sttosin 67 Posted December 7, 2013 ALiVE Team, Will it be possible for your mod to automatically analyze and populate the USS Nimitz Carrier when a Military Placement is associated with a TAOR including the Nimitz? Basically ALiVE would naturally consider the carrier a military base. Share this post Link to post Share on other sites
highhead 20 Posted December 7, 2013 Please log a feature request on dev heaven tracker so it doesnt get lost! Its a nice idea, will take some time though as we "just" got "some" "little" tasks before :) Share this post Link to post Share on other sites
sttosin 67 Posted December 7, 2013 I am trying to place some Combat Support vehicles on the USS Nimitz and I am putting this "this setPosASL [getposASL this select 0, getposASL this select 1, 18.2];" in the INIT of the Combat Module. I have played with different heights with no luck. Any ideas? Share this post Link to post Share on other sites
p0laris 14 Posted December 7, 2013 I placed the airplanes and UAV on the largest runway on Altis. The UAV is not damaged at all. Every other vehicle seem to work fine. The UAV shows up in the tablet with its own icon but with the message that its ineffective.---------- Post added at 20:10 ---------- Previous post was at 19:43 ---------- I used the largest runway. Here's a video of what I did. What worked and what didn't. see that is what i was afraid of.. I don't want to use the big airfield.. it should be able to take off from any of the airfields on altis :( Share this post Link to post Share on other sites
gunny1979 3 Posted December 7, 2013 see that is what i was afraid of.. I don't want to use the big airfield.. it should be able to take off from any of the airfields on altis :( If placed sensibly they will take off from any airfield, the reason they have a mare is because of the lack of Taxiway defined in the configs for the other small airfields, and the AI have a fit trying to get to the runway (can be amusing to watch them try), unfortunately there is nothing that can be done about that. You will just have to find the best locations to place the fixed wing aircraft. Share this post Link to post Share on other sites
delta99 34 Posted December 7, 2013 Please log a feature request on dev heaven tracker so it doesnt get lost! Its a nice idea, will take some time though as we "just" got "some" "little" tasks before :) I guess this also goes with any sort of other military or civilian type object. I placed a bunch of fortifications (bunkers and such) in a military placement area but it didn't seem like Alive recognizes any of them. Seems Alive only recognizes vanilla map based objects. I assume this is a feature that is being worked on or is this exactly like what you are talking about here that should be added to the tracker? Share this post Link to post Share on other sites
gunny1979 3 Posted December 7, 2013 (edited) I placed the airplanes and UAV on the largest runway on Altis. The UAV is not damaged at all. Every other vehicle seem to work fine. The UAV shows up in the tablet with its own icon but with the message that its ineffective.---------- Post added at 20:10 ---------- Previous post was at 19:43 ---------- I used the largest runway. Here's a video of what I did. What worked and what didn't. I have done a fix to allow the use of UAV's as CAS, you will also be able to connect to them using the terminal and 'Take Control' as you would normally. You will then be able to release control, send it to another location or RTB it as per the fixed wing CAS. Watch this space for when it will be released. Cheers Gunny Edited December 7, 2013 by Gunny1979 Share this post Link to post Share on other sites
friznit2 350 Posted December 7, 2013 (edited) @Delta99 - Yes. It's not currently a planned option as that would be quite tricky to code generically. Don't forget you can still create such areas manually using regular editor techniques and run ALiVE around it. Edited December 7, 2013 by friznit2 Share this post Link to post Share on other sites
sttosin 67 Posted December 8, 2013 I have done a fix to allow the use of UAV's as CAS, you will also be able to connect to them using the terminal and 'Take Control' as you would normally. You will then be able to release control, send it to another location or RTB it as per the fixed wing CAS.Watch this space for when it will be released. Cheers Gunny That's awesome news! ---------- Post added at 00:56 ---------- Previous post was at 00:54 ---------- Please log a feature request on dev heaven tracker so it doesnt get lost! Its a nice idea, will take some time though as we "just" got "some" "little" tasks before :) I will. Thanks. Share this post Link to post Share on other sites
delta99 34 Posted December 8, 2013 @Delta99 - Yes. It's not currently a planned option as that would be quite tricky to code generically. Don't forget you can still create such areas manually using regular editor techniques and run ALiVE around it. I would think once you guys add the ability to define weighted objectives by script etc. then this would be a given. One of the other devs said that was in the plans so I'll just have to wait. Share this post Link to post Share on other sites
Redfield-77 10 Posted December 8, 2013 I am about to ask a hated question for Dev teams so please forgive. I am wondering if there is a release window for the MCC compatable update. We run our operations weekly and I just need to know If I should put together one last mundane operation or if I should wait a few days for the MCC compatable awesomeness. TIA! Share this post Link to post Share on other sites
tupolov 520 Posted December 8, 2013 0.5.3 is due today or tomorrow. Waiting on our test teams to confirm all is ok. Share this post Link to post Share on other sites
friznit2 350 Posted December 8, 2013 I would think once you guys add the ability to define weighted objectives by script etc. then this would be a given. One of the other devs said that was in the plans so I'll just have to wait. We'll be adding an option to manually place an objective and set its priority (using an editor placed marker or module). However, since ALiVE uses Map Objects it won't detect editor places buildings/bunkers and automatically assign them as objectives nor will it automatically populate them. We could consider adding NearestObjects function to the Manual Objective Module, but really the main purpose is to enable mission editors to create and populate an area and then define it as an objective so OPCOM knows to attack it. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted December 8, 2013 0.5.3 is due today or tomorrow. Waiting on our test teams to confirm all is ok. With MCC compability? Share this post Link to post Share on other sites
delta99 34 Posted December 8, 2013 We'll be adding an option to manually place an objective and set its priority (using an editor placed marker or module). However, since ALiVE uses Map Objects it won't detect editor places buildings/bunkers and automatically assign them as objectives nor will it automatically populate them. We could consider adding NearestObjects function to the Manual Objective Module, but really the main purpose is to enable mission editors to create and populate an area and then define it as an objective so OPCOM knows to attack it. It would be great if you could do this. I think it would be extremely important to be able to pickup on editor placed buildings and such especially for user created bases, roadblocks and what have you. Share this post Link to post Share on other sites
gunny1979 3 Posted December 8, 2013 I am trying to place some Combat Support vehicles on the USS Nimitz and I am putting this "this setPosASL [getposASL this select 0, getposASL this select 1, 18.2];" in the INIT of the Combat Module. I have played with different heights with no luck. Any ideas? I have added an extra parameter in the CAS and Transport, called Spawn Height. If a value is entered into here then it will spawn the asset at the value entered ASL. So therefore will work with the Nimitz. However it is up to the powers to be if this is actually added as a feature, and if so when it will be released. Share this post Link to post Share on other sites
SavageCDN 231 Posted December 8, 2013 Please log a feature request on dev heaven tracker so it doesnt get lost! Its a nice idea, will take some time though as we "just" got "some" "little" tasks before :) I will. Thanks. Already done :cool: https://dev-heaven.net/issues/73401 I have added an extra parameter in the CAS and Transport, called Spawn Height. If a value is entered into here then it will spawn the asset at the value entered ASL. So therefore will work with the Nimitz. However it is up to the powers to be if this is actually added as a feature, and if so when it will be released. Awesome!! Share this post Link to post Share on other sites
Firestorm_01 11 Posted December 8, 2013 (edited) I have problem. I can't get admin or support action menu. Windows app key doesn't working. Custom action 20 doesn't work too. I use rissian version of game. Sorry. I've got it. My mistake. It was wrong button. I should use app button. Edited December 8, 2013 by Firestorm_01 Share this post Link to post Share on other sites
sttosin 67 Posted December 8, 2013 I have added an extra parameter in the CAS and Transport, called Spawn Height. If a value is entered into here then it will spawn the asset at the value entered ASL. So therefore will work with the Nimitz. However it is up to the powers to be if this is actually added as a feature, and if so when it will be released. Thanks! Sent from my DROID RAZR using Tapatalk Share this post Link to post Share on other sites
sttosin 67 Posted December 8, 2013 Already done :cool:https://dev-heaven.net/issues/73401 Awesome!! Thanks for entering the issue in dev-heaven as I didn't have an account yet. Sent from my DROID RAZR using Tapatalk Share this post Link to post Share on other sites
gagi 10 Posted December 8, 2013 (edited) Hi guys, great mod. having an issue with the AI, I'm using no ai mods only jsrs sound mod. now the AI no matter what setting I give them via the AI skill module, they just will not attack each other, not even spot each other. even giving a direct command to attack they do not, and some times it will crash the game right after giving the order to attack. I have re-created this crash multipule times. so I then get rid of the AI skill module and save reload and still the same outcome. but, starting a fresh new mission without any ALiVE modules, the AI is fine. here is a link to the mission https://dl.dropboxusercontent.com/u/19617802/ALIVE_WARZONE_v0_1.Altis.rar any ideas? many thanks Tried this mission, which seems to work. But I used bcombat mode, perhaps it's this mod that makes this so EPIC !!! There are also some problems with the VAS wich disapears from the crate when connecting many times ... perhaps it's because of the profile system which is applied on the crate? We encounter the hang when commanding AI. As soon as you ask for an attack it crashes. Edited December 8, 2013 by gagi Share this post Link to post Share on other sites
millerhighlife 1 Posted December 8, 2013 Loving the show case, can't wait for more missions to be publised i've never been a mission maker really, and I hope this will help me out. But if anyone has some good singple player missions they have made with alive post them!. My only gripe is in the showcase you can't save. Share this post Link to post Share on other sites
JamesSaga 1 Posted December 9, 2013 Most looking forward to your persistent campaign. (any info on that?) Also where do I need to go to find mission people have created using ALIVE, can anyone point me to any good ones that have come out already? Share this post Link to post Share on other sites
Drakenof 11 Posted December 9, 2013 I have a very basic knowledge of the headless client, but i fail to see how ALiVE would work with it. Share this post Link to post Share on other sites
CM-08 43 Posted December 9, 2013 Most of ALiVE side mission targets such as fence, radio tower...etc are really hard to destroy. I used about 6,7 Explosive Satchel to destroy it. How can I change the setting of targets' durability? Share this post Link to post Share on other sites