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ALiVE - Advanced Light Infantry Virtual Environment

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^^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.

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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.

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Post a screenshot of how your mission is built and how you've got the modules set up.

Are you getting any debug messages?

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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.

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wondering if this works with units like RHS,CAF? my screen keeps loading.......... is it not working with these units?

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Quick question, looking for some suggestions

We'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.

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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?

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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.

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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.

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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!

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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

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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

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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.

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QUESTION:

1. Does ALIVE work well with mcc editor?

2. Which is the best AI enhancement mod which works with ALIVE, @ASR_AI3?

Cheers :)

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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.

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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.

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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.

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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

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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.

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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!

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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.

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multiple auto generated side missions for one side ? is it possible some how ? can we use an J2istar module more than once. ?

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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

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