Moon_chilD 200 Posted March 22, 2014 (edited) Nope, added in the Civvies by any chance?What does your RPT say? Yes added the civilian Module and want to spawn aggressor units My RTP files is kind of 21000 lines long. 20000 of those are ALIVE related. It more or less initializes everything. FYI: It takes about 24-30min to load the mission. I also use some mods, but these never cause any problem with alive. Since the update it takes that long to load the mission. (I have redone the mission with the new modules) Here you can download the RPT-File: https://www.mediafire.com/?ci2nz3jiifiiehc Edited March 22, 2014 by Moon_chilD Share this post Link to post Share on other sites
gunny1979 3 Posted March 22, 2014 (edited) Yes added the civilian Module and want to spawn aggressor unitsMy RTP files is kind of 21000 lines long. 20000 of those are ALIVE related. It more or less initializes everything. Here you can download the RPT-File: https://www.mediafire.com/?ci2nz3jiifiiehc Both Civilian Modules? I take it you left Debug on! EDIT: I can see you left Debug on! Wow lots of Mods!! Could be any of those causing it. Vanilla ALiVE is fine, I have been advised that the A10c is known to cause lag in init. We will investigate if you can reproduce this just using ALiVE. Edited March 22, 2014 by Gunny1979 Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 22, 2014 Both Civilian Modules?I take it you left Debug on! EDIT: I can see you left Debug on! Wow lots of Mods!! Could be any of those causing it. Vanilla ALiVE is fine, I have been advised that the A10c is known to cause lag in init. We will investigate if you can reproduce this just using ALiVE. Funnyly enough, I switched Debug off in every Module, they still keep on. What you mean with: Both Civilian Modules? I try to get rid of the A-10 (after planes can't take off in my mission anyway -,-) Share this post Link to post Share on other sites
gunny1979 3 Posted March 22, 2014 Funnyly enough, I switched Debug off in every Module, they still keep on. What you mean with: Both Civilian Modules? I try to get rid of the A-10 (after planes can't take off in my mission anyway -,-) You need the Civ Population System Module (found in ALiVE Systems) and Ambient Civilian Placement Module Share this post Link to post Share on other sites
tortuosit 486 Posted March 22, 2014 I think you got confused on what does what. Oh, obviously. Thanks for the clarification! Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 22, 2014 You need the Civ Population System Module (found in ALiVE Systems) and Ambient Civilian Placement Module Okay, I missed to synced these both. I would like to post my placed Modules, I just want to know if I've done it right: AI Skill Admin Actions Dynamic Weather Crew Info View Settings Garbage Collector Requires ALIVE Profile System Military Sector Display Civilian Population System -synced-> Ambient Civilian Placement (as metioned I just synced those and going to test it any sec.) OPCOM -synced-> Military Placement and -synced-> Military Civilian Placement and -synced-> Military Convoy's (Also, the CBA- and XMedSys-addon) Share this post Link to post Share on other sites
arjay 7 Posted March 22, 2014 Okay, I missed to synced these both.I would like to post my placed Modules, I just want to know if I've done it right: AI Skill Admin Actions Dynamic Weather Crew Info View Settings Garbage Collector Requires ALIVE Profile System Military Sector Display Civilian Population System -synced-> Ambient Civilian Placement (as metioned I just synced those and going to test it any sec.) OPCOM -synced-> Military Placement and -synced-> Military Civilian Placement and -synced-> Military Convoy's (Also, the CBA- and XMedSys-addon) Civ modules do not need to be synced Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 22, 2014 Civ modules do not need to be synced That this can't be the Problem after both weren't synced before ^^ Share this post Link to post Share on other sites
arjay 7 Posted March 22, 2014 That this can't be the Problem after both weren't synced before ^^ So is it still a long init time with no mods loaded? Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 22, 2014 So is it still a long init time with no mods loaded? Still takes ages till it is load (tested in editor). I canceld the loading. Going to test it on my server. Only Mods loaded: ALIVE Aggressors (I don't want to change every Module) Share this post Link to post Share on other sites
tortuosit 486 Posted March 22, 2014 Persistence module does not work on a SP scenario? I.e., placed it in editor, previewed, no save option available... I linked it against the player, but still no save option. Share this post Link to post Share on other sites
tupolov 520 Posted March 22, 2014 I too have noticed very long load times - but I think it's just moved the "map Placement" element to the loading screen as opposed to once the map comes up ?(got civvies working eventually though !!! ) @Arma2Net is still not working however :( What does alive.log say? It's in appdata local alive Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 22, 2014 So is it still a long init time with no mods loaded? Still loads a long time. When the server is ready I provide you with a new RPT. Any other suggestions? Share this post Link to post Share on other sites
gunny1979 3 Posted March 22, 2014 What does alive.log say? It's in appdata local alive Arjay has\is providing a personal service! Share this post Link to post Share on other sites
eduardcomando 127 Posted March 22, 2014 Hey guys someone can help me with "caf aggressor" I not get place it , only its place the "CSAT"... thank... Share this post Link to post Share on other sites
serjames 357 Posted March 22, 2014 Yep - Cheers for the hands on help - good to speak with you in person and run our problems past you too. As soon as I can get access to that log I'll come back. We've definitely broken the problem down to either something wrong with the .cfg file we downloaded - or something else as we ran it 100% vanilla + CBA, ALiVE, and Arma2Net SJ Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 22, 2014 Alright, this time it took 15min. (even though it says: ALiVE Global Init Timer Complete 474.277) Still a long time I think! RPT-File: http://www.mediafire.com/view/ckp33tpor2osc2l/arma3server_2014-03-22_14-05-20.rpt Share this post Link to post Share on other sites
logitrust 10 Posted March 22, 2014 Hi ALiVE team. Thank you for nice service and particularly good job with latest update! ALiVE really elevates the game to a new dimension now. We have however some problems with sync to WAR ROOM, testing with bareTail now' Keep up the good work and good luck, "in alive we trust" ;-) Cheers! Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 22, 2014 Alright, this time it took 15min.(even though it says: ALiVE Global Init Timer Complete 474.277) Still a long time I think! RPT-File: http://www.mediafire.com/view/ckp33tpor2osc2l/arma3server_2014-03-22_14-05-20.rpt Okay, I think I found my problem: I let the server load a mod twice. (Grrr) So it loaded way faster this time. But new Problem - it is mentioned before - the Civilian Module spawns normal - Greek - civilian. The Military one Spawns the Middle Eastern Terrorists as it should. Share this post Link to post Share on other sites
tupolov 520 Posted March 22, 2014 Hi ALiVE team. Thank you for nice service and particularly good job with latest update! ALiVE really elevates the game to a new dimension now. We have however some problems with sync to WAR ROOM, testing with bareTail now' Keep up the good work and good luck, "in alive we trust" ;-) Cheers! What does alive.log say? Share this post Link to post Share on other sites
serjames 357 Posted March 22, 2014 Okay, I think I found my problem: I let the server load a mod twice. (Grrr) So it loaded way faster this time. But new Problem - it is mentioned before - the Civilian Module spawns normal - Greek - civilian. The Military one Spawns the Middle Eastern Terrorists as it should. I was having this issue all night. I restarted my game/server checked the @CAF_AG was in there and all was well. SJ Share this post Link to post Share on other sites
John Kozak 14 Posted March 22, 2014 Okay, I think I found my problem: I let the server load a mod twice. (Grrr) So it loaded way faster this time. But new Problem - it is mentioned before - the Civilian Module spawns normal - Greek - civilian. The Military one Spawns the Middle Eastern Terrorists as it should. Double-check the civilian modules, there's a faction override string in one of them. You must set it manually. Share this post Link to post Share on other sites
highhead 20 Posted March 22, 2014 alivemod.comThe next generation dynamic persistent campaign for ArmA3After BIS deployed a hotfix yesterday, we decided to roll out some improvements, that we implemented since the 20th of march!Please use the latest version (has been deployed some minutes ago) as it contains...- Headless Client compatibility for CQB module (optionally of course)!- Important fixes for a CBA bug and SYS Statistics with hit events!- Performance of ALiVE WarRoom increased massivelyAlso Arjay made a small tutorial on ALiVE WarRoom here: For more information please see the changelog (small one this time): Repo updated 22/03/2014 @ 14:27 - Latest Version set to 1403221 - Release Build 0.6.0 * 1403221 changelog [MAIN] Updated version to 0.6.0.1403221 [MIL_CQB] Added Headless Client compatibility to CQB module [MAIN] Fixed ALiVE_fnc_isHC didnt compile the headlessClients Array on server, as the HC player object wasnt yet available in PREINIT [uI] Added Player Exit button, please use this to save your player state between disconnect and reconnect to save your stats correctly [sYS_STATS] Disabled hit events using event level [sYS_STATS] Fixed timeplayed undef data issue Download: Please grab the latest version from ALiVEmod.com or PlayWithSix Special thanks to everyone here for supporting us with feedback and bug report and of course to our closed testers! Please keep up the effort to make ALiVE even better! Stay tuned for more! Share this post Link to post Share on other sites
serjames 357 Posted March 22, 2014 VERY tasty improvement the front end.. good job chaps ! Share this post Link to post Share on other sites
logitrust 10 Posted March 22, 2014 (edited) ok, two things here.. thanks for help in advance.... Q1: Profile i get this box when connecting to the server. Where to start troubleshooting? The player ID is correct in warroom and all good in the mission with the modules etc. Profile looks like this: (Ps. using an .xml on my player hosted on our webpage server. could this make some type of interference?) __________________________________________________________________________________ Q2: Server Next thing, getting the sever showing stats in warrom..... All should be added correctly regarding ALiVE WarRoom registration tutorial. We have maked shure that our gameserver host "Jestservers" have fixed all on the server(Microsoft .NET Framework 4 Client Profile + Microsoft Visual C++ 2010) regarding the install guide inkl. running the mission with the @Arma2NET. In the mission we have the database and player persistence module Im unsure of where to place the alive.cfg on the server..... In the tutorial im a little unshure as well if Arjay says, "it should only be placed on the client or on the server?" If its on the server we have a user folder, looks like this: Is this the correct location to the file? Edited March 22, 2014 by Logitrust Share this post Link to post Share on other sites