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ALiVE - Advanced Light Infantry Virtual Environment

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Hi Savage,

Yes... only ALiVE 0.8 and CBA running, along with vanilla init.sqf and description.ext (but with respawn setup for BASE).

I added two players grouped together, spawned in as one of them. Ran the clip of the stock gun halfway down to about 20 bullets... threw a grenade and respawned next to the other unit. All were intact except for the ammo for both guns.

Thanks to The_Asset (and his vanilla repro mission) for finding an issue with the Multispawn module.

https://dev.withsix.com/issues/75347

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I am using the new ALiVE advanced Marker System - however, when I need to delete a market the marker gets removed no problem but the OPREP or SPOTREP remains? Is this expected?

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I am using the new ALiVE advanced Marker System - however, when I need to delete a market the marker gets removed no problem but the OPREP or SPOTREP remains? Is this expected?

Yes - once reports are sent to HQ, they stay sent. You can't unsend a report. This will make more sense when the HQ bit of War Room is on the receiving end of course.

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Loving 0.8. Tried most of the missions generated by c2istar and are they cool... so much potential there. Really enjoying the control over the mission generation.

I have a mission in 20x20 map with about 12 objectives I set up all over the map. I use c2istar to add some variation to the mission and provide some tasks to breakup the main tasks. The opcoms are active creating an outstanding atmosphere of an overarching battle that I am operating in.

Did a clear the civilian objective mission as a first test and it got generated so I halo'd in 2km away and slowly moved in.

Came up over the hill and my ai team spotted the enemy in the town patrolling.

Called in a AP airstrike and as it's falling open up on the opfor in the village (in this case caf aggressors tribal units)

Airstrike and ai team cleared them out so I send the team in and I move along the Highside of the village along the decks of some houses providing overwatch.

Tracers appear from behind me and one of my team goes down. Team goes for cover.

I move to the side of the house and see that an 8man opfor team has come over the hill behind me, likely heard gunfire?

As I'm moving a car comes over the hill and blows up from the car bomb module about 25ft away(seperate mod), but fortunately I wasnt injured.

So I lay down, deploy the tmr bipod and open up on them from the corner of the house with 200 tracer rounds from the m249 desert para and mow down 6 and my ai team take the last two out.

Incredibly chaotic...

I think the guys that came over the hill were actually on a seperate task from the opcom and just happened to be in the area. Dynamic, random, unpredictable even in a mission I made for myself.....

This is the beauty of alive and arma...

Thanks Alive dev team... Keep it up..!

ps would love to see a random spawn composition for the Custom Military Objective module based on size so if I chose it, it could be any of the spawn compositions of that size/base...

could really add some spice for us SP people...

pps - supported in MANW

Edited by CosmiC10R

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Yes - once reports are sent to HQ, they stay sent. You can't unsend a report. This will make more sense when the HQ bit of War Room is on the receiving end of course.

wow - that was a quick reply :) Thanx frinit2

Loving the 0.8 update!! Also, having just read CosmiC10R's post above can agree that ALiVE adds amazing chaos and immersion to missions including breathing new life into old operations. excited for the future of the mod. Very happy to hear you guys finally decided to enter MANW ;)

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so i just put the updated ALIVE on my server....

I quite litterally sent it from My PC... so it has the same exact files that are on my PC.

I join my server and i get a message...

Alive version is different then on server ... your version... 0.0.0.0... server version 0.8.blah blah blah...

i had just connected to my server with my PC and sent the mod over... how is it possible that its a different version... my luck

Edited by Lordprimate

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I am creating a mission of insurgency, and noticed that the squares should turn red turn green, even with the presence of enemies. I'm using a configuration like the figure below.

http://alivemod.com/wiki/images/4/4c/Module_System.png

Another thing, this is the right way to connect the modules ? (Military Inteligence-opcom,military logistics) (opcom-civilian placement-ambient cqb-military placement-opcom)

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with the new C2ISTAR module, could we enable the auto generate tasks (side missions) feature from editor,without need to player selections ?

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so i just put the updated ALIVE on my server....

I quite litterally sent it from My PC... so it has the same exact files that are on my PC.

I join my server and i get a message...

Alive version is different then on server ... your version... 0.0.0.0... server version 0.8.blah blah blah...

i had just connected to my server with my PC and sent the mod over... how is it possible that its a different version... my luck

Maybe you are trying to load an older mission, a mission with an older version of an ALiVE module on it?

I think some Modules (Player Profile System) have been replaced/improved upon. Just a thought?

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Is there any way to group other vehicles to a spawned, Alive CAS or Transport vehicle?

Example, Alive Transport helo, has a gunship grouped with it at mission start, so it has an gunship escort.

Ok I too was trying to do this. Have CAS for transport helo. I placed a chopper with init code (this setvariable ["CS_TYPE","TRANSPORT"]; this setvariable ["CS_CALLSIGN","HARDCORE"]) Synched to Combat Support Module. Placed Attack Chopper (WARHORSE). Placed trigger with Condition: isEngineOn HARDCORE and ON ACT. [WARHORSE] join HARDCORE; titletext[format["Hardcore On!."],"PLAIN"];. The attack chopper (WARHORSE) will join HARDCORE, but will hover while transport chopper (HARDCORE) moves to location, once transport chopper starts to land, CAS Chopper moves to location, then as transport chopper RTB, CAS Chopper hovers till Transport starts to land then fly's to join him. Hope I didn't confuse everyone! Its like the CAS Chopper doesn't know the Transport is moving.

Thanks For Help

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Started working on it as soon as we saw the tweet! As you know though we don't have a huge amount of stuff that runs on HC yet (CQB only really). We're working on adding a lot more support now that HC is actually going to be a thing.

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I knew you guys would be all over it... Could be the start of the new world... :-)

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For some reason, even though I have finally solved all the database issues I had, I sometimes am unable to do the server save and exit. I'll click the button and nothing will happen. Is this a simple bug or do I need to start doing more troubleshooting and post RPTs?

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It can take quite a while, especially if there are a lot of profiles in your mission. It may seem like it's do nothing - to be sure you can run up the rpt in Baretail and watch it doing it's thing.

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For some reason, even though I have finally solved all the database issues I had, I sometimes am unable to do the server save and exit. I'll click the button and nothing will happen. Is this a simple bug or do I need to start doing more troubleshooting and post RPTs?

Update to ALiVE 0.8, there is a tablet UI that keeps you up to date about the saving process. It can take a few minutes.

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For some reason, even though I have finally solved all the database issues I had, I sometimes am unable to do the server save and exit. I'll click the button and nothing will happen. Is this a simple bug or do I need to start doing more troubleshooting and post RPTs?

Remember you need to be logged in as server admin to trigger server save and exit!

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Hi,

With regard to bug #75347 (Multispawn w/o ammo), I did some research and a little debugging.

It appears that in sys_player->playerData.hpp, under the getWeaponMagazine function, if I comment out the following and test the respawn on squad with (in-memory) persistence enabled...

// if(MOD(sys_player) getvariable ["saveAmmo", false]) then {

_magazine set [count _magazine, [_x select 0, _x select 1]];

// } else {

// _magazine set [count _magazine, [_x select 0, getnumber (configFile>>"CfgMagazines">>(_x select 0)>>"count")]];

// };

... leaving "_magazine set [count _magazine, [_x select 0, _x select 1]];", but skipping the conditional test using MOD(sys_player), my player respawns with both primary and secondary ammo as expected. If I keep the default, the player respawns but without any ammo and additional errors logged.

I didn't get a chance to dig any deeper, but neither statement in the conditional blocks executes, which leads me to believe it may have something to do with trying to get the name or variable of a dead player. This may coincide with the lines in the RPT:

WARNING: Function 'name' - (name omitted) is dead

Thoughts?

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Hey guys, got 2 things to report if i can:

1. The Military intel is very random it seems. Sometimes it works (mostly at the beginning of the mission, but then fails. The sector seems to work pretty well, but the occupied and military map markers (like captured and such) stop working. I tried to turn the debug on but never seen any info populate on screen. Any ideas?>

2. I use the JTAC mod (http://www.armaholic.com/forums.php?m=posts&q=28695&d=120) and it seems like ALIVE might be affecting it with the VItural profiles. Is there any INIT code or anything i can do to ensure the profiles don't affect units/modules? I also reported it to the MOD Owner so could be related to how his modules were designed.

Thanks guys.

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Hey guys, got 2 things to report if i can:

1. The Military intel is very random it seems. Sometimes it works (mostly at the beginning of the mission, but then fails. The sector seems to work pretty well, but the occupied and military map markers (like captured and such) stop working. I tried to turn the debug on but never seen any info populate on screen. Any ideas?>

2. I use the JTAC mod (http://www.armaholic.com/forums.php?m=posts&q=28695&d=120) and it seems like ALIVE might be affecting it with the VItural profiles. Is there any INIT code or anything i can do to ensure the profiles don't affect units/modules? I also reported it to the MOD Owner so could be related to how his modules were designed.

Thanks guys.

For ignoring units (or an entire group), you can place this in the unit's init I believe:

group this setVariable["ALIVE_profileIgnore", true]

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For ignoring units (or an entire group), you can place this in the unit's init I believe:

group this setVariable["ALIVE_profileIgnore", true]

Thanks, i'll give that a go.

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Hey guys, got 2 things to report if i can:

1. The Military intel is very random it seems. Sometimes it works (mostly at the beginning of the mission, but then fails. The sector seems to work pretty well, but the occupied and military map markers (like captured and such) stop working. I tried to turn the debug on but never seen any info populate on screen. Any ideas?>

2. I use the JTAC mod (http://www.armaholic.com/forums.php?m=posts&q=28695&d=120) and it seems like ALIVE might be affecting it with the VItural profiles. Is there any INIT code or anything i can do to ensure the profiles don't affect units/modules? I also reported it to the MOD Owner so could be related to how his modules were designed.

Thanks guys.

Military Intel is only displayed as its happening, it doesn't show a persistent view of the battlefield composition, and fades out after the event has occurred.

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Military Intel is only displayed as its happening, it doesn't show a persistent view of the battlefield composition, and fades out after the event has occurred.

Ahhhhh this makes sense then and it is working then! My only suggestion then is possible allow the markers more time to fade out? If you're not constantly looking at the map these markers can fade within 30 to 60 secs. Thanks for the reply and info

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For some reason, even though I have finally solved all the database issues I had, I sometimes am unable to do the server save and exit. I'll click the button and nothing will happen. Is this a simple bug or do I need to start doing more troubleshooting and post RPTs?

Hi guys

My group experienced this issue today. We had completed a 3hr op and the war room recorded the stats for today including our kills etc.

However when I as admin went to save and exit I did not receive the panel saying the process had started nor did any save state occur.

This was our first time utilizing alive and given that the war room was recording our stats the mission should have saved by my understanding.

I reloaded into the mission and found even then the panel did show but the save process did not occur, is there a possibility that we need to open a port or is something related to the last update occurring?

Regards

P.s we still love alive

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Hello, first time really giving this mod a go, but I'm having a serious problem. The Profile System is missing from the modules. I have checked in the files and the file for profile system is there, but it's not displaying ingame.

Wow, this thread's huge, and mine's the 4000th post.

Edited by AntonioAJC

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