spyderblack723 407 Posted January 28, 2016 ALiVE can be used in that manner, you might just have to test around and see if it's exactly what you want. For other possible solutions, HETMAN AI commander may also work, I've never used it but I think it may be meant for smaller-size scenarios (once again, complete assumption). 1 Share this post Link to post Share on other sites
SavageCDN 231 Posted January 28, 2016 Yeah Hetman is the closest out there to what he is looking for and will work with large-scale battles. https://forums.bistudio.com/topic/158157-hetman-artificial-leader/ IIRC it's single-player only but that may have changed since the last time I tried it. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted January 31, 2016 I was wondering if I could get some clarification on how the numerical overrides work in the civ/mil placement modules. If I understand correctly, based on unit configs, ALiVE will randomly (?) generate units around and within these modules based on the objects on the map. And I understand I can make sure a specific unit type will not spawn if I place "0" in the numerical override, and also that blank leaves it on default. But in practice, what does it look like if I place "4" in motorized? Example: Let's say when everything is left blank, ALiVE will decide to spawn 2 infantry and 2 motorized groups. If I place "4" in the motorized override, and leave everything else blank, in that same instance will that force 2 infantry units and 6 motorized units? Or will that make all 4 of the units that originally spawned all motorized instead? Share this post Link to post Share on other sites
fourjays 27 Posted January 31, 2016 Hey, Our group has recently started using ALiVE for our missions. We're enjoying it a lot so far, but have had some difficulties with hostile AI reinforcements. Specifically, that anytime we use armor the enemy will suddenly spawn in a number of attack helicopters. According to our mission makers, they are placing the logistics module and setting the helicopters to not spawn, yet this keeps occuring. Any ideas on how to stop the helicopters being spawned in? Thanks Share this post Link to post Share on other sites
autigergrad 2034 Posted January 31, 2016 Hey, Our group has recently started using ALiVE for our missions. We're enjoying it a lot so far, but have had some difficulties with hostile AI reinforcements. Specifically, that anytime we use armor the enemy will suddenly spawn in a number of attack helicopters. According to our mission makers, they are placing the logistics module and setting the helicopters to not spawn, yet this keeps occuring. Any ideas on how to stop the helicopters being spawned in? Thanks Easiest thing to do is create a staticdata.sqf and edit the types of helos that ALiVE uses to ferry in reinforcements. Remove all attack helos and replace with unarmed transport helos. Share this post Link to post Share on other sites
spyderblack723 407 Posted January 31, 2016 Hey, Our group has recently started using ALiVE for our missions. We're enjoying it a lot so far, but have had some difficulties with hostile AI reinforcements. Specifically, that anytime we use armor the enemy will suddenly spawn in a number of attack helicopters. According to our mission makers, they are placing the logistics module and setting the helicopters to not spawn, yet this keeps occuring. Any ideas on how to stop the helicopters being spawned in? Thanks This might be a case of the enemy commander sending in existing cas units to deal with the armor. Tell your mission makers to go through all placement military placement modules and disable spawning of air units. Share this post Link to post Share on other sites
fourjays 27 Posted January 31, 2016 Easiest thing to do is create a staticdata.sqf and edit the types of helos that ALiVE uses to ferry in reinforcements. Remove all attack helos and replace with unarmed transport helos. This might be a case of the enemy commander sending in existing cas units to deal with the armor. Tell your mission makers to go through all placement military placement modules and disable spawning of air units. Thanks for the quick replies, will pass it on. Share this post Link to post Share on other sites
robowilso 40 Posted February 3, 2016 thank you for the info. i guess this mod is not exactly what i was looking for. still seems impressive for what it is and i might give it a try nevertheless. do you know, if there is a mod out there that doesn't necessarily change micro-ai, but acts like a strategy-game-ai (think "total war" series battles). so that as a mission editor i could drop down some squads and support units and put them under master AI control instead of giving/scripting waypoints. the master AI would get some abstract goals ranging from very important to optional (f.e.: defend main base (at all cost), hold territory A, seize territoy B (optional). so in a way i'm looking for a mod like ALiVE, which has less a focus on ambient combat and a bigger focus on a commander AI that gives waypoints to AI groups in a very stratetic way, managing different type of units for different tasks, having basic understanding of terrain, using recon and calculating risk/reward concerning a certain set of predefined goals and units available. do you know, if such a mod exists? i think there was something like this for arma 2, but i'm not sure... (if there's no such mod, think of my question as a feature request / suggestion for ALiVE ;) ) thanks! I may be mistaken here by saying this but from my understanding the 'A.L.I.V.E. Mil-Commander' used with the 'C2IASTAR' system functions in that exact manner [everything you outlined in the quote above] and does all those things in great detail and on any size scale you can imagine. I have poured over the documentation for this software for years since it's first release and always have it loaded in my game when mission making but my :936: 'ing A.D.D. will not allow me to grasp the overall way it all works so that i can run wild with it in my own way. I can recreate the mission setups that are demonstrated in the ALIVE Wiki,, but those are just a itsy bitsy peek of what this tool can be manipulated to accomplish in our Arma 3 missions. I pray someone that has a concrete grasp on the inter-working relationships of these modules will make a youtube tutorial explaining the way they work. If anyone on the dev team or any thread cruisers know of any groups of guys that cooperatively design missions together implementing ALIVE; please shoot me a PM on how to get in contact with them. Share this post Link to post Share on other sites
SavageCDN 231 Posted February 3, 2016 There are quite a few ALiVE tutorial videos already on Youtube if you haven't seen them already. Just google "youtube arma alive tutorial" you'll get a bunch of hits. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 3, 2016 Cross post from ALiVE Forums: Alright guys, here we go. This is my first mission based on the Assymetrical Insurgency template set on Reshmaan Province. At some point I plan on starting a Github page so I can track and attempt to fix any issues or make any balancing changes, but for now since I see nothing obviously wrong with it (hint: there's probably lots of shit wrong with it :) ) I figured I'd put this out in the wild and worry about how to go about gathering feedback later. I don't pretend to be good at this so please keep that in mind before you try it. https://www.dropbox.com/s/i8cwvk9e7fb8p38/Reshmaan_Province_Afghanistan.Reshmaan.pbo?dl=0 You play as an elite member of the British Armed Forces, tasked with patrolling the vast Afghani province of Reshmaan with the top priority of bringing peace to its residents. The Taliban have a stronghold in almost all of the large cities and towns. Thus, you'll have access to an assortment of ALiVE support, including a CAS chopper and a myriad of logistics options. This is designed for long term War Room persistence, with one player playing alone with AI (though I could see small co-op groups being able to enjoy this from the get-go). All 6 slots are left as playable. Feedback on balancing this would be great. The #1 player slot is an Explosive Specialist due to the high amount of IED and Taliban installations that need to be blown up. It's highly recommended at least one human keep this role as its a big part of success in this mission. Thanks to some marvelous scripts found within the forums here, this mission has some unique features that may thrill some, but may not be ideal for others: 1. Player position is set to persist on mission continue. This means you will spawn at the last position you saved at. Your AI teammates will teleport to this location so you aren't alone or have to fuss retrieving them. 2. When you die, you will always spawn back at base, also with your AI teammates. This is designed to be a deterrent for reckless play, especially when you're a long way from the OP. I want the player to have to think before engaging. I also have no clue what will happen if you are playing with another human and they die (meaning I'm not sure what happens to the AI squad mates when multiple humans are playing together). 3. Enemies have a percent chance of dropping Intel when they are killed. Discovering these items will reveal known enemy positions and headquarters on the map. 4. Your base is filled with all kinds of goodies thanks to SpyderAddons. A vehicle spawner, AI recruit spawner and the Virtual Arsenal are all at your disposal. 5. Your base also has a vehicle resupply station. Just drive over the marker and your armed vehicle's ammo will replenish itself automatically. Credit for just about everything enjoyable in this mission goes to (especially!) Spyderblack723, and also Dixon13 and Incontinenetia for scripts and support. Also, there's no way I ever would have reached a point where I wanted to make this (probably piece of crap) public if SavageCDN hasn't answered so many questions of mine that it felt like I was interviewing him for a school newspaper. ;) Thanks Xeno for the rearm script and the ALiVE devs for everything else. Autigergrad deserves huge props for inspiring me with the finest ALiVE missions on earth, and also Brawler and Maquez for letting me pick their brains whenever I hit a dead end. Required mods are in the readme file included in the PBO. I can list them in this post if anyone doesn't know how to unpack one. Edits and changes to the mission are welcome! In fact, all I ask is that you share it with me so I can learn and get better at this. In the event someone feels motivated to really rework this and then release it, credit must be given to the mod and script authors first and foremost and you need to at least mention my name somewhere just so I know to download it and see what I could do better. Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 4, 2016 Hey guys, does anybody uses Alive in conjunction with MCC? Right now we play some MCC/ALiVE Mission Templates (on several terrains), This worked for a long time now. Since the latest Arma 3 Update though we have huge problems though. When ever both ALiVE and MCC are running (and actually doing something...ALiVE spawning ambience and MCC generating missions) the server eventually crashes due to a memory leak. Same mission without ALiVE (or MCC) works fine! The Server normally uses about 1400-1600 (of 32000) MB RAM. Whenever I'm getting close to a mission (generated by MCC) it rises up to 3500MB causing the server to crash! (Using the latest performance build) I'm just asking if that happens to other people as well or if it is my settings in the mission. I actually thought I wait with that, to the next ALiVE update...but now I can't wait anymore. (We would love to get ALiVE back T^T) If you need more details, just tell me. Many GreetingsMoony Share this post Link to post Share on other sites
Dogpatch_HST 0 Posted February 4, 2016 Hello. As my previous speaker mentioned have the same problem. Basically almost all the missions based on Alive after a few minutes cause a server crash. We conducted tests to check whether it is a question of other mods, but unfortunately it turned out that this wine Alive. I do not know if anyone else reported this problem and what it is exactly caused but can we expect any update to fix this problem? Regards Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 4, 2016 Here you have a log from my latest Test (Performance Build 16)https://drive.google.com/file/d/0B4x7N57WyGnSSlF1dHlPd3N2cTQ/view?usp=sharing(Sorry that 1. The File is so big and 2. Its not on PasteBin. I anted you to see the Full Log rather than a shortened one.)I know there is a F-Ton of messages in the Log. Anybody who can help me, getting rid of them is more than welcome XD Share this post Link to post Share on other sites
spyderblack723 407 Posted February 5, 2016 Hello. As my previous speaker mentioned have the same problem. Basically almost all the missions based on Alive after a few minutes cause a server crash. We conducted tests to check whether it is a question of other mods, but unfortunately it turned out that this wine Alive. I do not know if anyone else reported this problem and what it is exactly caused but can we expect any update to fix this problem? Regards Hard to fix an issue that we can't reproduce. No testers or devs have reported any crashing. From this point of view, we have no reason to think ALiVE would be the cause of any crashing, any rpt logs are appreciated though. 1 Share this post Link to post Share on other sites
Dogpatch_HST 0 Posted February 5, 2016 In that case, if it is some list of mods with whom Alive does not work / does not work? Because such a mission Takistan NATOFOR after some 10 minutes, the unit will begin to appear or when we establish the fight just crash the server. Each time the same. I know that there are other groups that have the same problem. Share this post Link to post Share on other sites
spyderblack723 407 Posted February 5, 2016 In that case, if it is some list of mods with whom Alive does not work / does not work? Because such a mission Takistan NATOFOR after some 10 minutes, the unit will begin to appear or when we establish the fight just crash the server. Each time the same. I know that there are other groups that have the same problem. I've heard mentions of stuff crashing when combined with ACE. I haven't seen too much in-depth testing though so that's mostly to be considered speculation at this point. Share this post Link to post Share on other sites
ski2060 167 Posted February 5, 2016 I have been trying to play NATOFOR and work up various edited versions of it for my unit, as well as a total from the ground up Takistan Alive Insurgency with ACE added.All versions of the map that have both Alive and ACE are causing server freezing. It can happen in 2 minutes, or it can take 2 hours. But somewhere along the way the server will Freeze up, but not crash.Without ACE, I am running the basic RHS US Insurgency mission with ALIVE by Maquez without any apparent freezing. I ran the mission on my server overnight, stopped it, and restarted it today with no crashing so far.So, it definitely appears to be some conflict with ACE and ALIVE. I've seen numerous mentions of similar freezing in various mods of Arma since the 1.54 patch. So, it might not be either ACE or Alive, but a root ARMA 3 issue that manifests when those 2 mods are running together. 2 Share this post Link to post Share on other sites
Dogpatch_HST 0 Posted February 5, 2016 Question for 100 points, if we can do something about it because there is no secret that I think most of the mission CO-OP is based on ACE. Share this post Link to post Share on other sites
stu81 45 Posted February 5, 2016 Hey ALiVE team, Just wondering are there any plans to have an option to select the squad size maximum or does the unit add-on author have to do it on their end? Currently LOL_AM squads have 9 guys in them which is to big for insurgency missions. I'm hoping for 2,3 and 4 man cells. Thanks 1 Share this post Link to post Share on other sites
tupolov 520 Posted February 5, 2016 Hey ALiVE team, Just wondering are there any plans to have an option to select the squad size maximum or does the unit add-on author have to do it on their end? Currently LOL_AM squads have 9 guys in them which is to big for insurgency missions. I'm hoping for 2,3 and 4 man cells. Thanks Addon maker has to do it, or just config over theirs :) Share this post Link to post Share on other sites
stu81 45 Posted February 5, 2016 Addon maker has to do it, or just config over theirs :) I wish I knew how lol. Share this post Link to post Share on other sites
Dogpatch_HST 0 Posted February 5, 2016 After several tests, it is certain that the cause of a server crash is a problem between the ACE and Alive. I can not at the moment determine whether the problem lies in the whole fashion or just a module, but still narrows the search box. Whether any steps will be taken in order to eliminate this problem? Or rather the players have to rely on ourselves? Share this post Link to post Share on other sites
ski2060 167 Posted February 6, 2016 I'm attempting to replicate an ALiVE/ACe crash right now. I have an ACE version of the Operation:Landlord ALiVE mission running on my server right now. Need people to jump on it and see if they can induce a freeze with normal play.It has CBA, ALive and ACE on it. Nothing else. 69.162.125.22 -port=2347 Share this post Link to post Share on other sites
friznit2 350 Posted February 6, 2016 Running a campaign with ALiVE, ace, RHS & VCB custom addons with 30+ people and have had no issues. Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 6, 2016 Running a campaign with ALiVE, ace, RHS & VCB custom addons with 30+ people and have had no issues. Yeah but it might just be a tiny setting that Fs everything up! Share this post Link to post Share on other sites