thecoolsideofthepillow 22 Posted March 15, 2015 There were two times I generated tasks both of which had multiple parts to them.The first was "Attack the civilian objective" with a subtask of "Clear the town". This area ended up being basically a shack in the middle of nowhere. We did have a large fire-fight around it and then we just hung out at the shack for a while. It is possible that perhaps there were still enemy around but don't think so. I had all debugging turned on and there weren't any enemy markers close enough I don't think (closest maybe 500-600m away). Not sure if perhaps we didn't wait long enough but I figured after a few minutes I wasn't going to stick around any longer. The second was "Attack Emplacement" with 2 subtasks. First "Move to forming up point" and then "Attack objective". None of these completed automatically. The objective had no enemy and we just tooled around it for a while and then got bored. I am running into the same thing with these two objectives. Clear the Town results in a camp near a town, but clearing everything even within 1000m doesn't end the task. Attack Emplacement objectives clear themselves as it doesn't ever create anything, so eventually it just says you cleared it. Defending objectives is the same way. Nothing ever actually comes and attacks the base, but eventually it says you succeeded. Share this post Link to post Share on other sites
tupolov 520 Posted March 15, 2015 I am running into the same thing with these two objectives. Clear the Town results in a camp near a town, but clearing everything even within 1000m doesn't end the task. Attack Emplacement objectives clear themselves as it doesn't ever create anything, so eventually it just says you cleared it. Defending objectives is the same way. Nothing ever actually comes and attacks the base, but eventually it says you succeeded. Can you guys post a ticket on our tracker? http://dev.withsix.com/projects/alive/issues Thanks! Share this post Link to post Share on other sites
rlex 21 Posted March 15, 2015 Yes, i reported crash to BIS and included core file and some log lines. We now running windows server and everything seems to be OK even on maps like fallujah with loads of enemies. Even solid FPS. Question - on maps with hangars from A2 (i assume) enemy planes spawns in that hangars, unable to move, sometimes they explode. Is there any workaround for that problem? I fly alot, and having some dogfighting will be nice. Same problem with enemy helis, they always spawns on ground. Is there any way to spawn them "in flight"? Share this post Link to post Share on other sites
tupolov 520 Posted March 15, 2015 ooops Ok can you give us specific maps? We reported an issue to BIS about hangars being back to front on Stratis and Altis. Share this post Link to post Share on other sites
rlex 21 Posted March 15, 2015 Voted, but my issue is about A2 hangars, not A3 :) Share this post Link to post Share on other sites
thecoolsideofthepillow 22 Posted March 15, 2015 Can you guys post a ticket on our tracker? http://dev.withsix.com/projects/alive/issuesThanks! Done :) Share this post Link to post Share on other sites
serjames 357 Posted March 15, 2015 Can someone in the know give me some guidance on enemy Jets. So I've tried placing them manually - syncing them to the profile module. I've tried specifying them (Su-22's very nice on Isla Dual btw) in the Cas module and then syncing THAT to the opcom... But if I get jets at all they just take off and head south west and fly around in circles.. I cannot for the life of me get sensible Opcom driven fast movers ? Any pointers ? SJ Share this post Link to post Share on other sites
sixt 26 Posted March 15, 2015 Can someone in the know give me some guidance on enemy Jets.So I've tried placing them manually - syncing them to the profile module. I've tried specifying them (Su-22's very nice on Isla Dual btw) in the Cas module and then syncing THAT to the opcom... But if I get jets at all they just take off and head south west and fly around in circles.. I cannot for the life of me get sensible Opcom driven fast movers ? Any pointers ? SJ I use the script version of GAIA in my missions to get the ai to call both ai artillery and ai air support. When air units are profiled it seems that the OPCOM won't Use them. Share this post Link to post Share on other sites
serjames 357 Posted March 15, 2015 Well glad it's not JUST me lol hmm - doesn't GAIA interfere with ALiVE profiled group managment ? i.e. Waypoints etc ? Share this post Link to post Share on other sites
sancron 32 Posted March 16, 2015 Hi i've got a question about ALiVE, i was setup a Mission on Bornholm. But i got a notice on every Start. "Tgere are 90 objectives for this OPCOM instance! Please lower the objective count for performance reasons, suggested is below 80!" how i lower the count. I don't find a solution or option in the OPCOM Module. Share this post Link to post Share on other sites
kilo1-1 1 Posted March 16, 2015 Change the objective priorities. Change it from filtering low priorities to low + medium priorities. Share this post Link to post Share on other sites
sixt 26 Posted March 16, 2015 Well glad it's not JUST me lolhmm - doesn't GAIA interfere with ALiVE profiled group managment ? i.e. Waypoints etc ? Not if you dont virtualize the air or artillery units you wanna use, when you use the gaia script you also choose what units that will be under gaia, so no they wont interfere. But ofcourse the ai will only use its air assets and artillery against uncached units. It works really fine for me and my group. Here is the link for the gaia script i use, and you dont have to have mcc enabled when you use it. http://forums.bistudio.com/showthread.php?183056-Mission-Template-Stand-Alone-GAIA-Make-missions-FAST-by-using-MCC-GAIA-engine ---------- Post added at 08:15 AM ---------- Previous post was at 08:10 AM ---------- Hii've got a question about ALiVE, i was setup a Mission on Bornholm. But i got a notice on every Start. "Tgere are 90 objectives for this OPCOM instance! Please lower the objective count for performance reasons, suggested is below 80!" how i lower the count. I don't find a solution or option in the OPCOM Module. You can also make a taor marker that not fills all of bornholm, then you will get less objectives for the opcom ---------- Post added at 08:25 AM ---------- Previous post was at 08:15 AM ---------- Any chance of getting the Islands Tropica and Lost islands indexed? I use them alot and would be great for my group atleast if they could? And again thanks for this great addon. Sixt Share this post Link to post Share on other sites
serjames 357 Posted March 16, 2015 Not if you dont virtualize the air or artillery units you wanna use, when you use the gaia script you also choose what units that will be under gaia, so no they wont interfere. But ofcourse the ai will only use its air assets and artillery against uncached units. It works really fine for me and my group.Here is the link for the gaia script i use, and you dont have to have mcc enabled when you use it. Cheers for that I'll give it a go... Share this post Link to post Share on other sites
fafafou 10 Posted March 16, 2015 Finally got my server up and running. Thing is ... it's currently on Linux ... so if I understood correctly, I won't be able to use persistency ? Share this post Link to post Share on other sites
tupolov 520 Posted March 16, 2015 Finally got my server up and running. Thing is ... it's currently on Linux ... so if I understood correctly, I won't be able to use persistency ? Correct. We need an experienced C++ person to help us migrate our C# plugin :( so we can support Linux based persistent missions. Share this post Link to post Share on other sites
flex242 11 Posted March 16, 2015 How can i use the Asymmetric Warfare Environment ? Is this still in progress ? I want to use this features: - Roadblocks - establishing roadblocks in controlled zones (the equivalent of a military TAOR) will enable insurgents to dominate the local civilian population and establish rudimentary defences against opposition forces. - Weapons Depots - insurgents will attempt to cache ammunition and weapons at hidden locations throughout the AO, which will be used to equip newly recruited fighters. - IED Factories - IED making facilities will be established in hidden locations throughout the AO. IEDs are the insurgent's preferred method of attack on opposition forces. - Ambushes - Insurgents will attempt to ambush military patrols and convoys in the open, using a combination of IEDs or hit and run attacks. - Assaults - Raids on military outposts and patrol bases are one way insurgents can acquire new weapons and equipment. - Recruitment HQ - If the insurgents are allowed to establish a Recruitment HQ near to a civilian objective, they will recruit new armed fighters from amongst the civilian population. - Coercion - Insurgent cells will coerce disgruntled civilians into becoming suicide bombers, rogue shooters and saboteurs. And how i can get Objectives to destroy/eliminate a IED Factory for example ? Ps: Great Mod ! Awsome Work Guys! I am looking all the time for a Addon like this !! Share this post Link to post Share on other sites
friznit2 350 Posted March 16, 2015 Still work in progress. Closed Testing will be starting soonâ„¢. Please note that any features on the wiki page are subject to change as the module gets finalised. Share this post Link to post Share on other sites
SavageCDN 231 Posted March 16, 2015 Closed Testing will be starting soonâ„¢ Share this post Link to post Share on other sites
flex242 11 Posted March 16, 2015 (edited) Ok Great !! One Question. What means: OPCOM Side: GUER Warning! Max. duration exceeded ! Is this bad for my Mission ? What should i have to do, to solve this Problem ? Edit: After a short time this Message dissapear. What is that ? And the Last one: I have seen on Armaholic a WIP Report about a new awsome Map coming soon : http://www.armaholic.com/page.php?id=28374 Would be great if this Map get also supportet for ALIVE. Thanks ! Edited March 16, 2015 by Flex242 Share this post Link to post Share on other sites
spyderblack723 407 Posted March 16, 2015 http://cdn.meme.am/instances/24575647.jpg Lucky Lucky Savage, haha I can't wait till it's released. Looks like you guys have really outdone yourselves based on the features listed on the wiki. Share this post Link to post Share on other sites
flex242 11 Posted March 17, 2015 Ehhm i dont if this a Bug or I doing something wrong. But in Combat with CQB Units, suddenly the Enemy invisible. Befor i read a Debug Message that there is a CQB Error. Realy frustrating.... Share this post Link to post Share on other sites
taro8 806 Posted March 17, 2015 Couple of requests: Player Multispawn module: add ability to manually set insertion vehicle, like support modules. Player Combat Support: add ability to turn off map textures on the minimap. Share this post Link to post Share on other sites
friznit2 350 Posted March 17, 2015 Please put feature requests on our tracker here: http://dev.withsix.com/projects/alive/issues They'll get hopelessly lost in this thread! Share this post Link to post Share on other sites
taro8 806 Posted March 17, 2015 Sorry, but I dont have account there and I dont know how to use that site anyway. Share this post Link to post Share on other sites
cuel 25 Posted March 17, 2015 It's easy, just register and press new issue. Share this post Link to post Share on other sites