generated, not to mention task only had 2 enemies defending it, I've had problems with the intel. At the start it was showing information about the enemy, but after playing for a while (maybe after some respawns?) the intel was completely gone - Map had absolutely no markers on it (except for the solar transformer task). Enemies would still spawn and shoot us if we spent enough time searching for them.

Also, in hosted server I notice a lot of script errors with undefined variables, seems to be something with the profiler. If you cannot reproduce I can upload my mission.

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Are other mods already supported? Like the Medic systems (XMedSys or RWS)?

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Is there any way, you could make a [DEV] version of the mod. For those that run the dev build.

Thanks for your comment LP, as I said before there is really nothing that would make us happier than to support DEV branch. But it is not possible. If you would like a technical reason for this, it's that a lot of the map analysis and discovery we do to make ALiVE, well alive, has at its core the usage of visitor map object ids. Some of these objects are without classes and are only available to scripting via the object ids. Everytime BIS makes a change on the map, these ID's are shuffled for whatever reason. This breaks ALiVE, badly.. You can see the issue I'm talking about http://feedback.arma3.com/view.php?id=6801, http://feedback.arma3.com/view.php?id=7248, http://forums.bistudio.com/showthread.php?165588-When-will-map-object-ids-be-stable.

One may hope that once the campaign episodes are all released, the map changes will cease and we could run ALiVE on stable and dev branches together, until that happens thought there is not much we can do.

---------- Post added at 20:45 ---------- Previous post was at 20:43 ----------

Are there any addon OPFOR units that currently work with ALiVE?

We are looking to get in contact with Massi and other unit mod makers to get a consensus of support for the CfgGroups format that ALiVE (and BIS) functions read from to spawn groups. We are working on this at the moment and hopefully won't be too far off.

---------- Post added at 20:46 ---------- Previous post was at 20:45 ----------

I just did the tutorial step by step with ARJay's video but instead of getting entities moving in virtual space I get:

ALIVE Registry - Warning module startup appears to be broken, aborting. Check your module syncronisation settings for possible errors - Module remaining to be started: ALiVE_CP, ALiVE_MP etc...

I dont have anything sync at all as I am only on the second video. The fireteam does not get profiled, and there are no entity markers visable on the map. I made sure debug mode is turned on all 3 modules.

Something is missing.. Can you please go to the first page of this thread and find the link to the Skype group? We can offer you assistance much easier on there.

Gone or EXPLAINED?.... there is a difference. As soon as I drop #2 mil placement, all goes dead. Seems to be a known issue but the solution is not yet revealed to us.

Again can you join the Skype support group for assistance

Also, in hosted server I notice a lot of script errors with undefined variables, seems to be something with the profiler. If you cannot reproduce I can upload my mission.

Can you join the Skype group, we will need to see these script errors.

Edited by ARJay

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I'll try to catch up on all these questions so bear with me. First thing is please remember this is ALPHA, especially for non-core modules...

Edit: beaten to the punch by ArJay!

Edited by friznit2

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Will it be faster yet not freeze the mission if the number crunching was done in pre-init? While it does freeze the whole mission from starting until the number crunching is done, it does end up running much much faster as it is never interrupted for other engine operations. If, for example, we end up stuck in loading screen for 2 minutes but can then play rather than start playing immediately but have nothing initialize for 10-15 minutes, then the former option is obviously preferable. But then again you have to look into loop iteration limit and the likes.

How do I join the Skype group? Or do you need to add me? My name there is "galzoha". Once I get back home I'll send you the mission and RPT.

Edited by galzohar

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How do I join the Skype group? Or do you need to add me? My name there is "galzoha". Once I get back home I'll send you the mission and RPT.

Can you try the link on the first page of this post G?

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Guten Tag

I know i am not the first one who is asking about how to open the Support console or the adimaction.

yes i got the Laser Designator

yes i restarted the Game

I AM GOING TO EAT MY MOTHER LOVING KEYBOARD RIGHTNOW!!!!!!!:mad:

Edited by hossus
So far this Addon is AWESOMEEEE

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