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ALiVE - Advanced Light Infantry Virtual Environment

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can confirm that the CQB does have something to do with the dumb ai. when removing this module and its military civ placements synced to it as in the "Foursome" mission, the ai's change behavior when setting aiskill. what can this cause? (hmm)

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What change of behaviour do you note?

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Not sure what you mean here Lord, AISkill doesn't require any syncing. It operates on any factions you define, or all factions will be set at default Regular if you don't provide faction names.

Sorry that was some awful explanation on my behalf, I meant syncing the two OPCOM's (Nato and iranian) not syncing the AI Skill module to an OPCOM. But as I attempted to say i did this at the same time as removing the CQB module, so it was one of these two things that made the AI shoot for me, as someone else has said that removing CQB improved their AI from retards to killers I would put my money on that :P

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Hey guys, added another sample mission to the website:

Mountain War

by (AEF)Spinfx

Stratis is split down the middle with BLUFOR holding the western side and OPFOR holding the east. Featuring BIS support modules, BTC Revive, and VAS.

Enjoy!

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Hi how many cqb modules I have to put down ?

One for every side ?

One for each place placement (civilian,military)

I know how to link them together (hopefully)

Cause it looks like only the first one works

Thanks

Btw: Excuse my English .......hard time

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Hi how many cqb modules I have to put down ?

One for every side ?

One for each place placement (civilian,military)

I know how to link them together (hopefully)

Cause it looks like only the first one works

Thanks

Btw: Excuse my English .......hard time

Hi Hossus, you can join our Skype chat, and maybe you can chat with HH our german speaker? If you want access please PM me your skype name.

---------- Post added at 23:38 ---------- Previous post was at 23:35 ----------

can confirm that the CQB does have something to do with the dumb ai. when removing this module and its military civ placements synced to it as in the "Foursome" mission, the ai's change behavior when setting aiskill. what can this cause? (hmm)

Hi Logitrust, heres some feedback from Highhead:

AI skill iterates every 30 secs or so

so if they are spawned they are Uber AI for that period of time until they get set by the AISkill loop

CQB spawns clientside

if a hosting player disconnects there may be dumb AI around until they are deleted (when all players are out of range)

since then the AI gets transferred to server and all fsm that were running on that locality break and the AI is just dumb

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Ok, tnx...

Since its client side, will a mod like this make them less "robots", maybe?

http://forums.bistudio.com/showthread.php?169847-VTS-Duck-Hunt

-Increase AI range of engagement

-Does not change AI Skills, Behavior or Accuracy (only the AI Max Spot Distance)

---------- Post added at 03:38 PM ---------- Previous post was at 02:51 PM ----------

One more thing, when setting the custom skills settings. I can se that it default says: "minimum abilty= 0.2" and "maximum ability = 0.25", and some fields under when placing the AIskill module(default) have over the "maximum ability" value, for ex. "aim shake=0.9".

Thes numbers are only random placed, and if getting the random skills work prop, with min=0.2 and max=0.25 you should place values between 0.2 - 0.25, right?

Dosen't the these AI skills values vary between a range from 0.000000 to 1.000000.

confused

Edited by Logitrust

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I don't get it done with markers. (Which are a PITA to move in ArmA editor btw.. because you have to hover mouse over their supposed center)

Help! :) I guess I am too stupid.

Modules placed: Requires_Alive, Profile_system, Admin actions, OPCOM and Military playcement (linked against OPCOM).

- I've placed a rectangle marker over a 200x2000 area. It's called TAOR_OP1, name and description.

- TAOR-Marker name in Military Placement module is also: TAOR_OP1

Start Mission, open map, nothing happens in the marker area. When I remove the marker reference (and the marker itself) stuff spawns correctly on the whole map.

(User) Mission.sqm:

version=12;
class Mission
{
addOns[]=
{
	"alive_main",
	"alive_sys_profile",
	"alive_sys_adminactions",
	"alive_mil_placement",
	"A3_Characters_F_BLUFOR",
	"a3_map_altis",
	"alive_mil_opcom"
};
addOnsAuto[]=
{
	"alive_main",
	"alive_sys_profile",
	"alive_sys_adminactions",
	"alive_mil_placement",
	"A3_Characters_F_BLUFOR",
	"alive_mil_opcom",
	"a3_map_altis"
};
randomSeed=15795729;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
class Groups
{
	items=6;
	class Item0
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={14431.64,-0.16821159,8685.0518};
				id=0;
				side="LOGIC";
				vehicle="ALiVE_require";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
			};
		};
	};
	class Item1
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={14674.519,-176.49051,8127.8574};
				class args
				{
					items=4;
					class Item0
					{
						value="true";
						parentCls="ALiVE_sys_profile";
						typeName="debug";
					};
					class Item1
					{
						value="NONE";
						parentCls="ALiVE_sys_profile";
						typeName="syncronised";
					};
					class Item2
					{
						value="1500";
						parentCls="ALiVE_sys_profile";
						typeName="spawnRadius";
					};
					class Item3
					{
						value="50";
						parentCls="ALiVE_sys_profile";
						typeName="activeLimiter";
					};
				};
				id=1;
				side="LOGIC";
				vehicle="ALiVE_sys_profile";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
			};
		};
	};
	class Item2
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={15003.119,-129.02367,7356.3628};
				class args
				{
					items=4;
					class Item0
					{
						value="1";
						parentCls="ALiVE_sys_adminactions";
						typeName="ghost";
					};
					class Item1
					{
						value="1";
						parentCls="ALiVE_sys_adminactions";
						typeName="teleport";
					};
					class Item2
					{
						value="1";
						parentCls="ALiVE_sys_adminactions";
						typeName="mark_units";
					};
					class Item3
					{
						value="1";
						parentCls="ALiVE_sys_adminactions";
						typeName="console";
					};
				};
				id=2;
				side="LOGIC";
				vehicle="ALiVE_sys_adminactions";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
			};
		};
	};
	class Item3
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={15188.85,-102.90923,6584.8662};
				class args
				{
					items=13;
					class Item0
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="debug";
					};
					class Item1
					{
						value="TAOR_OP1";
						parentCls="ALiVE_mil_placement";
						typeName="taor";
					};
					class Item2
					{
						value="";
						parentCls="ALiVE_mil_placement";
						typeName="blacklist";
					};
					class Item3
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="sizeFilter";
					};
					class Item4
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="priorityFilter";
					};
					class Item5
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="withPlacement";
					};
					class Item6
					{
						value="200";
						parentCls="ALiVE_mil_placement";
						typeName="size";
					};
					class Item7
					{
						value="Random";
						parentCls="ALiVE_mil_placement";
						typeName="type";
					};
					class Item8
					{
						value="OPF_F";
						parentCls="ALiVE_mil_placement";
						typeName="faction";
					};
					class Item9
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="createHQ";
					};
					class Item10
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="placeHelis";
					};
					class Item11
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="placeSupplies";
					};
					class Item12
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="ambientVehicleAmount";
					};
				};
				id=3;
				side="LOGIC";
				vehicle="ALiVE_mil_placement";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
				syncId=0;
				synchronizations[]={1};
			};
		};
	};
	class Item4
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={10931.331,20.489697,10913.816};
				id=4;
				side="WEST";
				vehicle="B_Soldier_F";
				player="PLAYER COMMANDER";
				leader=1;
				skill=0.60000002;
			};
		};
	};
	class Item5
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={14574.511,-0.11086836,5241.8916};
				class args
				{
					items=8;
					class Item0
					{
						value="true";
						parentCls="ALiVE_mil_OPCOM";
						typeName="debug";
					};
					class Item1
					{
						value="occupation";
						parentCls="ALiVE_mil_OPCOM";
						typeName="controltype";
					};
					class Item2
					{
						value="true";
						parentCls="ALiVE_mil_OPCOM";
						typeName="PLAYERTASKINGS";
					};
					class Item3
					{
						value="BLU_F";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction1";
					};
					class Item4
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction2";
					};
					class Item5
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction3";
					};
					class Item6
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction4";
					};
					class Item7
					{
						value="[]";
						parentCls="ALiVE_mil_OPCOM";
						typeName="factions";
					};
				};
				id=5;
				side="LOGIC";
				vehicle="ALiVE_mil_OPCOM";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
				syncId=1;
				synchronizations[]={0};
			};
		};
	};
};
class Markers
{
	items=1;
	class Item0
	{
		position[]={11283.968,184.48572,7713.4673};
		name="TAOR_OP1";
		text="OPFOR";
		markerType="ELLIPSE";
		type="Empty";
		a=3200;
		b=3200;
		angle=-248.959;
	};
};
};
class Intro
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=7049196;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};
class OutroWin
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=7391799;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};
class OutroLoose
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=2870417;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};

BTW, factions name hints on textboxes would be very helpful.

Edited by tortuosit

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Make sure the marker name in the MP module is not in inverted commas (" ") or square brackets ([ ]). Also, if the marker doesn't cover any viable objectives, MP won't place any AI. Ensure the area covers at least one military objective.

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^ just to further what Friz mentioned - I find this helpful when planning a mission with Alive.

Start by placing down these modules - Requires Alive, Military Placement (no filters, objectives only), Military Civilian Placement (no filters, objectives only). Hit preview and you will see all the possible locations that ALiVE generates. Take a screenshot for reference. Now when you are planning marker placement, etc you will know where those locations are. You can also do just the MP or MCP modules depending on what your mission involves.

I don't get it done with markers. (Which are a PITA to move in ArmA editor btw.. because you have to hover mouse over their supposed center)

If you don't know already the easiest way to 'find' the marker centre is to zoom out as far as possible in the editor - this will prevent your mouse cursor from 'highlighting' map items (houses, runway lights, etc) and you can easily mouse-over the area to find the centre.

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I think you might be mistaken JAndrews. setting AI at .85-1 means it is set to the highest value. This means the AI will head shot you with PKM from 500 meters while running straight at you. Check your values. If it is set to this and the AI are not superman then your custom is not working correctly.

EDIT: Average AI is about .25-.30 this gives the most realistic feel imo. They will still kill you quick but at least they miss sometimes.

With the settings I have put, the AI still don't pay attention initially, however after I shoot a few of them, only then do they shoot at me. I haven't done a ton of testing with my customs yet. I am still trying to get markers working better. your settings seem low.

May be others can give their custom setting for average to above.

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Il say BITS have made some reatared AI's. Whats the point releasing a new series when you play against some f*cking handicapped robots running blind. Zeus AI did well with some tweeking, but no luck yet get them to spot you in a normal distance, nor to get ALiVE ai's work with thees "physically" or "mentally" disabled retard'ed robots. We have now used 3 weeks trying to get acceptable and normal ai behaviour, and il have to say it again, goin from ACE A2 to A3 is no upturn to put it that way. We are going TVT from here with no robots in A3. All AI including gameplay will take place on a different platform forward, unfortunately. Love your concept with Alive, and MSO for A2. Wish you good luck :-)

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^ just to further what Friz mentioned - I find this helpful when planning a mission with Alive.

Start by placing down these modules - Requires Alive, Military Placement (no filters, objectives only), Military Civilian Placement (no filters, objectives only). Hit preview and you will see all the possible locations that ALiVE generates. Take a screenshot for reference. Now when you are planning marker placement, etc you will know where those locations are.

Thx, no that is not the problem. It should spawn things in my marked area. Thx for the hint with marker deletion, have only few experience with the editor GUI.

I seem to do something wrong with OPCOM module. Any time I place an OPCOM module Alive spawns nothing. When I remove it, stuff spawns. What I simply do is place Opcom and link it to the MP module.

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With the settings I have put, the AI still don't pay attention initially, however after I shoot a few of them, only then do they shoot at me. I haven't done a ton of testing with my customs yet. I am still trying to get markers working better. your settings seem low.

May be others can give their custom setting for average to above.

Try removing you CQB module if there is one on your map. That seems to have worked for a few people. Also see this script below to get an idea of AI values

//skill settings:
/*
//call with 
[_mygroupname, skill] spawn EGG_EVO_skill;
e.g. [_guard,3] spawn EGG_EVO_skill;
0 = random
1 = conscript
2 = irregular/rebel
3 = regular army
4 = elite infantry
5 = spec ops

*/

EGG_EVO_skill =
{
_grp =  _this select 0;
_skill = _this select 1;

if (_skill==0) then {_skill=(round random 4)+1};
//	_baseskill = skillfactor; //set in init -can develop an initial base skill modifier for parameters use later

switch (_skill) do
{
	case 1: //conscript very low skill
	{
		{
			_x setSkill ["aimingspeed", 0.05];
			_x setSkill ["spotdistance", 0.05];
			_x setSkill ["aimingaccuracy", 0.02];
			_x setSkill ["aimingshake", 0.02];
			_x setSkill ["spottime", 0.1];
			_x setSkill ["spotdistance", 0.3];
			_x setSkill ["commanding", 0.3];
			_x setSkill ["general", 0.2];
		} forEach (units _grp); 
	};
	case 2: //rebels low skill
	{
		{
			_x setSkill ["aimingspeed", 0.1];
			_x setSkill ["spotdistance", 0.1];
			_x setSkill ["aimingaccuracy", 0.05];
			_x setSkill ["aimingshake", 0.05];
			_x setSkill ["spottime", 0.2];
			_x setSkill ["spotdistance", 0.4];
			_x setSkill ["commanding", 0.4];
			_x setSkill ["general", 0.3];
		} forEach (units _grp); 
	};
	case 3: //regular fair skill
	{
		{
			_x setSkill ["aimingspeed", 0.15];
			_x setSkill ["spotdistance", 0.15];
			_x setSkill ["aimingaccuracy", 0.1];
			_x setSkill ["aimingshake", 0.1];
			_x setSkill ["spottime", 0.3];
			_x setSkill ["spotdistance", 0.5];
			_x setSkill ["commanding", 0.5];
			_x setSkill ["general", 0.6];
		} forEach (units _grp); 
	};
	case 4: //elite soldiers medium skill
	{
		{
			_x setSkill ["aimingspeed", 0.2];
			_x setSkill ["spotdistance", 0.2];
			_x setSkill ["aimingaccuracy", 0.2];
			_x setSkill ["aimingshake", 0.2];
			_x setSkill ["spottime", 0.4];
			_x setSkill ["spotdistance", 0.6];
			_x setSkill ["commanding", 0.6];
			_x setSkill ["general", 0.7];
		} forEach (units _grp); 
	};
	case 5: // specops good skill
	{
		{
			_x setSkill ["aimingspeed", 0.3];
			_x setSkill ["spotdistance", 0.3];
			_x setSkill ["aimingaccuracy", 0.3];
			_x setSkill ["aimingshake", 0.3];
			_x setSkill ["spottime", 0.5];
			_x setSkill ["spotdistance", 0.8];
			_x setSkill ["commanding", 0.8];
			_x setSkill ["general", 0.9];
		} forEach (units _grp); 
	};
};
};

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With the settings I have put, the AI still don't pay attention initially, however after I shoot a few of them, only then do they shoot at me. I haven't done a ton of testing with my customs yet. I am still trying to get markers working better. your settings seem low.

May be others can give their custom setting for average to above.

JAndrews1 numbers are pretty standard going back many years through A2 and possibly even A1. Maybe slightly higher with .35-.40 but still close enough. Of course with being able to tweak some of the more detailed numbers that also changes things a bit.

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What is the status on being able to use custom units such as Massi's African Conflict? I don't know how you guys do it, but I cannot tolerate playing with those shitty CSAT units any longer. Any help on this issue would be greatly appreciated.

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What is the status on being able to use custom units such as Massi's African Conflict? I don't know how you guys do it, but I cannot tolerate playing with those shitty CSAT units any longer. Any help on this issue would be greatly appreciated.

I have sent the details of what Massi needs to change in his config setup for the African mod, I haven't as yet heard back from him. He did mention he is very busy with RL stuff so he will make the changes in due course. This is not something that we can do for him, so you can direct questions to him.

If there are any other unit mods that you guys would like to use you can provide the thread details on here and we can try to approach the authors.

Edited by ARJay

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I have sent the details of what Massi needs to change in his config setup for the African mod, I haven't as yet heard back from him. He did mention he is very busy with RL stuff so he will make the changes in due course. This is not something that we can do for him, so you can direct questions to him.

If there are any other unit mods that you guys would like to use you can provide the thread details on here and we can try to approach the authors.

It would be cool if you could contact Drongo69 about adding his Terrorist faction. These are the Tangos we use for our operations.

http://www.armaholic.com/page.php?id=23308

TIA ALiVE Team

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Hello everyone, after installing ALiVE I have noticed I can no longer save games on certain scenarios through the 'Save' button in the escape menu. It is now greyed out. Why is this? Once I disable ALiVE, I can save normally.

Edit: Should I simply disable ALiVE when running other normal scenario-type missions?

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For now, yes. We've had to experiment with various 'Enable/Disable Save' issues in order to get Player data working properly. While ALiVE is still in a development state it would be better to not run it in SP games if you want to use the regular Save function.

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Hi Comrades!

We expect the new BIF A3 stable patch to arrive soonishst and we will push our update for ALiVE ASAP afterwards!

Please be patient in this period of time please, as the update will also provide the new map-objects updates that ALiVE needs to work properly.

I also did a quick check for AI skill module, since some peeps reported strange uber AI behaviour. This example is with MIL placement, OPCOM and CQB module placed. I set the accuracy value to 0.30 for the test

As you can see the heavy firefight, bullets passing by, etc.! I personally believe even 0.30 is too low as i prolly should be deaded much earlier :)

Laters mates

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