tupolov 520 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. Post your issues at alivemod.com/forum and someone will be along to help. You'll need your logs! Share this post Link to post Share on other sites
arjay 7 Posted November 5, 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. This one is known, working on a fix, will possibly be in coming patch or next major ALiVE release. Share this post Link to post Share on other sites
helldesign 10 Posted November 5, 2014 (edited) Is there any way to play this mod as Zeus and taking the role of any AI spawned by me? I set up "Alive" mission with "Zeus" game logic unit and everything is OK until I spawn my own AI unit and take control of it. Then all "Alive" units disappear - they are invisible for me and my unit for them. If I release the control of the unit, they suddenly spawn around my AI and kill it. Is there a command I can execute in the init of the newly spawned by me unit that can help "Alive" to recognize it and "un-reveal" all of the AI groups near me? Thanks Edited November 5, 2014 by helldesign Share this post Link to post Share on other sites
Rath 10 Posted November 5, 2014 helldesign, if you use a playable unit for Zeus instead of a gamelogic, ALiVE will un-profile around wherever your Zeus "entity/camera" is. To set it up, place your playable unit down, and name it ZEUS (just an example - you can name it anything), then in the Zeus - Game Master module, put ZEUS in the ID field (where you used to be able to use #adminLogged before Bohemia broke it). Share this post Link to post Share on other sites
helldesign 10 Posted November 5, 2014 (edited) helldesign, if you use a playable unit for Zeus instead of a gamelogic, ALiVE will un-profile around wherever your Zeus "entity/camera" is. Thanks for your reply. Actually I don't want to play with the Zeus unit because when it dies - game over (I'm playing singleplayer). It's just a lot more "comfy" to choose from the list the type of unit you need at the moment and play with it or spawn few different units and try out all of them. So is it mission impossible to play this mod with AI controlled by Zeus? Is there any *magic* script command executed in the unit's init that will reveal/spawn the AI's around it? Edited November 5, 2014 by helldesign Share this post Link to post Share on other sites
Rath 10 Posted November 5, 2014 Hmm, ok helldesign try this: Use a playable Zeus unit like I said, open Zeus interface, go to Modules, Zeus, then drag the Remote Control module onto the ai you want to control and see if ALiVE stuff spawns for you. Not sure if it will be game over when you die in SP, but in MP it just jumps back to your player for me. Share this post Link to post Share on other sites
helldesign 10 Posted November 5, 2014 OK I just tried it but same thing happened. If the spawned AI unit is far away from the Zeus Player unit, as soon as I drop the "Remote control" module - every "Alive" AI disappear. I guess the only way to play it with controlled AI is to drag with me the Zeus Player unit, but I don't think that's an option. Share this post Link to post Share on other sites
highhead 20 Posted November 5, 2014 when it dies - game over (I'm playing singleplayer). I suggest you run a local dedicated server and connect to it, even when playing as singleplayer! You can use respawn, and even save mission with persistence. Furthermore FPS are much better on your client and you can even assign seperate CPU cores to the arma3server.exe, while using other cores for arma3.exe. Its simple, basically just run up arma3server.exe on the same machine with the same mods as you do with arma3.exe :) Hope that helps for now, as i didnt look into your ZEUS stuff yet! Share this post Link to post Share on other sites
helldesign 10 Posted November 5, 2014 Thanks for the advice. I'll give a try to the dedi server and see if I have better performance. BTW which one of this two options "virtualize all editor units except synced" and "only virtualize synced units" in the Virtual AI Systems module has bigger performance impact? I guess its the 1st one but not very sure and is the difference (in the performance) big or minor? Share this post Link to post Share on other sites
howzcat 1 Posted November 5, 2014 (edited) First of all, awesome mod! Congrats! I'm having a problem on my mission. I placed a Player Combat Support (Transport) module, and changed the transport vehicle type to B_Heli_Transport_01_camo_F , which is a mh-9. Problem is that besides having a Pilot/Co-Pilot the benches are occupied by 2 soldiers on each side. Is there a way to remove them? I can't seem to get it working with deleteVehicle (Heli turretUnit [ 0 ]); edit: for dumbness, already replied in last page. Sorry! Edited November 5, 2014 by howzcat Share this post Link to post Share on other sites
friznit2 350 Posted November 5, 2014 This is because BIS's rather simplistic way of enabling firing from vehicles is to change every seat into a turret. Since ALiVE puts AI in turrets we now have dudes in every seat. We're trying to figure out how to differentiate between a regular turret and a FFV turret without having to completely re-write everything and break Persistence in the process. Nobody ever said modding wasn't a challenge. Share this post Link to post Share on other sites
stuffedsheep 10 Posted November 5, 2014 If I may ask a question here, How does one disable the garbage collector in the "ALIVE Required" module? Should I just putt " -1 " in the boxes or leave it empty? Share this post Link to post Share on other sites
5harp5hot 11 Posted November 5, 2014 (edited) Hello! I've noticed an issue using RHS: Escalation while playing with ALiVE. On the Russian side, namely the VVS Mi24 variants, aren't recognized as a CAS helicopters by the ALiVE Player Combat Support, leading the unit to be always combat ineffective; I have tested out the vanilla helicopters without moving the module to make sure that it wasn't a terrain issue, which it wasn't. The AH64D works fine because it is under the overall faction of US Army, however since the Russian sides are all divided up, this seems to be causing issues. I went on the ALiVE wiki and sure enough the supported factions are only the MSV, VDV and TV. I really like playing as the Russians, and it just sucks to have no air support while playing ALiVE. I also asked on the RHS forum, and I was told to also post this issue here. Will you be including the other Russian sub factions from the mod namely the Russian Airfoce (VVS)? *EDIT* Upon further testing using the SU 25 from the same faction as the Hind, it seems to work, so this seems to be an isolated issue involving the Mi24 P and V variants. Edited November 5, 2014 by 5harp5hot Share this post Link to post Share on other sites
arjay 7 Posted November 5, 2014 Hello!I've noticed an issue using RHS: Escalation while playing with ALiVE. On the Russian side, namely the VVS Mi24 variants, aren't recognized as a CAS helicopters by the ALiVE Player Combat Support, leading the unit to be always combat ineffective; I have tested out the vanilla helicopters without moving the module to make sure that it wasn't a terrain issue, which it wasn't. The AH64D works fine because it is under the overall faction of US Army, however since the Russian sides are all divided up, this seems to be causing issues. I went on the ALiVE wiki and sure enough the supported factions are only the MSV, VDV and TV. I really like playing as the Russians, and it just sucks to have no air support while playing ALiVE. I also asked on the RHS forum, and I was told to also post this issue here. Will you be including the other Russian sub factions from the mod namely the Russian Airfoce (VVS)? Thanks for the report, we will take a look at CAS and RHS Share this post Link to post Share on other sites
-lordsoth- 15 Posted November 6, 2014 Can you look at all combat support modules for RHS? The uh60 does not work on US side either, although it does spawn when air units are selected in the mil placement module. Also the artillery does not fire for some reason. It shows up but you can't call fire missions. Thanks heaps, loving ALiVE and RHS they are meant for each other. Share this post Link to post Share on other sites
snackynak 38 Posted November 6, 2014 Hello!I've noticed an issue using RHS: Escalation while playing with ALiVE. On the Russian side, namely the VVS Mi24 variants, aren't recognized as a CAS helicopters by the ALiVE Player Combat Support, leading the unit to be always combat ineffective; I have tested out the vanilla helicopters without moving the module to make sure that it wasn't a terrain issue, which it wasn't. The AH64D works fine because it is under the overall faction of US Army, however since the Russian sides are all divided up, this seems to be causing issues. I went on the ALiVE wiki and sure enough the supported factions are only the MSV, VDV and TV. I really like playing as the Russians, and it just sucks to have no air support while playing ALiVE. I also asked on the RHS forum, and I was told to also post this issue here. Will you be including the other Russian sub factions from the mod namely the Russian Airfoce (VVS)? *EDIT* Upon further testing using the SU 25 from the same faction as the Hind, it seems to work, so this seems to be an isolated issue involving the Mi24 P and V variants. I think that this only became an issue after the helicopter update from bis. I had a mission with VVS hind support that I made and it worked up until this latest update. Share this post Link to post Share on other sites
-lordsoth- 15 Posted November 6, 2014 I think that this only became an issue after the helicopter update from bis. I had a mission with VVS hind support that I made and it worked up until this latest update. I have not been able to use the uh60 as combat transport since RHS was released so I don't think it was the last update. Share this post Link to post Share on other sites
Von Quest 1163 Posted November 6, 2014 Been using ALiVE for a while now. Hands down an amazing must-have for ArmA. Super cool. Only major issues I can think of right now, is Artilary Support seams to rarely work for us, and the big one for me is... Vehicles. Armor! They always seam to spawn in and drive in small patrol loops. VERY annoying. Anyone else? 1. Possible to have them just spawn with engines OFF and sitting on stationary patrol? 2. And also have them patrol on long patrol waypoints if in a patrol mode? Share this post Link to post Share on other sites
serjames 357 Posted November 6, 2014 Been using ALiVE for a while now. Hands down an amazing must-have for ArmA. Super cool.Only major issues I can think of right now, is Artilary Support seams to rarely work for us, and the big one for me is... Vehicles. Armor! They always seam to spawn in and drive in small patrol loops. VERY annoying. Anyone else? 1. Possible to have them just spawn with engines OFF and sitting on stationary patrol? 2. And also have them patrol on long patrol waypoints if in a patrol mode? Agree with this, I kinda get it for smaller APC's etc, but you often get arty or large tank groups just mashing trees in a loop - making LOTS of noise and looking un-realistic as they're normally unsupported vehicles. Ripe for pillage from the air normally. Share this post Link to post Share on other sites
SilentSpike 84 Posted November 6, 2014 So I've noticed that when ALiVE is active every unit in a mission is constantly being added to all the curators in the mission. Is there a reason it's being done this way instead of the units from ALiVE being added as they're spawned in? It basically breaks any versus scenarios that incorporate the curator's functionality and I also don't believe it's the best method performance-wise. Share this post Link to post Share on other sites
arjay 7 Posted November 6, 2014 So I've noticed that when ALiVE is active every unit in a mission is constantly being added to all the curators in the mission. Is there a reason it's being done this way instead of the units from ALiVE being added as they're spawned in?It basically breaks any versus scenarios that incorporate the curator's functionality and I also don't believe it's the best method performance-wise. ALiVE adds any unit that spawns by using an extended event handler on units init, it shouldn't run constantly, but obviously when you move away units are despawned, and when you return they are spawned and need to be added back to the curators. Share this post Link to post Share on other sites
SilentSpike 84 Posted November 6, 2014 Thanks for the response, I hadn't had the time to open it up and look at what it was actually doing so I assumed it was just running a loop or something. I'm not sure how extending the init event handler works exactly, but would it be feasible for a module to be added that allows the disabling of the units being added? Share this post Link to post Share on other sites
kyboshsteinski 10 Posted November 7, 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. T or highhead anything new here with @agm war room conflicts? Share this post Link to post Share on other sites
snackynak 38 Posted November 7, 2014 Did this latest update from BIS screw some things up with alive? Whenever I try and save and exit the server, saving progess gets hung up on player logistics, even if I have no player logistics module in the mission. I've included a bit of the rpt file, the portion where I initiate save and exit, saving progress hangs, so I just exit. I want to make sure that this isn't user error on my part. ALiVE Abort - mode: REMSAVE ALiVE Abort - [REMSAVE] !(Admin) Ending mission -------------------------------------------------------------- ALiVE Abort - mode: SAVESERVERYO [8105,215.876,112.413,"x\alive\addons\main\fnc_buttonAbort.sqf:41","PLAYER CLICKING ON ABORT BUTTON: _this=["REMSAVE"]"] [8105,215.876,112.413,"x\alive\addons\main\fnc_buttonAbort.sqf:41","PLAYER CLICKING ON ABORT BUTTON: _this=["SAVESERVERYO","xxxxxxxxxxx"]"] -------------------------------------------------------------- ALiVE Abort - Saving Server ADMIN UID: xxxxxxxxxxxxxxxxx ADMIN: O Alpha 1-1:1 (xxxxxx) REMOTE ADMIN OWNER: 3 ALIVE Profile Handler - Un-Register Profile [player_0] ALiVE Pausing state of ALiVE_ALiVE_mil_OPCOM instance set to true! ALiVE Pausing state of ALiVE_ALiVE_sys_profile instance set to true! ALiVE Pausing state of ALiVE_ALiVE_mil_command instance set to true! ALiVE Pausing state of ALiVE_ALiVE_fnc_analysis instance set to true! ALiVE Pausing state of ALiVE_ALiVE_mil_OPCOM instance set to true! ALiVE Abort - Server Save OPCOM State ALiVE OPCOM - Saving data ALiVE OPCOM - Save data complete 0.0189972 Error in expression <!(isNil "_results")) then { { _result = _x; _messages = _result select 1; if(co> Error position: <_x; _messages = _result select 1; if(co> Error Undefined variable in expression: _x File x\alive\addons\main\fnc_buttonAbort.sqf, line 150 Error in expression <!(isNil "_results")) then { { _result = _x; _messages = _result select 1; if(co> Error position: <_x; _messages = _result select 1; if(co> Error Undefined variable in expression: _x File x\alive\addons\main\fnc_buttonAbort.sqf, line 150 ALiVE Abort - Server Save Logistics State Error in expression < "_result")) then { _messages = _result select 1; if(count _messages > 0) then {> Error position: <select 1; if(count _messages > 0) then {> Error select: Type Bool, expected Array,String,Config entry File x\alive\addons\main\fnc_buttonAbort.sqf, line 202 c:\w\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing! Share this post Link to post Share on other sites
-lordsoth- 15 Posted November 7, 2014 Did this latest update from BIS screw some things up with alive? Whenever I try and save and exit the server, saving progess gets hung up on player logistics, even if I have no player logistics module in the mission. I've included a bit of the rpt file, the portion where I initiate save and exit, saving progress hangs, so I just exit. I want to make sure that this isn't user error on my part. ALiVE Abort - mode: REMSAVE ALiVE Abort - [REMSAVE] !(Admin) Ending mission -------------------------------------------------------------- ALiVE Abort - mode: SAVESERVERYO [8105,215.876,112.413,"x\alive\addons\main\fnc_buttonAbort.sqf:41","PLAYER CLICKING ON ABORT BUTTON: _this=["REMSAVE"]"] [8105,215.876,112.413,"x\alive\addons\main\fnc_buttonAbort.sqf:41","PLAYER CLICKING ON ABORT BUTTON: _this=["SAVESERVERYO","xxxxxxxxxxx"]"] -------------------------------------------------------------- ALiVE Abort - Saving Server ADMIN UID: xxxxxxxxxxxxxxxxx ADMIN: O Alpha 1-1:1 (xxxxxx) REMOTE ADMIN OWNER: 3 ALIVE Profile Handler - Un-Register Profile [player_0] ALiVE Pausing state of ALiVE_ALiVE_mil_OPCOM instance set to true! ALiVE Pausing state of ALiVE_ALiVE_sys_profile instance set to true! ALiVE Pausing state of ALiVE_ALiVE_mil_command instance set to true! ALiVE Pausing state of ALiVE_ALiVE_fnc_analysis instance set to true! ALiVE Pausing state of ALiVE_ALiVE_mil_OPCOM instance set to true! ALiVE Abort - Server Save OPCOM State ALiVE OPCOM - Saving data ALiVE OPCOM - Save data complete 0.0189972 Error in expression <!(isNil "_results")) then { { _result = _x; _messages = _result select 1; if(co> Error position: <_x; _messages = _result select 1; if(co> Error Undefined variable in expression: _x File x\alive\addons\main\fnc_buttonAbort.sqf, line 150 Error in expression <!(isNil "_results")) then { { _result = _x; _messages = _result select 1; if(co> Error position: <_x; _messages = _result select 1; if(co> Error Undefined variable in expression: _x File x\alive\addons\main\fnc_buttonAbort.sqf, line 150 ALiVE Abort - Server Save Logistics State Error in expression < "_result")) then { _messages = _result select 1; if(count _messages > 0) then {> Error position: <select 1; if(count _messages > 0) then {> Error select: Type Bool, expected Array,String,Config entry File x\alive\addons\main\fnc_buttonAbort.sqf, line 202 c:\w\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing! I have the same problem, tried a few things that ARjay mentioned but didn't help. This was before the update too, so I don't know what is going wrong. I was getting hung on player logistics, the server report states that game has finished but is still running and the tablet is open stuck on logistics. Hope it gets fixed. Share this post Link to post Share on other sites