watarimono 0 Posted October 23, 2014 I also am having problems with Player Resupply but possibly a different one. No matter what or where I request it I get the answer "Your request for support has been denied. No insertion point is available". Anyone know how to fix this? http://i.imgur.com/KOMmc6E.jpg Share this post Link to post Share on other sites
Onto 2 Posted October 23, 2014 If I understand correctly it becomes down to the mods author to implement the requires config adjustments to make a faction fully compatible with ALiVE. I think ;) Yep that is true. But some unit mod makers already stated that they don't want to do the config adjustment. No time or whatever. It wouldn't be that hard if some ALIVE modules would have a field where you can enter the classnames. Things would be much easier. Especially with unit mods. Share this post Link to post Share on other sites
friznit2 350 Posted October 23, 2014 As stated numerous times, ALiVE spawns groups. It's not simply a case of plugging in a classname, as it still needs to know how the groups are made up. It literally takes no more than a few minutes to correctly configure groups for an addon so I'm endlessly surprised that people don't bother, even if it's just one group type. We have full instructions on the wiki including how to map groups in your init.sqf for mods that don't have configs properly defined. Player Resupply is no more than an interface for players into the Military Logistics chain. You still need a chain setup: OPCOM + Logistics + Mil Placement and at least one viable Objective for the logistics chain to start from. All described on the wiki as usual! Share this post Link to post Share on other sites
tupolov 520 Posted October 23, 2014 If I understand correctly it becomes down to the mods author to implement the requires config adjustments to make a faction fully compatible with ALiVE. I think ;) There is no adjustment needed. If mod makers followed BIS standards on group configuration, then mods would work out of the box with ALiVE. There is nothing special needed for ALiVE, mod makers just need to ensure they comply with BIS group configs... Thanks! Share this post Link to post Share on other sites
galzohar 31 Posted October 23, 2014 Mostly addon makers I suppose are just happy enough to even have a working mod, and don't get to the point where they have the time to also do nice touches like making group configs. Even configuring the soldiers themselves for the IDF mod was quite time consuming for someone who has no idea how these configs should look like. Getting the groups done too is something I just don't have the time to learn how to do. If someone would provide such a config, though, then modifying it a bit and integrating it into the mod wouldn't be too much of a problem. But doing the entire figure out what should be there -> try make it happen -> find problems -> repeat -> release is just too much for someone who isn't experienced at writing those things. Share this post Link to post Share on other sites
tupolov 520 Posted October 23, 2014 If you can spell group config, you can write one. Doing a soldier config in arma is about 10 times as hard as doing a group config. :) If in doubt, just copy BIS. In fact, that is what we did. Here is our guide... http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation Share this post Link to post Share on other sites
galzohar 31 Posted October 24, 2014 (edited) How does ALIVE tell the difference between the groups? For example if I have 1 squad and 1 sniper team, how will it know not to spawn 50% sniper teams? Also, I'm still looking for how to dynamically add/remove custom objectives and change their priority (with a script, rather than by placing fixed modules). Edited October 24, 2014 by galzohar Share this post Link to post Share on other sites
bhaz 0 Posted October 24, 2014 (edited) There's a snippet on the wiki for adding objectives with script: http://alivemod.com/wiki/index.php/Script_Snippets#Add_a_Custom_OPCOM_Objective As for removing / changing them I'll do some digging since I'm also wondering. ---------- Post added at 15:11 ---------- Previous post was at 14:59 ---------- I haven't tested this yet so it might not work, I tried to keep it consistent with the wiki example: removeObjectiveFromSides = { private["_objectiveId","_factions","_faction","_opcom","_opcomSide"]; _objectiveId = _this select 0; _factions = _this select 1; { _opcom = _x; { _faction = _x; _opcomSide = [_opcom,"side",""] call ALIVE_fnc_HashGet; if (_opcomSide == _faction) then { [_opcom, "removeObjective", _objectiveId] call ALiVE_fnc_OPCOM; }; } forEach _factions; } forEach OPCOM_INSTANCES; }; And an example of use: ["opforComRetake_obj", ["EAST"]] call removeObjectiveFromSides; From what I saw, it wouldn't be impossible to change the priority, but incredibly messy (hashes and stuff). Might be easier to just delete and recreate with the new priority. Edited October 24, 2014 by bhaz Share this post Link to post Share on other sites
friznit2 350 Posted October 24, 2014 How does ALIVE tell the difference between the groups? For example if I have 1 squad and 1 sniper team, how will it know not to spawn 50% sniper teams?Also, I'm still looking for how to dynamically add/remove custom objectives and change their priority (with a script, rather than by placing fixed modules). Easiest approach would be to put specialist groups like sniper teams in the SF class, and keep regular inf teams in the Infantry class. Cameron had some success with a script for adding and removing objectives on the fly. It's in this thread somewhere, but you should be able to dig it up if you search for his posts. Share this post Link to post Share on other sites
starcos 15 Posted October 24, 2014 We had some problems with generating tasks. I chose the objective, distance, etc. Assigned three players. I chose to give the task to the assigned players only. The result: only the host got the tasks to do, but he got it three times :) It was the same, when the host was generating, or with other player hosting. I also tried to assign it to all players in group, and with two players. Same effect, except that with two players, the host got the task only twice. Any idea what do we do wrong? :) Share this post Link to post Share on other sites
arjay 7 Posted October 24, 2014 We had some problems with generating tasks.I chose the objective, distance, etc. Assigned three players. I chose to give the task to the assigned players only. The result: only the host got the tasks to do, but he got it three times :) It was the same, when the host was generating, or with other player hosting. I also tried to assign it to all players in group, and with two players. Same effect, except that with two players, the host got the task only twice. Any idea what do we do wrong? :) There is a bug in 0.8 for locally hosted multiplayer and tasks. Suggest you run a local dedicated server instead - it runs better performance wise and ALiVE is mainly tested on dedi. But the local multiplayer issue will be solved in 0.9 release! Share this post Link to post Share on other sites
galzohar 31 Posted October 24, 2014 Even the add objective snippet doesn't have priority. I don't mind adding it with the correct priority in the first place, but how do I do that? And, of course, without also removing it when it is no longer needed in a way I know works, I'd have some serious problems after the mission progresses and objectives have been destroyed :( Share this post Link to post Share on other sites
arjay 7 Posted October 24, 2014 Even the add objective snippet doesn't have priority. I don't mind adding it with the correct priority in the first place, but how do I do that?And, of course, without also removing it when it is no longer needed in a way I know works, I'd have some serious problems after the mission progresses and objectives have been destroyed :( Priority is the 4th param (not documented) I will add it to the wiki Share this post Link to post Share on other sites
galzohar 31 Posted October 24, 2014 OK, thanks. Any similar way to remove the objective, though? Share this post Link to post Share on other sites
accuracythruvolume 547 Posted October 25, 2014 In case this hasn't been brought. up already, can you add ALIVE support for the Bornholm map? ALIVE plus East. vs West would make for a fantastic Cold War setting. I commented this in the map maker's thread and was informed that it was the ALIVE system that needs to support the map. Please correct if this is in error. Keep up the good work devs, this mod is fantastic for setting up large battles. Share this post Link to post Share on other sites
tupolov 520 Posted October 25, 2014 Already done! Will be available in ALiVE 0.9 which is inbound this weekend! Share this post Link to post Share on other sites
accuracythruvolume 547 Posted October 25, 2014 Already done! Will be available in ALiVE 0.9 which is inbound this weekend! Awesome! :bounce3: Share this post Link to post Share on other sites
highhead 20 Posted October 25, 2014 (edited) alivemod.comThe next generation dynamic persistent campaign for ArmA3Release 0.9Consolidate, Simplify, Stabilise, EnhanceOur goal for this sprint was to review the current state of our code!We fixed and stabilised where necessary and ensured that ALiVE remains aligned with our aim to provide an intuitive modular mission framework.Feedback from users suggested ALiVE wasn’t as easy to use as we would like, so we have made some changes to how the modules are structured. We have renamed and combined several, added guidance to the module “Show Info†tabs as well as the in game Field Manual. Full details are on the wiki.Please note, in case you have an issue loading a mission done with a previous version of ALiVE, update the modules in that mission.We have left the old modules hidden in the background to give you time to transition over but please update your missions as soon as possible.The legacy modules will be removed in an upcoming release!War RoomThe team has been working hard on preparing the Operations Centre! It will enable commanders to track and manage campaigns from the War Room.This plans to include near real time tracking of players, live intel feeds and an After Action Review feature as well as web based Command & Control toolsintegrated with those we already have in game. If you’ve not done so already register with us now and start taking advantage of ALiVE mission persistence and battlefield data feeds. Please note, that the former @Arma2NET folder for registered servers is now consolidated to @ALiVEServer!We recommend updating your server with the shipped folder from the release package or re-downloading it from WarRoom/Server-Setup!Join Up Now!DownloadGrab the latest version from ALiVEmod.comAlso available from PlayWithSix and ArmAholic. Manual Please refer to the ALiVE Wiki. It’s not the prettiest but all the info you need should be there. If anything is missing or unclear, please let us know by submitting a ticket on our Development Tracker and we’ll look to fix it. Support Forum For direct support and feedback from the ALiVE dev team, join us on Skype or sign up to the forum on our website: http://alivemod.com/forum/ Release Highlights Module Consolidation. Several modules have had name changes or been combined into a single module. ALiVE (Required) - now includes the Garbage Collector and Single Player Save options. Profiles has been renamed Virtual AI System, otherwise remains the same. ALiVE Player Options now includes View Distance, Tags, Crew Info, Player Persistence and Admin Actions Military Placement modules have all been renamed to be more consistent. OPCOM has been promoted to a Military AI Commander. Player Resupply has been renamed Player Combat Logistics to more closely align it to the Military Logistics system. ALiVE Tour is a new showcase that provides an in game tour of ALiVE features in a live environment. Field Manual now has several new entries with notes on how to use ALiVE features in game. Compatibility for RHS. Indexed Bornholm terrain. Changelog [aliveserver] rebranded arma2net component as @aliveserver, removed unneeded components. scott_nz has agreed to inclusion of code and license. [aliveserver] updated logging folder to avoid clash with plugin checks [all] added field manual entries for modules with in game user elements [all] couple more fixed for field manual [all] editor module consolidation [all] fixed field manual entries [c2istar] added sabotage task [c2istar] changed only un-destroyed buildings are selected for sabotage task [c2istar] improved sabotage building task, with autodetection of enemy opcom objectives by distance/setting chosen and better selection of buildings to destroy [civ_population] fix for https://dev.withsix.com/issues/75143 [clusters] chernarus summer added for aiatp [clusters] indexed bornholm http://forums.bistudio.com/showthread.php?184446-bornholm-denmark-terrain [clusters] indexes for everon2014 http://www.armaholic.com/page.php?id=24569 [clusters] re-indexed bornholm for 1.1 version [demo] added sabotage to demos. added ui calls and c2istar generation settings to mission [demo] sabotage mp demo! fixes! and persisted hideouts! [demo] updated sabotage mp demo with awesomeness! [fnc_analysis] refactored get closest land! [images] added manw dir in images to store submission assets. added manw alive header jpg and template. [init] minor fixes to init [main | placements] fixed: group-blacklist was not taken into account for guards leading to boats/sdvs beeing spawned around clusters [main] added cqb to loading screen [main] added staticdata for c2istar sabotage task [main] changed default variables of gc to strings to make existing missions not break [main] descoped mil_insurgency and combatsupport2 for 0.9 [main] descoped quick start and revive for 0.9 [main] fixed issue with saving when logging off and back in as admin did not complete save properly [main] static data fixes for rhs [main] updated alive to support arma 3 stable 1.32 [main] updated init order [main] updated init process and function priority [manw] added special manw plugin and alive.cfg - not for general/public use [mil opcom | mil command | sys profile] opcom orders air vehicles to rtb land after attack mission, fixes helicopters hovering in air! [mil opcom] fix for recon waypoints were placed over water on some occasions [mil opcom] fixed hashget script error on waypointcreation. [mil_c2istar] added options to enable auto gen tasks on module. added autogen tasks to static data to allow possiblity to override at mission level. [mil_c2istar] fix for allowed item to use c2 [mil_c2istar] possible fix for missing parent task on client task creation [mil_convoy] updated deprecated module [mil_opcom] moved showcase mission [missions] added mission pbo that includes all showcase and mp missions [missions] added mp overview pic and text for mp scenarios [missions] added pic to sabotage [missions] alive | divide & rule finalized [missions] alive | sabotage finalised [missions] config updates and removed foursome [missions] fixed scripting issue with quick start and updated configs [missions] small fix to tour [missions] tidy up, removed vas from divide and rule. added standardised to init.sqf's for all missions. added briefings. added new alive logo image after removal of foursome. turned off debug on all modules in all missions. [missions] updated descriptions for quick start mission [missions] updated divide and rule mission name, quick start briefing [missions} updated configs and missions. initial addition of divide and rule (needs updating). [placement] added specops to guard groups. added ambient movement for cmp [playeroptions] module clean up [readme] updated readme [root] cleaned up root directory. added readme.txt [root] moved qc notes [root] updated readme, added mod logo for mod.cpp [sup multispawn] added possibility to use every vehicle as insertion vehicle (boats, trucks, etc.) [sup multispawn] fixed getgear/setgear script error if no "player options"-module was placed! gear didnt persist on respawn for all new types (insertion, building, etc.)... [sup_combatsupport] added radio message for sad mission [sup_player_resupply] added module options to disable certain delivery types [sup_player_resupply] added option to module to restrict supply selections to player faction or player side. also added options to static data for more fine grain options for mission makers to enable or disable categories, also caters to 3rd party factions. [sup_player_resupply] some hacks to support rhs in resupply [sys logistics] fine tweaking of available weight function since some cars couldn't load a single box (as an example: an ammo box has an average weight of 500kg, but max. additional weight for a hatchback was 484kg) [sys playertags] fixed rpt spam [sys profile] fix for script error with profiled civilians http://dev.withsix.com/issues/75345 [sys viewdistance] fixed vd wasnt initialising properly since autoinit. fixed issue with instantiating mutliple logics! ensured this is covered http://dev.withsix.com/issues/75394 [sys_aar] minor fixes [sys_aar] updated sys_aar to report every minute [sys_data] handle null value in array [sys_data] stop aar collecting data on civs [sys_data_couchdb] catch error if records are missing from db [sys_markers] fixed jip issue with markers and reports [sys_player] fixed init, to avoid network ping pong [sys_playeroptions] fix module parameter issue [sys_playeroptions] init sys_player earlier [sys_profile] added extra checks for null ranks on profile export [sys_profile] couple of fixes to ensure release works on helicopters dlc [sys_profile] fix for change to driver case change in assignedvehiclerole - thanks bis! [sys_profile] fixed a couple of outstanding bugs [sys_tour] added cs tutorial, added advanced marker tutorial [sys_tour] added player tutorial section to the tour. more clean up. adjusted tour mission in the showcases for new options. [sys_tour] couple of updates and fixes [sys_tour] made copy adjustments per gdoc. stuck an initial tour mission in the game showcases menu [sys_tour] made first action selection option, join random group [sys_tour] made the mil logistics module part only display text. [sys_tour] more camera fixes, more copy added. [sys_tour] more tidy up and updates to the tour. couple of other bug fixes [sys_tour] more ui improvements [sys_tour] more ui improvements [sys_tour] moved showcase mission [sys_tour] some cleaning up [sys_tour] updated mission overview text [sys_tour] some bugfixes [ui] fixed error with ui when pressing esc in mp play and trying to configure settings [ui] more fixes for saving when admin locality can change (thanks bis!) [ui] updated alive server save/exit ui functionality to follow bis approach to executing certain admin commands. [various] added mil_placement_custom to waiters list in main init. [various] fixes for https://dev.withsix.com/issues/75352 [various] module consolidation naming and usability [various] private var cleaning [various] some sanity checks and preperations for rhs support [various] some spelling fixes [various] switched debug mode to default false on all modules [x_lib] couple of tweaks to allow rhs groups to work [x_lib] fix for b_heli_light turrets [x_lib] isserveradmin fix for single player [x_lib] removed debug output [x_lib] fixed c2istar error on taskcreation if player was civilian (or captive) [_xlib] funny workaround for admin-detection broken http://feedback.arma3.com/view.php?id=21137! remove when in stable! Disclaimer ALiVE is still in BETA and subject to change. We may need to clear persistent database data from the War Room before major updates but we will try to let you know well in advance if this happens. We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker. Work In Progress We have an early version of the Insurgency Module working but there is quite a long way to go before it achieves our vision of delivering an intelligent asymmetric warfare simulator. Meanwhile we’re working on a number of feature requests and enhancements across the board. We will most likely provide a feature complete interim update prior to baselining for Release 1.0 in a couple of months time. Make ArmA not War Please support our entry in the Make ArmA not War contest here: MANW Entry! Its really quickly done and helps us getting ALiVE out to the community! Thanks To Special thanks to everyone here for supporting us with donations to the War Room. Database hosting isn’t free and the overwhelming popularity of ALiVE means we are using rather more data than we originally anticipated. If you want to contribute to keep the War Room ALiVE (see what I did there) then please find the Donate button at ALiVEmod.com! Have fun! Edited October 25, 2014 by highhead Share this post Link to post Share on other sites
serjames 357 Posted October 25, 2014 Great update guys.... ! Booking my ticket to Bornholm NOW ! Share this post Link to post Share on other sites
jcae2798 132 Posted October 25, 2014 Awesome. Hoping Highhead or someone else from the team can help me with the profiling issue soon. Thanks guys! Share this post Link to post Share on other sites
highhead 20 Posted October 25, 2014 Awesome. Hoping Highhead or someone else from the team can help me with the profiling issue soon. Thanks guys! Was too short for this one, but will give it a go with next one (0.95 / 1.0)! Share this post Link to post Share on other sites
m4rt14l 13 Posted October 25, 2014 Great release, fantastic work!!! Share this post Link to post Share on other sites
burdy 11 Posted October 25, 2014 Awesome :D Any chance we will see amphibious assaults make there way in by 1.0? Share this post Link to post Share on other sites
tupolov 520 Posted October 25, 2014 Almost certainly. Share this post Link to post Share on other sites
burdy 11 Posted October 25, 2014 Almost certainly. Fantastic! I can see it now.. Proper island invasion with preemptive artillery, with the player hitting the beaches and getting slaughtered in the first wave on Beachhead Zero.. Which brings up another question/Request/Suggestion - Seeing how Amphibious Assaults will lead to Pacific Era World War 2 missions for a lot of people - would it be a realistic expectation to see a toggleable parameter for the OPCOM (Or now Named "AI Commander") that will place markers on the map during the initialization phase that would act as a Battle plan? I am thinking about something like this - where the OPCOM would pick random division name from an array list, and assign them too certain areas where OPCOM would be sending troops (e.g an LZ that Opcom would be using would be marked with a box and given a random name, and a random division name w/ marker type that represents the name will be placed by it with an arrow, with additional arrows pointing inland too other objectives): http://www.ibiblio.org/hyperwar/USMC/USMC-M-IwoJima/maps/USMC-M-IwoJima-III.jpg Share this post Link to post Share on other sites