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ALiVE - Advanced Light Infantry Virtual Environment

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First let me say, I love ALiVE - I always hated building missions where the rest of the "world" was dead and who has the time (or CPU) to generally have something actively going on everywhere?

There's one thing I keep running up against that I wish I could add, and that's having multiple OPCOMs per side. For instance to be able to have OPCOMs that are responsible for different areas, different pools of troops or different objectives (occupy vs. invade for instance).

One not-so-great example could be having Altis split with OPFOR on the sides and BLUFOR in the middle. I might want to essentially have the eastern OPFOR and western OPFOR operating independently of each other.

One-OPCOM-per-side seems to be a very basic foundation of ALiVE (I skimmed ALiVE_fnc_OPCOM), so am I missing another way to do something like that?

Thanks again ALiVE team, it's an amazing piece of work!

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MEC is yet another custom unit addon that doesn't spawn any type of vehicles. Along with Massis USMC. I would guess that it has to do with the classname set up as well. Any fix?

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Cameroon - you don't really need more than one OPCOM. Essentially due to the way it works, if you place MP/MCP markers with their own TAORs and sync a single OPCOM to them, it will work in much the same way as if there were multiple OPCOMs. See the vid I posted recently for an example.

Acoustic - nothing we can fix I'm afraid. Group configs are up to the addon maker to fix.

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He posted his code and said he didn't know where he went wrong:

class CfgGroups
{
   class INDEP
   {
       name = "Independent";
       class drirregularsI
       {
           name = "ME Irregulars";
           class Infantry
           {
               name = "Infantry";
               class DRI_RifleSquad
               {
                   name = "Rifle Squad";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "DRI_SquadLeader";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "DRI_Grenadier";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
                   class Unit2
                   {
                       side = 2;
                       vehicle = "DRI_MachineGunner";
                       rank = "PRIVATE";
                       position[] = {5,0,0};
                   };
                   class Unit3
                   {
                       side = 2;
                       vehicle = "DRI_RPG7Soldier";
                       rank = "PRIVATE";
                       position[] = {7,0,0};
                   };
                   class Unit4
                   {
                       side = 2;
                       vehicle = "DRI_Engineer";
                       rank = "PRIVATE";
                       position[] = {9,0,0};
                   };
                   class Unit5
                   {
                       side = 2;
                       vehicle = "DRI_RPG7Grenadier";
                       rank = "CORPORAL";
                       position[] = {12,0,0};
                   };
                   class Unit6
                   {
                       side = 2;
                       vehicle = "DRI_AutomaticRifleman";
                       rank = "PRIVATE";
                       position[] = {14,0,0};
                   };
                   class Unit7
                   {
                       side = 2;
                       vehicle = "DRI_Medic";
                       rank = "CORPORAL";
                       position[] = {16,0,0};
                   };
                   class Unit8
                   {
                       side = 2;
                       vehicle = "DRI_Marksman";
                       rank = "PRIVATE";
                       position[] = {18,0,0};
                   };
               };
               class DRI_WeaponsTeam
               {
                   name = "Weapons Team";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "DRI_SquadLeader";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "DRI_RPG7Soldier";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
                   class Unit2
                   {
                       side = 2;
                       vehicle = "DRI_RPG7Grenadier";
                       rank = "PRIVATE";
                       position[] = {5,0,0};
                   };
                   class Unit3
                   {
                       side = 2;
                       vehicle = "DRI_ATSoldier";
                       rank = "PRIVATE";
                       position[] = {7,0,0};
                   };
                   class Unit4
                   {
                       side = 2;
                       vehicle = "DRI_AASoldier";
                       rank = "CORPORAL";
                       position[] = {9,0,0};
                   };
                   class Unit5
                   {
                       side = 2;
                       vehicle = "DRI_AutomaticRifleman";
                       rank = "PRIVATE";
                       position[] = {12,0,0};
                   };
               };
               class DRI_FireTeam
               {
                   name = "Fire Team";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "DRI_SquadLeader";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "DRI_AutomaticRifleman";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
                   class Unit2
                   {
                       side = 2;
                       vehicle = "DRI_RPG7Grenadier";
                       rank = "PRIVATE";
                       position[] = {5,0,0};
                   };
                   class Unit3
                   {
                       side = 2;
                       vehicle = "DRI_Rifleman";
                       rank = "PRIVATE";
                       position[] = {7,0,0};
                   };
               };
               class DRI_SniperTeam
               {
                   name = "Sniper Team";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "DRI_Marksman";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "DRI_Rifleman";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
               };

               class DRI_EngineerTeam
               {
                   name = "Engineer Team";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "DRI_Engineer";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "DRI_Repair";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
                   class Unit2
                   {
                       side = 2;
                       vehicle = "DRI_Explosives";
                       rank = "PRIVATE";
                       position[] = {5,0,0};
                   };
               };

               class DRI_SentryTeam
               {
                   name = "Sentry Team";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "DRI_Rifleman";
                       rank = "CORPORAL";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "DRI_Rifleman";
                       rank = "PRIVATE";
                       position[] = {3,0,0};
                   };
               };
               class DRI_LargeSquad
               {
                   name = "Large Squad";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "DRI_SquadLeader";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "DRI_Grenadier";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
                   class Unit2
                   {
                       side = 2;
                       vehicle = "DRI_MachineGunner";
                       rank = "PRIVATE";
                       position[] = {5,0,0};
                   };
                   class Unit3
                   {
                       side = 2;
                       vehicle = "DRI_RPG7Soldier";
                       rank = "PRIVATE";
                       position[] = {7,0,0};
                   };
                   class Unit4
                   {
                       side = 2;
                       vehicle = "DRI_RPG7Grenadier";
                       rank = "PRIVATE";
                       position[] = {9,0,0};
                   };
                   class Unit5
                   {
                       side = 2;
                       vehicle = "DRI_RPG7Grenadier";
                       rank = "CORPORAL";
                       position[] = {12,0,0};
                   };
                   class Unit6
                   {
                       side = 2;
                       vehicle = "DRI_AutomaticRifleman";
                       rank = "PRIVATE";
                       position[] = {14,0,0};
                   };
                   class Unit7
                   {
                       side = 2;
                       vehicle = "DRI_Medic";
                       rank = "CORPORAL";
                       position[] = {16,0,0};
                   };
                   class Unit8
                   {
                       side = 2;
                       vehicle = "DRI_Marksman";
                       rank = "PRIVATE";
                       position[] = {18,0,0};
                   };
                   class Unit9
                   {
                       side = 2;
                       vehicle = "DRI_Rifleman";
                       rank = "PRIVATE";
                       position[] = {20,0,0};
                   };
                   class Unit10
                   {
                       side = 2;
                       vehicle = "DRI_Rifleman";
                       rank = "PRIVATE";
                       position[] = {22,0,0};
                   };
                   class Unit11
                   {
                       side = 2;
                       vehicle = "DRI_AutomaticRifleman";
                       rank = "PRIVATE";
                       position[] = {24,0,0};
                   };
               };
           };
           class Motorized
           {
               name = "Motorized";
               class DRI_Technical_1
               {
                   name = "Technical (1)";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01_armed_F";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
               };
               class DRI_Technicals_2
               {
                   name = "Technicals (2)";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01_armed_F";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01s_armed_F";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
               };
               class DRI_Technicals_3
               {
                   name = "Technicals (3)";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01_armed_F";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01s_armed_F";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
                   class Unit2
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01s_armed_F";
                       rank = "PRIVATE";
                       position[] = {5,0,0};
                   };
               };
               class DRI_Technicals_4
               {
                   name = "Technicals (4)";
                   faction = "drirregularsI";
                   side = 2;
                   rarityGroup = 0.5;
                   class Unit0
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01_armed_F";
                       rank = "SERGEANT";
                       position[] = {0,5,0};
                   };
                   class Unit1
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01s_armed_F";
                       rank = "CORPORAL";
                       position[] = {3,0,0};
                   };
                   class Unit2
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01_armed_F";
                       rank = "PRIVATE";
                       position[] = {5,0,0};
                   };
                   class Unit3
                   {
                       side = 2;
                       vehicle = "dri_Offroad_01s_armed_F";
                       rank = "PRIVATE";
                       position[] = {7,0,0};
                   };
               };
           };
       };
   };

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I'm having some troubles with the ambient civilian module and Fallujah. So I have the module and the profiler set down to have extreme placement and no filtering taking place. I have no blacklists or TAORs. I just want to whole map to be populated. The problem is that its only spawning four or five civilians in the city, if that. Even when I set a TAOR down, the same thing happens. This worked just fine a few updates ago so I am not sure what happened since then. Any ideas?

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I'm having some troubles with the ambient civilian module and Fallujah. So I have the module and the profiler set down to have extreme placement and no filtering taking place. I have no blacklists or TAORs. I just want to whole map to be populated. The problem is that its only spawning four or five civilians in the city, if that. Even when I set a TAOR down, the same thing happens. This worked just fine a few updates ago so I am not sure what happened since then. Any ideas?

I have to admit. I am seeing virtually the same happening on Zargabad. Only in the easten part of the city some civilians spawn. The same goes for the CQB module.

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I'm also having problems with the CQB module, not get it to work on any map, I have tried to reinstall the @ALiVE folder, the last patches and even the full game, but remains the same, I made screenshots,

SdJR9hc.jpg

http://i.imgur.com/ydZ0HHA.jpg (186 kB)

http://i.imgur.com/NG8CFKN.jpg (218 kB)

the script error is displayed when I press "actívate marking units" on "admin actions".

Greetings and thanks.

Edited by M4RT14L

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I have to admit. I am seeing virtually the same happening on Zargabad. Only in the easten part of the city some civilians spawn. The same goes for the CQB module.

I can confirm for me to Fallujuah giving this issue.It seems that fallajuh has not many "enterable" buildings.Could that be the cause of the issue?

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I can confirm for me to Fallujuah giving this issue.It seems that fallajuh has not many "enterable" buildings.Could that be the cause of the issue?

it is, good point! Still CQB should find more buildings!

as sasha is in our skype group im going to talk to him about this!

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I can confirm for me to Fallujuah giving this issue.It seems that fallajuh has not many "enterable" buildings.Could that be the cause of the issue?

I've being giving this some attention again and set up a few scenarios in Zargabad. This is like Fallujah a large city in terms of size and housing for the OPF/ArmA series, so these results will always differ compared to "normal" sized cities and towns. My findings are the following:

- CQB takes time to initialize. In the past the whole of Altis took about depending on the scenario about 10 minutes up to 3.5 hours. This apparently got a speedboost in the new version (haven't tested it yet). Once it is going, its going. But depending on your city size it will place the units somewhere. But not necessarily where you want them (or need them).

- Civilian count is limited by the "Active Limit(er)" field in one of the modules. While there is still a noticable difference between what is found is specified and what is spawned, it should work. Again, large city, mixed bag of results.

Out of curiosity. I've been having some mixed results myself, hence my post. What mods/factions have you been using?

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Still having the CQB issues, replaced all the modules and the problem persists. I am running cherno and using the aggressors for the faction to be spawned. I've made lots of missions since the mod came out and have only had this problem since the last update

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Frosty, is this for the Cherno map ?

Not tried ALIVE on there myself does ALIVE index internal locations for CQB ? I thought none of the buildings were enterable ?

SJ

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Btw, for those having difficulty with stuff being profiled that you don't want to be, you can use setVariable ALIVE_profileIgnore. e.g.

_this setVariable ["ALIVE_profileIgnore", true];

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Hi. Can i add a custom init for transport helicopters spawned by combat support transport modules? im using vcom ai script and they flight autonomous and player lose control by tablet when allied unit dies.

Thanks

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Yes it's on Cherno,

Never had a problem with it before, CQB spawns units in the enterable buildings and in sheds/porches/steps of the non-enterable buildings

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Btw, for those having difficulty with stuff being profiled that you don't want to be, you can use setVariable ALIVE_profileIgnore. e.g.

_this setVariable ["ALIVE_profileIgnore", true];

Is there something similar that prevents the GC from deleting certain bodies or vehicles?

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Yes it's on Cherno,

Never had a problem with it before, CQB spawns units in the enterable buildings and in sheds/porches/steps of the non-enterable buildings

im going to look into, may be related to switching from nearestobjects to an internal function!

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Is there something similar that prevents the GC from deleting certain bodies or vehicles?

If not I'll add it as a feature request... it's a good idea

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Another thing i did notice with the CAS module and the transport module is that if a unit gets damaged and the crew get out they dont get deleted when the CAS or transport get respawned and you end up with a load of heli crew walking around.

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Nothing on that code I posted a page back for MEC vehicles not spawning?

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Please, how do you begin to make a player respawn in this? I have tried every regular method I cant get anything to work :/

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Nemuik - noted, thanks. Will look at that for next release.

Acoustic - no sorry, as said configs is not something I'm much of an expert at. ALiVE simply uses regular configs and works fine if they're setup properly, so if there's a fault with them you'll have to ask elsewhere. I honestly can't help, sorry.

Droopy - regular respawn setup works, ALiVE doesn't touch it. Check the BI Wiki (Respawn=west marker and respawn=base in description.ext)

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Nemuik - noted, thanks. Will look at that for next release.

Acoustic - no sorry, as said configs is not something I'm much of an expert at. ALiVE simply uses regular configs and works fine if they're setup properly, so if there's a fault with them you'll have to ask elsewhere. I honestly can't help, sorry.

Droopy - regular respawn setup works, ALiVE doesn't touch it. Check the BI Wiki (Respawn=west marker and respawn=base in description.ext)

I no matey, I could drown myself, been all afternoon trying, to discover that I had .sqf not .ext..... now I can confirm this is the most amazing mod ever, but a question tho, I got a server, I enabled persistence on it, I added the player persistence module and I logged in on server & I saved and exited, I loaded the map again and I was back! the way I was facing down the correct ammo etc, so is this all working? will it work for my mates aswell aslong as i'm first to log out maybe? only thing was the inventory when I press "I" on keyboard would flicker and be inaccessible

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Regular player persistence will work for disconnect/reconnect on the same server instance no probs using that module. If you want full persistence even between server restarts, you need a dedi server, an account on Alivemod.com and the Database module place. Please check ALiVE Data on the Wiki for more info.

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Still having the CQB issues, replaced all the modules and the problem persists. I am running cherno and using the aggressors for the faction to be spawned. I've made lots of missions since the mod came out and have only had this problem since the last update

Likewise, I am still having troubles with the civilian modules on Fallujah. Before the last update, civilians would spawn inside enterable buildings (hospital, office, hotel) and outside the rest the buildings in backyards/front doors/balcony/etc. Now, only four or five civilians spawn in Fallujah no matter what I do on extreme placement levels and high profile counts. When I copy the same modules into Cherno or Altis, it works just fine and civilians spawn everywhere. So something definitely changed with either the last few ALIVE updates or with the game patches. Again, the civilian modules worked just fine on Fallujah before.

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