rye1 21 Posted December 4, 2013 Are other mods already supported? Like the Medic systems (XMedSys or RWS)? Nope but feel free to test. :) Any bug reports with mods none the less may be compatibility only, so be warned. Share this post Link to post Share on other sites
gunny1979 3 Posted December 4, 2013 Guten TagI 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: Hi Hossus, It's been mentioned on this thread a few times. The default is the Windows App Key. however if you do not have one, then you can define your own key using the Custom key 20 in settings, once this has been done, restart ArmA and away you go. Gunny Share this post Link to post Share on other sites
spirit6 51 Posted December 4, 2013 (Na dann willkommen im Club, bei mir auch nicht^^)Can agree that, ALiVE wont work with mcc. Wont miss mcc, its very useful so i´ve decided to stay with it. Gonna check into this also. Dunno why. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted December 4, 2013 Is there a way to limit what groups are spawned for the CQB module? When I was playing around with it I had ridiculous stuff spawning like guys in full ghillie suits with anti-material rifles along with the ranger master of all things, and a bunch of guys wandering around unarmed in their underwear from the PGS PMC mod... When I set the CQB module to only spawn nato units. Share this post Link to post Share on other sites
BastiDE 10 Posted December 4, 2013 there is a problem with the name for the factions. For example: ALiVE cant use the african conflict modification - http://forums.bistudio.com/showthread.php?160607-African-conflict-a3 When i use this faction, alive is placing standard-OPFOR Forces. I hope you can fix it. Share this post Link to post Share on other sites
gunny1979 3 Posted December 4, 2013 Gonna check into this also. Dunno why. Arjay has got a fix for the MCC Issue, he will advise as to the reasons MCC did not work. Share this post Link to post Share on other sites
sttosin 67 Posted December 4, 2013 Also known as the "User Action Key 20" Share this post Link to post Share on other sites
Hossus 13 Posted December 4, 2013 (edited) Hi Hossus,It's been mentioned on this thread a few times. The default is the Windows App Key. however if you do not have one, then you can define your own key using the Custom key 20 in settings, once this has been done, restart ArmA and away you go. Gunny hello Gunny sorry i didn't mention it but i did all of this, it just dont work..... lol i guess i am a little slow sometimes nevermind i got it !!! :o thx your are awesome guys Edited December 4, 2013 by hossus Share this post Link to post Share on other sites
spirit6 51 Posted December 4, 2013 (edited) Arjay has got a fix for the MCC Issue, he will advise as to the reasons MCC did not work. Cool. Checked the issue: https://dev-heaven.net/issues/73336 Fixed on Alive Side (after receiving pm). No more questions, good luck guys! And! Congrats on the awesome release!!! *edited after pm* Edited December 4, 2013 by spirit6 Share this post Link to post Share on other sites
friznit2 350 Posted December 4, 2013 there is a problem with the name for the factions.For example: ALiVE cant use the african conflict modification - http://forums.bistudio.com/showthread.php?160607-African-conflict-a3 When i use this faction, alive is placing standard-OPFOR Forces. I hope you can fix it. It's not something ALiVE can fix: the faction and groups need to be defined correctly in the mod for it to work with ALiVE. Your best bet would be to post in that mod's thread requesting a fix. @Kerc = not currently. Once again, if the PGS PMC mod is defined as or inherits NATO in the config, then ALiVE will see it as NATO. There's nothing we can do about that other than request the PGS PMC mod maker change his config, which he may not be willing to do. CQB uses whatever groups are defined. If the faction has snipers then they too will be spawned. An option to whitelist/blacklist certain class types in CQB may be something we could look at in due course. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted December 4, 2013 It's not something ALiVE can fix: the faction and groups need to be defined correctly in the mod for it to work with ALiVE. Your best bet would be to post in that mod's thread requesting a fix.@Kerc = not currently. Once again, if the PGS PMC mod is defined as or inherits NATO in the config, then ALiVE will see it as NATO. There's nothing we can do about that other than request the PGS PMC mod maker change his config, which he may not be willing to do. CQB uses whatever groups are defined. If the faction has snipers then they too will be spawned. An option to whitelist/blacklist certain class types in CQB may be something we could look at in due course. I figured it was something like that - a white list would be great as I'm usually really picky with the kind of units I want the AI having as stuff like snipers don't really work well in such great numbers, nor does having a crap load of AT guys Share this post Link to post Share on other sites
Pitt Rivers 10 Posted December 4, 2013 Firstly, thanks for this awesome mod. Secondly- when I run ALiVE, I'm unable to save during any missions (including missions that do no use ALiVE modules). Anybody else having this issue? Share this post Link to post Share on other sites
BastiDE 10 Posted December 4, 2013 It's not something ALiVE can fix: the faction and groups need to be defined correctly in the mod for it to work with ALiVE. Your best bet would be to post in that mod's thread requesting a fix.@Kerc = not currently. Once again, if the PGS PMC mod is defined as or inherits NATO in the config, then ALiVE will see it as NATO. There's nothing we can do about that other than request the PGS PMC mod maker change his config, which he may not be willing to do. CQB uses whatever groups are defined. If the faction has snipers then they too will be spawned. An option to whitelist/blacklist certain class types in CQB may be something we could look at in due course. and there is no solution, without the help of the Devolper from the African Conflict Modification? Share this post Link to post Share on other sites
J_Camel 10 Posted December 4, 2013 Awesome mod guys, I made my account just to post on this. Currently loving it and spending more time editing than playing the last two days trying to understand it all. Share this post Link to post Share on other sites
stevos758 10 Posted December 4, 2013 Working on some F3 stuff for this. Plan on getting it up on a server hopefully by the weekend. Share this post Link to post Share on other sites
gunny1979 3 Posted December 4, 2013 (edited) Firstly, thanks for this awesome mod.Secondly- when I run ALiVE, I'm unable to save during any missions (including missions that do no use ALiVE modules). Anybody else having this issue? No probs! Not experienced it, however it won't be an issue when we release persistence and the War Room! ---------- Post added at 14:50 ---------- Previous post was at 14:49 ---------- and there is no solution, without the help of the Devolper from the African Conflict Modification? Watch this space, we are reaching out to mod makers to work together! ---------- Post added at 14:51 ---------- Previous post was at 14:50 ---------- Awesome mod guys,I made my account just to post on this. Currently loving it and spending more time editing than playing the last two days trying to understand it all. Thanks happy playing, feel free to join our Skype Channel, where you will find others making missions and assisting with questions and ideas! Also I am receiving numerous PM's of which I cannot answer them all, so therefore recommend joining our Skype Channel, where you can get your questions answered by the Dev's, Our Testers or some other ALiVE users. Edited December 4, 2013 by Gunny1979 Share this post Link to post Share on other sites
Tyl3r99 41 Posted December 4, 2013 where is your Skype channel mate? link please :) Share this post Link to post Share on other sites
galzohar 31 Posted December 4, 2013 Whitelist/Blacklist options for units and groups would be very nice. Same goes for being able to set a custom init script that will run the first time the group is spawned for real (which could do stuff like replacing weapons/gear/uniform). Or just allow setting a custom script you can call with either each unit or group that will return an array with the unit's initial gear in a given format (so that if the group is profiled, the "simulated" behavior can rely on whatever weapons are saved). Share this post Link to post Share on other sites
SavageCDN 231 Posted December 4, 2013 where is your Skype channel mate? link please :) 1st post in thread :p Share this post Link to post Share on other sites
Zlin 10 Posted December 4, 2013 What do the different colors on the map indicate? Yellow, orange, blue, green. I know what the sector display colors indicate but not the discovered areas. Thanks. Share this post Link to post Share on other sites
SavageCDN 231 Posted December 4, 2013 What do the different colors on the map indicate? Yellow, orange, blue, green. I know what the sector display colors indicate but not the discovered areas. Thanks. Try turning off debug on all modules except the OPCOM one for the side you are playing... you will see the colours change depending on objective ownership. That's about all I can tell you as the rest is wizardry and unicorns :p Share this post Link to post Share on other sites
galzohar 31 Posted December 4, 2013 Skype group says "waiting to join". In the meanwhile here is a part of the RPT from mission start: |============================= alive_idf =============================| c:\w\c_branch\poseidon\futura_stable\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! [21340,121.532,0,"XEH: PostInit Started"] [21340,121.547,0,"CBA_VERSIONING: cba=1.0.4.198, alive_main=0.5.2.1.31202e+006, "] [21340,121.577,0,"XEH: PostInit Finished. State: _isClient=false, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=true, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=0, _sessionId=1, _level=0, _timeOut=false, _game=3, BIS_functions=L Modules:1, group=L Modules"] [21340,121.541,0,"x\cba\addons\network\XEH_postServerInit.sqf:3","Initializing: cba_network version: 1.0.4.198"] ALIVE Active Limit: 80 ALIVE Registry - ALIVE_profileHandler Startup [module_0] ALIVE Registry - ALIVE_profileHandler [module_0] starting.. ---------------------------------------------------------------------------------------- ALIVE Create profiles from map groups [TIMER STARTED] ---------------------------------------------------------------------------------------- ALIVE Create profiles from map groups Complete - entity profiles created: [0] vehicle profiles created: [0] [TIMER ENDED : 0] [TIMER STARTED] ALIVE Deleting existing groups ---------------------------------------------------------------------------------------- ALIVE Deleting existing groups Complete - groups deleted: [0] vehicles deleted: [0] [TIMER ENDED : 0] [TIMER STARTED] ALIVE Create profiles from map empty vehicles ---------------------------------------------------------------------------------------- ALIVE Create profiles from map empty vehicles Complete [TIMER ENDED : 0] ALIVE Registry - ALIVE_CP Startup [module_1] ALIVE Registry - ALIVE_CP [module_1] has required modules defined: ["ALIVE_profileHandler"] ALIVE Registry - ALIVE_CP [module_1] starting.. "ALiVE - Starting Garbage Collector..." ALiVE-0 Player Persistence - Initialisation Completed ALIVE Registry - ALIVE_OPCOM Startup [module_2] ALIVE Registry - ALIVE_OPCOM [module_2] has required modules defined: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM [module_2] required synced ALIVE_CP module has started:true ALIVE Registry - ALIVE_OPCOM [module_2] required synced ALIVE_MP module has started:false ALIVE Registry - ALIVE_OPCOM [module_2] is not ready to be started, waiting on: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM Startup [module_3] ALIVE Registry - ALIVE_OPCOM [module_3] has required modules defined: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM [module_3] required synced ALIVE_CP module has started:true ALIVE Registry - ALIVE_OPCOM [module_3] required synced ALIVE_MP module has started:false ALIVE Registry - ALIVE_OPCOM [module_3] is not ready to be started, waiting on: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_AISKill Startup [module_4] ALIVE Registry - ALIVE_AISKill [module_4] starting.. ALIVE Registry - ALIVE_MP Startup [module_5] ALIVE Registry - ALIVE_MP [module_5] has required modules defined: ["ALIVE_profileHandler"] ALIVE Registry - ALIVE_MP [module_5] starting.. AISKILL Recruit:[[]] Regular:[[]] Veteran:[[]] Expert:[[]] AISKILL Custom Skill: Factions:[["BLU_F","OPF_F","IND_F","BLU_G_F"]] AISKILL Custom Skill: Min Ability:0.9 Max Ability:0.9 AISKILL Custom Skill: Aim Accuracy:0.2 Aim Shake:0.1 Aim Speed:0.1 AISKILL Custom Skill: Courage:0.2 Endurance:0.1 Spot Distance:1 Spot Time:0.3 AISKILL Custom Skill: Reload:0.5 Commanding:0.1 General:1 AISKILL Faction Skill Hash: ------------------ Inspecting Hash -------------------- k [0]: BLU_F v: [0.9,0.9,0.2,0.1,0.1,0.1,1,0.3,0.2,0.5,0.1,1] k [1]: OPF_F v: [0.9,0.9,0.2,0.1,0.1,0.1,1,0.3,0.2,0.5,0.1,1] k [2]: IND_F v: [0.9,0.9,0.2,0.1,0.1,0.1,1,0.3,0.2,0.5,0.1,1] k [3]: BLU_G_F v: [0.9,0.9,0.2,0.1,0.1,0.1,1,0.3,0.2,0.5,0.1,1] ------------------ Inspection Complete -------------------- AISKILL Set unit skill on 2 units Error: Object(4 : 6) not found "CQB Init finished" ["#CBA_HASH#",["spawnDistance","factions","houses"],[700,["OPF_F"],[[[3677.84,12356.2,0.000293732],"Land_i_House_Small_03_V1_F",<null>],[[3660.11,12349.1,0.281364],"Land_i_House_Small_03_V1_F",<null>],[[3778.07,12600.2,0.552902],"Land_u_House_Big_02_V1_F",<null>],[[3567.57,12466.3,0.466919],"Land_i_House_Big_02_V3_F",<null>],[[3669.41,12275,0.0266533],"Land_i_House_Big_01_V1_F",<null>],[[3555.45,12398.3,0.198673],"Land_i_House_Big_01_V2_F",<null>],[[3938.89,12429,0.138378],"Land_u_House_Big_02_V1_F",<null>],[[3523.35,12473.5,0.318119],"Land_i_House_Big_01_V2_F",<null>],[[3522.48,12411.7,-0.0096283],"Land_u_House_Big_01_V1_F",<null>],[[3513.24,12472.4,0.529812],"Land_u_House_Big_02_V1_F",<null>],[[3522.96,12605,-0.031642],"Land_i_House_Big_01_V2_F",<null>],[[3762.5,12712.1,0.157431],"Land_u_Shop_02_V1_F",<null>],[[3819.28,12719.6,-0.00958824],"Land_i_House_Big_01_V2_F",<null>],[[3542.77,12661,0.0495644],"Land_u_Shop_02_V1_F",<null>],[[3613.71,12718.6,0.000537872],"Land_i_House_Small_03_V1_F",<null>],[[3473.09 ["#CBA_HASH#",["spawnDistance","factions","houses"],[1000,["OPF_F"],[[[4020.12,12589,-0.347351],"Land_CarService_F",<null>],[[3760.45,12990.1,-0.0480747],"Land_Hospital_main_F",<null>],[[4008.57,13662.5,-0.0195293],"Land_CarService_F",<null>],[[3752.89,13461.9,-0.409237],"Land_CarService_F",<null>],[[5551.19,14999.9,1.06377],"Land_MilOffices_V1_F",<null>],[[5053.01,14442.8,-0.0601807],"Land_CarService_F",<null>],[[6188.17,15089.2,-0.116341],"Land_CarService_F",<null>],[[4615.6,15476.4,-0.270081],"Land_Cargo_Patrol_V1_F",<null>],[[8322.73,10075.4,-0.131165],"Land_Cargo_Patrol_V1_F",<null>],[[8308.39,10052.7,-0.0706787],"Land_Cargo_House_V1_F",<null>],[[8312.06,10047,-0.0706177],"Land_Cargo_House_V1_F",<null>],[[6817.63,16057.1,-0.00833893],"Land_Cargo_House_V1_F",<null>],[[6860.1,16055.2,0.00234222],"Land_Cargo_Patrol_V1_F",<null>],[[6794.25,15583.1,-0.0634651],"Land_CarService_F",<null>],[[8491.19,18271.2,-0.360764],"Land_CarService_F",<null>],[[8381.82,18255.6,-0.0218048],"Land_Cargo_House_V1_F",<null>],[[8 ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - ALIVE_MI Startup [module_7] ALIVE Registry - ALIVE_MI [module_7] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_MI [module_7] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_MI [module_7] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping.. ALIVE Registry - ALIVE_OPCOM Startup [module_2] ALIVE Registry - ALIVE_OPCOM [module_2] has required modules defined: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM [module_2] required synced ALIVE_CP module has started:true ALIVE Registry - ALIVE_OPCOM [module_2] required synced ALIVE_MP module has started:true ALIVE Registry - ALIVE_OPCOM [module_2] starting.. ALiVE-83.923 OPCOM and TACOM starting... ALIVE Registry - ALIVE_OPCOM Startup [module_3] ALIVE Registry - ALIVE_OPCOM [module_3] has required modules defined: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM [module_3] required synced ALIVE_CP module has started:true ALIVE Registry - ALIVE_OPCOM [module_3] required synced ALIVE_MP module has started:true ALIVE Registry - ALIVE_OPCOM [module_3] starting.. Error in expression <_profileHandler); _profIDs = _profIDs + _profIDsTMP; } foreach _factions; { priv> Error position: <_profIDsTMP; } foreach _factions; { priv> Error Undefined variable in expression: _profidstmp Error in expression <call ALIVE_fnc_profileEntity; } foreach _profIDs; if(_debug) then { ["%1 profi> Error position: <_profIDs; if(_debug) then { ["%1 profi> Error Undefined variable in expression: _profids Error in expression <,_pos] call ALiVE_fnc_OPCOM}; } foreach _profiles; }; }; };> Error position: <_profiles; }; }; };> Error Undefined variable in expression: _profiles Error in expression < [count _inf,_x]; }; }; }; }; } foreach _profileIDs; [_logic,"infantry",_inf] c> Error position: <_profileIDs; [_logic,"infantry",_inf] c> Error Undefined variable in expression: _profileids File x\alive\addons\mil_opcom\fnc_OPCOM.sqf, line 1286 ALiVE-103.431 OPCOM and TACOM starting... Share this post Link to post Share on other sites
HorbeySpector 164 Posted December 4, 2013 http://gyazo.com/385e69550ca185fe3d35ba1dba35bb2e < everyone should try this. it's so awesome. about the cqb module: spawning rate on 50% doesnt really spawn units in half of the buildings.. maybe add higher spawn rates to the module? Share this post Link to post Share on other sites
Fiddi 68 Posted December 4, 2013 One quick question, how do you save a mission in progress with ALiVE activated? Can you save and continue at another time? Share this post Link to post Share on other sites
friznit2 350 Posted December 4, 2013 Not yet. Mission Persistence is the focus of the next major release. Share this post Link to post Share on other sites