yxman 90 Posted October 31, 2014 Nice, but why AiA TP, its unstable/broken compared to A3MP, what happend to A3MP support/dev? Share this post Link to post Share on other sites
maquez 141 Posted October 31, 2014 it's the other way A3MP is unstable/broken and for a very long time not updated compared to AiA Terrain Pack Share this post Link to post Share on other sites
thefinn 3 Posted October 31, 2014 (edited) I'm kinda new to arma and looking for an AI mod. Can I just say, while your first post here might suit people used to your mod - it doesn't offer a lot of info for people looking for a good overview of what the mod does ? It more handles "what's in this release" etc.. and doesn't really tell me a lot of what I could expect. I know from reading up on Jester814's youtube channel that the 15th MEU Realism guys use it - which is why I'm here. I just can't tell as a newcomer "why" they use it over something else ? A lot of what I see on the wiki seems to revolve around mission creation. A few of my friends and I are playing some Dynamic Universal War System - is this the AI mod for me? Or should I be looking more along the lines of bcombat ? Thanks for any help. Edited November 1, 2014 by thefinn Share this post Link to post Share on other sites
-lordsoth- 15 Posted October 31, 2014 I'm kinda new to arma and looking for an AI mod.Can I just say, while your first post here might suit people used to your mod - it doesn't offer a lot of info for people looking for a good overview of what the mod does ? It more handles "what's in this release" etc.. and doesn't really tell me a lot of what I could expect. I know from reading up on Jester814's youtube channel that the 15th MEU Realism guys use it - which is why I'm here. I just can't tell as a newcomer "why" they use it over something else ? A lot of what I see on the wiki seems to revolve around mission creation. A few of my friends and I are playing some Dynamic Universal War System - is this the AI mod for me? Or should I be looking more along the lines of bcombat ? Thanks for any help. This mod does not handle low level ai, it is a more of a commander role. The ai you are looking for is more like bcombat, asrai, aiss or vcomai. Of which you will have to get and try each one and pick the one that suits you best. Personally with ALiVE i get some great moments using asrai and now aiss. ALiVE is more for making a persistent battle field with which to have some truly great times. Share this post Link to post Share on other sites
tupolov 520 Posted October 31, 2014 This isn't really an AI mod. This is about creating large scale whole map missions quickly with a number of support functions available to players and admins. The AI are controlled by strategic military commanders. However, for AI reaction and combat instincts, you'll need an appropriate AI mod. My recommendation would be to create your MP mission with ALiVE and then add your AI mod on top. (Plus we track everything that happens in game on a publicly available web service) Share this post Link to post Share on other sites
thefinn 3 Posted October 31, 2014 Thanks a lot guys, much appreciate the help. Share this post Link to post Share on other sites
kyboshsteinski 10 Posted November 1, 2014 (edited) War Room Culprit mod is Authentic Gameplay Mod ( @agm) Everything records if you grab a vanilla weapon NATO or CSAT but if you switch weapons mid battle it stops recoding kills , shots fired etc ....vanilla weapon or otherwise Remove @agm and war room recording works as advertised . @agm also jacks with the radio debug for the alive support radio but that can be fixed by removing the @ agm radio . Pbo. This blows because @agm is a badass mod and the war room is a badass feature but here in Arma country you can't have your cake and eat it too. Thanks for the help T Edited November 1, 2014 by kyboshsteinski Share this post Link to post Share on other sites
tupolov 520 Posted November 1, 2014 (edited) Thanks for the heads up, we will take a look and try and figure something out with the AGM guys Edit: taken a quick look and it is likely either AGM googles, explosives, scopes or medical. Could you test with removing these to see if they stop interfering with war room? Edited November 1, 2014 by Tupolov Share this post Link to post Share on other sites
Fennistil 10 Posted November 1, 2014 Having some trouble on a mission I am running. I am not sure from where the issue comes from, but it started around the time we updated ALive to the latest version. If I spawn any kind of men via Zeus, they are invincible to all kind of damage. Doesnt matter if I spawn friendly, enemy or civilian units. Right now we are running these mods: @cba_a3 @AllInArmaTerrainPack @alive @bwa3 @caf_ag @caf_ag_audiopatch @cse @st_stamina_bar @sthud_a3 @task_force_radio @rhs_rfrf3 @rhs_usf3 Has anyone else ever had the same or similar issues lately? Share this post Link to post Share on other sites
kavoriken 1 Posted November 1, 2014 I've got a couple of feature requests/ideas: I'd love to have an option for the AI commander's general expansion strategy. Right now it sends groups all across the map depending on objective priority. Sending infantry to an objective 10km away just because it's 100 priority and the objectives around our base are 30 priority is kind of questionable, although i see why it does that. An option for a more territorial based expansion strategy would be great (Expand "borders" around starting point by attacking close objectives, chosen depending on priority). Also, some kind of limitation options regarding the intel within the C2istar module would be great. I've got a 3 sided mission with 1 occupying force (OPFOR) and 2 sides with randomly placed bases (BLUFOR and INDFOR). Playing blu the intel will automatically reveal the ind base position, which kind of sucks for my mission. Being able to exclude sides from the intel would be nice. And a question: Is it somehow possible to keep the debug mode of AI commanders, with its objective map markers colored depending on ownership of the objective, on when playing on a dedicated server? Or, alternatively, keep the intel coverage of objectives from fading out? As checking ownership of an objective via function is not possible via API's, this is the only way to get it to work for me right now. Share this post Link to post Share on other sites
tupolov 520 Posted November 1, 2014 Hey guys don't forget about out feedback tracker for bugs and feature requests... http://dev.withsix.com/projects/alive/issues/new Share this post Link to post Share on other sites
davidzi 11 Posted November 1, 2014 I'm having trouble adding a killed eventhandler to civilians managed by ALiVE. So far I've got something that works inconsistently and I'd like to be able to use it for all purposes: non-/profiled civilians, non -/synchronized civilians, non -/virtualized civilians, editor placed civilians, civilians spawned by other scripts, civilians spawned by ALiVE. I've tried the extended_init_eventhandlers with an execVM and the extended_killed_eventhandlers but I can't find a consistent solution that I can use for all missions. //description.ext class Extended_PreInit_Eventhandlers { unit_killed_preinit = "ROE_civ_fnc = compile preprocessFile 'scripts\ROE_civ.sqf'" ; }; class Extended_Killed_EventHandlers { class Civilian_F { man_killed = "_this call ROE_civ_fnc"; }; }; //script //ROE_civ_fnc = { //if (!isServer) exitWith {}; (_this select 0) addEventHandler ["Killed",{ private ["_unit","_atkr","_msg"]; _unit = _this select 0; _atkr = _this select 1; if (isPlayer _atkr && {_unit != _atkr}) then { _msg = " ROE: " + (name _atkr) + " killed a civilian "; [_msg, "systemChat"] spawn BIS_fnc_MP; }; }]; //}; I've tried so many combinations, any ideas? Share this post Link to post Share on other sites
kyboshsteinski 10 Posted November 1, 2014 Thanks for the heads up, we will take a look and try and figure something out with the AGM guysEdit: taken a quick look and it is likely either AGM googles, explosives, scopes or medical. Could you test with removing these to see if they stop interfering with war room? Its the medical .pbo that is the problem.... I removed all suggested @agm .pbo's ( AGM googles, explosives, scopes or medical) and reintroduced one at a time. When I reintroduce the medical .pbo your kills, rounds fired etc... are recorded but switching up weapons mid battle it stops recording your kills, rounds etc... to War Room. Share this post Link to post Share on other sites
snackynak 38 Posted November 2, 2014 Out of curiosity, can the persistent database be set up for a LAN game(using something like inidbi), or is it only for dedicated servers via the war room? And if so, is there a tutorial somewhere of how to set it up? I like making large scale missions, however, they tend to crash SP when saving. Share this post Link to post Share on other sites
highhead 20 Posted November 2, 2014 Its the medical .pbo that is the problem....I removed all suggested @agm .pbo's ( AGM googles, explosives, scopes or medical) and reintroduced one at a time. When I reintroduce the medical .pbo your kills, rounds fired etc... are recorded but switching up weapons mid battle it stops recording your kills, rounds etc... to War Room. Hey comrade! Thanks for providing feedback! Thas good to know! Tup pingged the AGM guys already, but we will also look at it on our side! Maybe there is an removeAllEventhandlers blaah somewhere in there, that makes it break - but its just a guess! ---------- Post added at 10:25 ---------- Previous post was at 10:20 ---------- Out of curiosity, can the persistent database be set up for a LAN game(using something like inidbi), or is it only for dedicated servers via the war room? And if so, is there a tutorial somewhere of how to set it up? I like making large scale missions, however, they tend to crash SP when saving. Yeah! Do it like me and run a local dedicated server either on a different PC in your LAN or even on the same machine you play on. It behaves a like any dedicated server and you can save your session to DB this way fine, just register your server at WarRoom (you will need a static IP, or just change it to your current IP in the server setup section)! Works like a charm! Share this post Link to post Share on other sites
anusmangler 1 Posted November 2, 2014 Im sure this has been asked somewhere in the last 427 pages but its unreasonable to go through that many pages just to find (I hope a simple answer) How do we assign the keyboard key for alive? I got a new keyboard today and only after I got it home I noticed that it didn't have a "apps" key. Am I up shits creek or what? Share this post Link to post Share on other sites
friznit2 350 Posted November 2, 2014 User Key 20 - in the FAQ on our wiki! :) Share this post Link to post Share on other sites
snackynak 38 Posted November 2, 2014 Yeah! Do it like me and run a local dedicated server either on a different PC in your LAN or even on the same machine you play on. It behaves a like any dedicated server and you can save your session to DB this way fine, just register your server at WarRoom (you will need a static IP, or just change it to your current IP in the server setup section)! Works like a charm! Awesome, I got it working mostly. Share this post Link to post Share on other sites
bruhmis 10 Posted November 3, 2014 (edited) after taking a break from arma for a couple months, ALIVE will no longer run on my dedicated server. I've updated it, I've double checked and double checked again that I have no spelling errors in my command line, I've made new missions as well as trying some of the sample missions available. it works fine on a local server, but on a dedicated it just kicks me back to the mission list whenever I choose any mission that has alive enabled. what am I missing here edit: I figured out it was actually a corrupt update to the game that was causing the problem. Edited November 3, 2014 by Bruhmis Share this post Link to post Share on other sites
looter 10 Posted November 4, 2014 I have an odd issue where I am forcing all my objective and AI modules to force faction to RHS OPFOR/BLUFOR factions, yet sometimes I still see Iranian infantry spawn. Anyone know how to fix this issue? Share this post Link to post Share on other sites
highhead 20 Posted November 4, 2014 I have an odd issue where I am forcing all my objective and AI modules to force faction to RHS OPFOR/BLUFOR factions, yet sometimes I still see Iranian infantry spawn. Anyone know how to fix this issue? Hey comrade! Is that also happening with the template RHS mish on stratis (some pages back)? If so would be cool if you told me the repro steps or some more info on how to replicate it the best way so we can nail and thixckss the issue more easily! Grazie mille! Share this post Link to post Share on other sites
snackynak 38 Posted November 4, 2014 I have an odd issue where I am forcing all my objective and AI modules to force faction to RHS OPFOR/BLUFOR factions, yet sometimes I still see Iranian infantry spawn. Anyone know how to fix this issue? I've been using RHS with alive and I can't say I've seen this one yet. Perhaps try and manually set the spawn values one at a time and see which categories spawn the csat soldiers. Example, set infantry to 4 and the rest to 0 and see what spawns, then set motorized to 4 and the rest to 0, ect, ect. It may be the spec-ops category, because so far I've always set that to 0 instead of leaving it blank. That might be why I haven't seen them yet. Share this post Link to post Share on other sites
anusmangler 1 Posted November 4, 2014 I found a bug where the humming bird has units already on the side skirts when used under the "combat support requester" . Id if thats ment to be like that but Im hoping its not. Share this post Link to post Share on other sites
H. Mackay 10 Posted November 4, 2014 Hey guys, Have been working for the last 2 weeks to get our server to work with ALIVE. have followed every documentation on here, and still Persistence doesn't want to work. If anyone could offer support through this it would be greatly appreciated. Feel free to drop me a PM. Cheers. Share this post Link to post Share on other sites
friznit2 350 Posted November 4, 2014 It's been problematic trying to keep up with BIS changes. We'll probably be rolling back to an older method for persistence now they've fixed some bugs in the latest release. Expect a patch within the next few days. Hopefully this may help. Share this post Link to post Share on other sites