Moon_chilD 200 Posted December 11, 2014 One question: Is the War room also working with Linux Servers? Share this post Link to post Share on other sites
i wub pugs 15 Posted December 11, 2014 ^^What is your setting for "spawn X number at once" or whatever it is? I think the default is 50. ********************** Linux server isn't supported yet. Share this post Link to post Share on other sites
GDent 10 Posted December 11, 2014 Yes, it's 50 profiles to be spawned at maximum at the same time. But I was looking for a way to reduce how fast they spawn, or some other way to keep it from freezing. Share this post Link to post Share on other sites
i wub pugs 15 Posted December 11, 2014 Post a screenshot of how your mission is built and how you've got the modules set up. Are you getting any debug messages? Share this post Link to post Share on other sites
friznit2 350 Posted December 11, 2014 One question: Is the War room also working with Linux Servers? No, not yet. It's something we'd like to do but until we find a friendly Linux dev we won't be able to fix the plugin for it. Share this post Link to post Share on other sites
killerwhale 1 Posted December 12, 2014 wondering if this works with units like RHS,CAF? my screen keeps loading.......... is it not working with these units? Share this post Link to post Share on other sites
SD_BOB 10 Posted December 12, 2014 It does indeed work fine with these units. http://alivemod.com/wiki/index.php?title=Supported_Factions Supported factions, with faction class names. Share this post Link to post Share on other sites
serjames 357 Posted December 12, 2014 Quick question, looking for some suggestionsWe've been running some missions on my server and when we move into the profile spawn range (within 1500m), the game freezes for everybody until all the profiles spawn in. Is there a way to make them spawn more slowly so the game/server doesn't freeze up? I'm sure it's just a configuration issue on the mission maker's end, but I've never seen any way around this. 1500m is a large spawn radius. Think about the spawn numbers this area could cover ! We use 800m and it's totally playable. Small Lag spike on spawn - like 0.5 sec max. we also completely disable aircraft loading spawns. Prevents Sniper solo pilot sitting off at 1km and picking off all the baddies by themselves and also prevents massive lag spikes as the transport elements whisk units back and forth across the map. To balance game-play I drop some ZSU_23's around the map with varying probabilities of presence and wide random areas of location to keep the pilots on their toes. Note we also change the number active spawns down to max 30 or 40 depending on map scale. On Bornholme we're using 10 profiles with heavier CBQ - i.e. on HC to help manage the larger map. On Takistan 40 profiles seems to work. Share this post Link to post Share on other sites
alexsegen 17 Posted December 12, 2014 1500m is a large spawn radius. Think about the spawn numbers this area could cover ! We use 800m and it's totally playable. Small Lag spike on spawn - like 0.5 sec max. we also completely disable aircraft loading spawns. Prevents Sniper solo pilot sitting off at 1km and picking off all the baddies by themselves and also prevents massive lag spikes as the transport elements whisk units back and forth across the map.To balance game-play I drop some ZSU_23's around the map with varying probabilities of presence and wide random areas of location to keep the pilots on their toes. Note we also change the number active spawns down to max 30 or 40 depending on map scale. On Bornholme we're using 10 profiles with heavier CBQ - i.e. on HC to help manage the larger map. On Takistan 40 profiles seems to work. Genius! Really good tips! (I played in your Arma 2 server long time ago) ------------- Quick question about an old alive feature... Is convoy option still working with alive? Or it was completely removed? Share this post Link to post Share on other sites
friznit2 350 Posted December 12, 2014 The old meaningless random convoy spawns have been removed. If you want convoys, set up Military Logistics synced to the enemy AI Comd. They will use convoys to move equipment and reinforcements to the front lines when requested, so they're more meaningful, have an actual purpose and ambushing them will impact the enemy (or friendly) Military AI Commander. Share this post Link to post Share on other sites
serjames 357 Posted December 12, 2014 friznit is right. They're a lot more dynamic now. For instance you can see Enemy Mi8's bringing in fire-teams to support an enemy airbase - which is brilliant. Very immersive. I've yet to find, catch and ambush a road convoy, but I'm assured they're there. For our Bornholm map (just gone live today - small pimp *woot*!) we have Russian VDV forces ocupying an airbase - with the logistics support set to that location.... ideally when RHS have transport planes we would expect to see ilyushin transporters rolling in with Armour and Infantry support. On the flipside we have Russian TV (tank) units occupying the port to the East. It would be smashing to get heavy transporters or LDV's rocking in from off the map.. Would make maritime patrol and Naval strike Really relevant and perhaps even dare I say it a role for our astute submarine force... ok day-dreaming now. But it's all possible I'm sure. Share this post Link to post Share on other sites
friznit2 350 Posted December 12, 2014 We've ambushed several convoys of technical on Reshmaan (still using the old CAF aggressors too). Can get a bit brutal when 5 heavily armoured vehicles start disgorging a company of baddies on us. If only BIS had transport planes in vanilla we could have made the logistics so much more immersive, but we can't afford to create mod dependencies.... But we are working on littoral assaults! Share this post Link to post Share on other sites
serjames 357 Posted December 12, 2014 I assume it would be possible to make the asset selectable though ? I.e. like the customer Faction name in the Mil Placement. So the logistics module would have Vehicle over-overrides ? Or whitelists for instance Share this post Link to post Share on other sites
GDent 10 Posted December 12, 2014 1500m is a large spawn radius. Think about the spawn numbers this area could cover ! We use 800m and it's totally playable. Small Lag spike on spawn - like 0.5 sec max. we also completely disable aircraft loading spawns. Prevents Sniper solo pilot sitting off at 1km and picking off all the baddies by themselves and also prevents massive lag spikes as the transport elements whisk units back and forth across the map.To balance game-play I drop some ZSU_23's around the map with varying probabilities of presence and wide random areas of location to keep the pilots on their toes. Note we also change the number active spawns down to max 30 or 40 depending on map scale. On Bornholme we're using 10 profiles with heavier CBQ - i.e. on HC to help manage the larger map. On Takistan 40 profiles seems to work. This is great, I'll have to try it. thanks a lot Share this post Link to post Share on other sites
galzohar 31 Posted December 13, 2014 Yeah, I don't see the problem with having a specific feature require a mod. Though it might not be possible to have a module that is only visible in the editor if you have the required addon - As far as I'm aware, only scripts can really do things based on which addons you are running. Factions work because they're just text you type in a box and read by a script - I suppose that's the reason why addon factions are not in the drop-down menus. Share this post Link to post Share on other sites
devilspawn 24 Posted December 13, 2014 QUESTION: 1. Does ALIVE work well with mcc editor? 2. Which is the best AI enhancement mod which works with ALIVE, @ASR_AI3? Cheers :) Share this post Link to post Share on other sites
DGeorge85 10 Posted December 13, 2014 QUESTION:1. Does ALIVE work well with mcc editor? 2. Which is the best AI enhancement mod which works with ALIVE, @ASR_AI3? Cheers :) AI3 is the only AI mod I've tried with ALiVE, but mainly because I'm so satisfied with it, especially compared to vanilla AI. I haven't noticed any buggy behavior and what I like most is seeing them use buildings and the improved firing behavior. I can't speak for mcc though. Share this post Link to post Share on other sites
friznit2 350 Posted December 13, 2014 MCC should work alongside ALiVE. Anything spawned by MCC in a MCC Zone will be handled by GAIA. Everything spawned by ALiVE using profiles will be handled by AI Comds. They won't mix though, so you can't spawn stuff with MCC and have it controlled by ALiVE or vice versa. This is theory anyway, I've not actually tried it but it would be great to have ALiVE provide the large scale, ambient 'war' while you tweak specific player objectives on the fly with MCC. Any AI mod will work. I've used ASR, VCOM and AISS at various times. Currently using VCOM. Share this post Link to post Share on other sites
Scrub 0 Posted December 13, 2014 I thought I read in the latest version of alive that there was a script Snippet you could run to profile new units. Maybe have that snippet trigger every time you put in MCC unit on the map. Share this post Link to post Share on other sites
0verlord-actual 11 Posted December 14, 2014 Hello, I have a question. When I sync a unit I have giving a number of way points to the alive module to virtualise it. The unit seems to no longer follow its given waypoints. Is there a way to virtualise them but ensure they continue on selected waypoints? Thanks Share this post Link to post Share on other sites
GDent 10 Posted December 14, 2014 I just made a mission on Bornholm. It works fine on my PC, but my server crashes shortly after spawning the enemies in. This is on an Ubuntu server and also happens on Sahrani, not sure what else. I was wondering if anyone else is making Bornholm missions and running them on a Linux server, and if there's a way around this. My group and I don't even make missions without ALiVE and so it makes this amazing terrain useless for us. Please offer advice. Share this post Link to post Share on other sites
IICptMillerII 10 Posted December 14, 2014 Just wanted to say that I've been learning how to make missions with this and that it is awesome! My friends and I have invested many multi-hour gaming sessions because of this mod. Its been a lot of fun so far and it looks like it will only get better as the mod is improved more, more features come out, and I get better at building missions. I have one question, and I apologize if this has already been asked and answered. I was wondering if there are any plans/possibility of back porting this (or some kind of optimized version) to Arma 2? I know that this could be asking a lot, but Arma 2 has a much more developed mod scene, and takes place during a contemporary time frame which is what I prefer. There are a lot of mods for Arma 3 that are beginning to bring current modern equipment into the game (like the excellent RHS: Escalation mod) but these are still early in development. Regardless of whether or not you decide to make an Arma 2 version or if it is possible, I still love the mod for Arma 3 and can't wait for further improvements and features to come out for it. Keep up the good work! Share this post Link to post Share on other sites
tupolov 520 Posted December 14, 2014 No plans to back port. We are committed to supporting AIA, CUP and any other major mod focused on bringing A2 content to A3. A2 has various issues that would not make it worthwhile back porting. The future is A3 :) Thanks for the kind comments and wonderful to hear that it's helping mission makers make epic MP missions. Share this post Link to post Share on other sites
enngerek 10 Posted December 14, 2014 multiple auto generated side missions for one side ? is it possible some how ? can we use an J2istar module more than once. ? Share this post Link to post Share on other sites
mazza 1 Posted December 15, 2014 High folks I have just finished documenting the ALiVE module fields and have organised them into an Excel spreadsheet. Only the Alive Data and Tour modules have not been documented. You can download the spreadsheet from http://1drv.ms/1w9zrcY FILE > SAVE AS The document is to be used as a quick reference guide. Allowing users to add their own notes etc I have used a table format to allow for easy filtering. Ideally would be good to display in some sort of branching format and move to wiki. Please note that the ALiVE devs etc have not check the list. I hope it is of some use. Big THANKS to the ALiVE folks for developing the mod :) Have a merry xmas /new year/ holidays :) Mazza Share this post Link to post Share on other sites