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ALiVE - Advanced Light Infantry Virtual Environment

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fritznit, I also wanted to add that I agree - I like the implementation of combat support in Alive. simple and abstracted enough to work in a game environment but close enough to please most people (not all mind you, I am sure there are some that will not be fully pleased).

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@LowFlyZone and can answer No.4 for you, with a simple answer as watch this space the War Room is just around the corner ;)

As 1-3 is not my code, I will get another Dev to answer those.

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Meanwhile, I know Player Tasks are nice and all but they were never really meant to be the heart of ALiVE and currently have no bearing on OPCOM. They're at best a temporary placeholder until we can develop something more meaningful. The Op Commanders do have defined objectives and careful monitoring of Intel (both from the Intel feed and your own recce) can reveal what they're planning. It's up to you to decide how to deal with them - make your own tasks and beat them at their own game!

I know it's kind of silly and trivial (not necessarily to implement but in terms of gameplay), but playing single player or MP with a couple of buddies, having randomly assigned tasks adds a bit of fun randomness and direction to our experience. I'm sure I'm not the only one to feel this way. We definitely could designate our own objectives with a bit of imagination, but in terms of creating an immersive experience, a subsystem that generated tasks for players would be really compelling!

In any case, I understand there are likely much bigger fish to fry at the moment and you cannot do everything at once. We're incredibly grateful for all the effort your crew have gone through to bring this to us so I'll not be looking a gift horse in the mouth. :) Just sharing a bit of our personal experience with your baby. Thanks again!

Oh one final suggestion (perhaps I should hop onto the ALiVE feedback tracker...) would be the ability to define a random seed such that we don't get the same tasks all the time.

Edited by superfluid

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I know it's kind of silly and trivial (not necessarily to implement but in terms of gameplay), but playing single player or MP with a couple of buddies, having randomly assigned tasks adds a bit of fun randomness and direction to our experience. I'm sure I'm not the only one to feel this way. We definitely could designate our own objectives with a bit of imagination, but in terms of creating an immersive experience, a subsystem that generated tasks for players would be really compelling!

In any case, I understand there are likely much bigger fish to fry at the moment and you cannot do everything at once. We're incredibly grateful for all the effort your crew have gone through to bring this to us so I'll not be looking a gift horse in the mouth. :) Just sharing a bit of our personal experience with your baby. Thanks again!

Oh one final suggestion (perhaps I should hop onto the ALiVE feedback tracker...) would be the ability to define a random seed such that we don't get the same tasks all the time.

Hey its my bud Superfluid!

Hey man get the new MCC and use it in conjunction with ALiVE. The mission generator is working now. Its like chocolate and peanut butter. :D

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I know it's kind of silly and trivial (not necessarily to implement but in terms of gameplay), but playing single player or MP with a couple of buddies, having randomly assigned tasks adds a bit of fun randomness and direction to our experience. I'm sure I'm not the only one to feel this way. We definitely could designate our own objectives with a bit of imagination, but in terms of creating an immersive experience, a subsystem that generated tasks for players would be really compelling!

In any case, I understand there are likely much bigger fish to fry at the moment and you cannot do everything at once. We're incredibly grateful for all the effort your crew have gone through to bring this to us so I'll not be looking a gift horse in the mouth. :) Just sharing a bit of our personal experience with your baby. Thanks again!

Oh one final suggestion (perhaps I should hop onto the ALiVE feedback tracker...) would be the ability to define a random seed such that we don't get the same tasks all the time.

THIS +1! Great idea on the random seed too!

I've already got a few hours under my belt, just running around in SP with a few AI teammates, performing tasks as ordered by the OPCOM as the rest of the war unfolds around us. We even stopped once to "help out" a fire team that was pinned down by an invading squad with an APC escort! Considering the minimal amount of time required to get a battle up and running, the immersion even in single player, with just the "assigned" tasks from the OPCOM, is outstanding :D

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Hey its my bud Superfluid!

Hey man get the new MCC and use it in conjunction with ALiVE. The mission generator is working now. Its like chocolate and peanut butter. :D

Yep, These two combined puts sand in the sandbox :)

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Haha <3

But, wow! Really? I saw a new MCC was released but I didn't know about that functionality! That's actually pretty exciting, I can't wait to try it. Thanks for the heads up! I love PB & C!

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guys, I've confirmed on my end that Alive stomps on the ARMA 3 built in supports helicopter transport functionality. the combat support module does not even need to be placed.

OTOH, fritznit's suggestion of just having the choppers land where you mark on the map instead of asking for pickup works great for not popping smoke at a known friendly base (for instance)!

now if I can just have another factions helos providing support like the stock game can do. well, I am sure that is not all, but this stuff is great!

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guys, I've confirmed on my end that Alive stomps on the ARMA 3 built in supports helicopter transport functionality. the combat support module does not even need to be placed.

OTOH, fritznit's suggestion of just having the choppers land where you mark on the map instead of asking for pickup works great for not popping smoke at a known friendly base (for instance)!

now if I can just have another factions helos providing support like the stock game can do. well, I am sure that is not all, but this stuff is great!

Your wish may just come true :cool:

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How do you set it up, so you play against AAF. I tried, but it spawnes CSAT instead. To my understanding, AAF's faction name is IND_F right?

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Guys, can you help me out with a (full featured) user SP mission which I can edit? Some kind of infantry mission,,, whatever... Should have cqb. I have soo much difficulties with spawning cqb, and with OPcom and military objective (have never seen one). I may be fundamentally wrong in some points and wish to learn from a mission. TIA...

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Guys, can you help me out with a (full featured) user SP mission which I can edit? Some kind of infantry mission,,, whatever... Should have cqb. I have soo much difficulties with spawning cqb, and with OPcom and military objective (have never seen one). I may be fundamentally wrong in some points and wish to learn from a mission. TIA...

Hi,

I suggest you open the Foursome demo from the download package, you can also run it in editor/SP! It has all features in! Also its basically the same as the SP showcase.

lasters

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Hi, I suggest you open the Foursome demo from the download package, you can also run it in editor/SP! It has all features in! Also its basically the same as the SP showcase.

Using it now, thanks for the hint.

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the video tutorials from the Alive web page do make it pretty obvious how to do things with this mod. it has been stated that sync direction does not matter - maybe an Alive team member will confirm that. basically:

-place a player/players for the side you want (if blufor inside the blufor ao marker area below makes sense)

-place a Requires Alive module, sync to nothing

-place a profile module, sync to nothing

-place an admin module, sync to nothing

-place a marker for your blufor AO, name it (they have to have a place to start from, make sure there is some type of military buildings for it to find in the ao)

-place a mil placement module in your blufor AO, select options and faction, and put the name of your blufor ao marker (MUST be exactly the same)

-place a opcom module for blufor and select options (make sure to select invasion)

-sync your blufor mil placement module to your blufor opcom module

-place a mil placement module for your opfor on the island, select options and faction (no need to have an ao since you want whole island), put blufor ao marker name in blacklist (you do not want opfor in the blufor ao to start

-place a civ placement module for your opfor on the island, select options and faction (no need to have an ao since you want whole island), put blufor ao marker name in blacklist (you do not want opfor in the blufor ao to start

-place an opcom module for your opfor and select options (make sure to select occupy)

-sync your opfor mil placement and civ placement modules to your opfor opcom module

-place a cqb module and set factions (opfor in this case) and sync to your opfor civ placement module

-sync your blufor opcom module to your opfor civ placement and mil placement module

save and play. this was from memory but I think it is close if not right for the basics. someone will chime in I am sure. this WILL take quite some time to initialize if you try to cover a whole island. also make sure you select enough troops to occupy a whole island. I would recommend testing on Stratis. there is a new version coming where the Alive team is speeding up the initialization time.

@fritznit, thx, I did not know that.

Alive team,

I think the Alive system stomps on the built in supports after it initializes which is why I had an issue with my test of having a helo pick me up but was not able to have it drop me off. I do not yet know if it is Alive in general or the supports or supports transport that stomped on it, but it basically at mission start I can access ARMA 3 built in supports via normal comms menu (0 then 8) but after sometime in the Alive initialization process that goes away. I can hit 0, go to 8 but then the helos are no longer listed. let me know if you want me to verify (it might just be the combat support module that stomps on it). without Alive in use built in ARMA supports works fine.

Wow! ty dude! gonna follow this step by step! again, ty for spend some time explaining me how to use this!

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the video tutorials from the Alive web page do make it pretty obvious how to do things with this mod. it has been stated that sync direction does not matter - maybe an Alive team member will confirm that. basically:

-place a player/players for the side you want (if blufor inside the blufor ao marker area below makes sense)

......

I've played FOB scenarios deep in inside enemy territory, where I place my squad/team behind enemy lines. I cycle-waypoint AI patrols around the base perimeter for security, but our presence doesn't seem (?) to ever be detected by the enemy, except occasionally completely by chance they blunder into the base, often without firing a shot. I assume because my unit is not synced to the enemies OPCOM module? Enemy seems unprepared for attacks from this scenario (I've been experimenting in Recruit level with TPW AI, maybe its something to do with this?). The enemy's response is pretty much always reactive (I have to engage/provoke them before they will respond) rather than proactive (they launch at an attack on their own initiative). I usually find a site on some slightly elevated ground with close to 360-degree views and go from there.

Edited by MissionCreep

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Really great mod btw guys, can't wait for the update! I played a modified (intensified) version of your Altis showcase last night for 2 hours, took me 30m to get to battle because I commandeered an assault boat all the way around the north coast and back down to the enemy AO to take out a tower which incidently was right by the Blufor frontline. The Blufor had already occupied the base and the tower but I blew it up anyway, killing some friendlies. (So I guess you can call that a bug because the objective was not cancelled)

This happens a lot. I don't think the AI will take objectives/tasks assigned to you. They will take the area but not necessarily blow anything up like towers or buildings.

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MissionCreep: That's because a custom build FOB in a random location won't be detected as an objective by Military Placement, so OPCOM won't know to attack it. Any offensive action by the AI is entirely dependent on BIS stnadard AI. In the upcoming release, we've added the option to drop a gamelogic to specify a location as an Objective for OPCOM.

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MissionCreep: That's because a custom build FOB in a random location won't be detected as an objective by Military Placement, so OPCOM won't know to attack it. Any offensive action by the AI is entirely dependent on BIS stnadard AI. In the upcoming release, we've added the option to drop a gamelogic to specify a location as an Objective for OPCOM.

Sounds like a problem with standard BIS AI rather than anything to do with Alive. MissionCreep, are you running any AI mods?

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Before i hit the sack i wanted to share what i found today - ALiVE live...

and

enjoy!

HH

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I have a query regarding the profiling system. i have a few units at the base 'working' using BIS Ambient animations just to create a little atmosphere at the base.

[this,"SIT_AT_TABLE"] call BIS_fnc_ambientAnim;

I have sync'd to the profile system ie. synced units to not profile, but they just stand still facing north the whole time and never go into their animation state.Anyone else see this or help at all?ps. Works well on Zargabad (A3MP), although will be better when we can use the mil buildings in the editor and name it as a mil area as Friznit2 mentioned

EDIT: I think I have solved this by using the option to profile all but synced, instead of the default option.

Edited by KevsnoTrev
SOLVED

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MissionCreep: That's because a custom build FOB in a random location won't be detected as an objective by Military Placement, so OPCOM won't know to attack it. Any offensive action by the AI is entirely dependent on BIS stnadard AI. In the upcoming release, we've added the option to drop a gamelogic to specify a location as an Objective for OPCOM.

I figured as much, thanks for the feedback ... the hostiles seem a little dopey when I set up a FOB with lots of firepower at my disposal.

Sounds like a problem with standard BIS AI rather than anything to do with Alive. MissionCreep, are you running any AI mods?

I have TPW AI enabled ... I can try turning it off and see what happens.

Edited by MissionCreep

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Is anyone noticing the same?

once the modules are down like in the detailed description that hlfritz listed, my mission is completing with a random win or fail ending.

The only difference I have made is putting some modules on the mission for my own tasks and added VAS and EPD (random eod script)

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Is anyone noticing the same?

once the modules are down like in the detailed description that hlfritz listed, my mission is completing with a random win or fail ending.

The only difference I have made is putting some modules on the mission for my own tasks and added VAS and EPD (random eod script)

There is no mission ending with Alive so must be something you put in. Possibly the EOD stuff has options for mission end.

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I took everything out and found a rogue trigger with endmission "end1" that was firing as the profiling was taking the units off the map. Synced to the profile module and it all works now.

I was a bit premature in posting the issue, sorry to waste anyones time....

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