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ALiVE - Advanced Light Infantry Virtual Environment

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Has the AI opcom been updated here recently at all? In terms of strategy or anything? Looking good guys! Been busy with college.

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Hi, I'm trying to set up the Combat Support module to work with FIA forces and a Neophron To-199 (aka YAK-130) but despite of having a Blufor pilot Alive picks it out as an enemy air asset.

There is any variable or init option that can be changed?? :confused:

Example mission:http://www.mediafire.com/download/krjm79ubmazbdne/support-fail.Stratis.zip

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Has the AI opcom been updated here recently at all? In terms of strategy or anything? Looking good guys! Been busy with college.

If you check the recent changelogs you'll see 20+ updates/fixes/optimization to OPCOM.

Nothing major from a strategy perspective, but we are working on an Insurgency OPCOM mode.

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Hello I'm Oksman and I'm part of the group Guerrillas of Liberation. We've been interested in your fine work on ALiVE and we want to open up our own multi-session server with this fabulous mod. I do however have some questions regarding the use of Alive and how certain options can be accessed and changed.

My first question is regarding the servers, our dedicated server is setup with headless client, the headless client has turned our Enemy AI into skilled marksmen and efficient thinkers, essentially the efficiency of enemy troops have tripled from our changes with headless client. They react quicker and are deadly foes in CQB. The Problem that we've been having using Alive is the settings for our Server and the use of ASR_AI, on the server without headless client, the AI simply don't have any sting in them at all, they shoot into the ground and do messy things, again not really relevant to the skill settings in Alive but rather the use and availability of headless client. So how would one enable headless client with Alive?

My second question is more relevant to the in-game experience, the End-game of the Alive missions, how does one complete the mission and essentially win? Are there any notifications when you've destroyed enemy HQ or if all the enemies are dead? Or are there simply no win conditions and Alive only creates units until the unit count drops to 0 (Company - 100, platoon - 60 etc.)

My third question is more related to external mods other than Alive, we've been using the RHS Escalation pack and I've tried selecting the option of spawning these units. I changed this through the modules, Military placement and Military AI Commander. The Military Placement changes were only to the "Force Faction" option, and default being OPF_F it was then changed to rhs_faction_vdv.

The Military AI Commander options were changed from drop-down selection from default NATO to NONE and the Override Factions option was changed to rhs_faction_vdv. I tried starting the mission up and it wouldn't pass the loading screen, I read somewhere about waiting an extra amount of time, yet after 20 minutes it still didn't load in. I had to restart my game through ALT-F4 and then launch it up again, second try again same issue, and I tried changing it back to standard AAF/IND_F faction and it ran without issues. What am I doing wrong?

Fourth question! TL;DR reached. I love the C2ISTAR module, it obviously allows missions to be continued throughout automatic assignments and tasks, however with some testing specifically on Zargabad, I had numerous issues with the task assignments as they were all located at the same position. For example, Pick up troops, drop troops were at the same location. I believe I didn't have a BLUFOR (Player faction) commander and units setup as it was supposed to be players vs AI only. Am I doing it wrong? Also another note on the C2ISTAR, I'm not sure but I don't know if the functions for intelligence works, when I spawn in there's no available intel about enemies, their zones and positions are gone, I do remember seeing these zones before, but now I don't seem to get them anymore. Which means that our guys go in blind :) Am I setting it up wrong possibly?

That's all the questions I have for now, I'm looking forward to using this mod to do multi-session operations within our group, thanks for all the time and effort put into Alive!

Regards

OksmanTV - GOL

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1- With regards to headless client:

http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment&p=2834154&viewfull=1#post2834154

I recommend running @ASR_AI3 on both your server and HC and delete the ALiVE AI skill module in your mission.

2 - You would have to create the end mission yourself... ALiVE does not have an 'endgame' option. Check the scripting section in the wiki for more info on things you can do with ALiVE

http://alivemod.com/wiki/index.php/Script_Snippets

3 - looks like you did nothing wrong.... I know VDV faction works I've tested it and MDV already. I would try a simple test on Stratis with no TAOR markers (ie: set to entire island) and just one placement module and AI Commander module.

4 - Known issue since last update with C2ISTAR module - not showing intel or section markers. I believe TUP has fixed it already in dev version. Auto-task generation was a simple 'stop-gap' tasking system introduced a few versions ago but isn't very complicated and does have issues on certain maps.. especially smaller ones like Zargabad

---------- Post added at 11:30 AM ---------- Previous post was at 11:17 AM ----------

Hi, I'm trying to set up the Combat Support module to work with FIA forces and a Neophron To-199 (aka YAK-130) but despite of having a Blufor pilot Alive picks it out as an enemy air asset.

There is any variable or init option that can be changed?? :confused:

Example mission:http://www.mediafire.com/download/krjm79ubmazbdne/support-fail.Stratis.zip

This is the default CSAT jet right? Are you placing an empty jet and adding the pilot?

Edited by SavageCDN

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1

---------- Post added at 11:30 AM ---------- Previous post was at 11:17 AM ----------

[/color]

This is the default CSAT jet right? Are you placing an empty jet and adding the pilot?

Yes, and then adding the init lines to the pilot.

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I don't think that works (could be wrong) - either ALiVE CAS init happens before the pilot is moved into the vehicle or it just doesn't work that way.

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1- With regards to headless client:

http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment&p=2834154&viewfull=1#post2834154

I recommend running @ASR_AI3 on both your server and HC and delete the ALiVE AI skill module in your mission.

2 - You would have to create the end mission yourself... ALiVE does not have an 'endgame' option. Check the scripting section in the wiki for more info on things you can do with ALiVE

http://alivemod.com/wiki/index.php/Script_Snippets

3 - looks like you did nothing wrong.... I know VDV faction works I've tested it and MDV already. I would try a simple test on Stratis with no TAOR markers (ie: set to entire island) and just one placement module and AI Commander module.

4 - Known issue since last update with C2ISTAR module - not showing intel or section markers. I believe TUP has fixed it already in dev version. Auto-task generation was a simple 'stop-gap' tasking system introduced a few versions ago but isn't very complicated and does have issues on certain maps.. especially smaller ones like Zargabad

Thanks for the answer, I did manage to sort it out, I believe I may have had mismatching factions on Commander and Military Placement. I have noticed a major increase in loading times while using RHS but other than that it works.

I do have another issue that came up when we tried running the server, it worked up until the point where I moved the alive.cfg into the install directory of Arma 3, I've been registering to the War room and basically got that setup, however the server now crashes upon starting the mission up, basically after slot selection it crashes and stops responding. I test my own mission with the module for warroom and stuff and it didn't work, I tried using the Sabotage demo mission as well without any luck. Kept crashing, any ideas?

Edit: I figured out that the Database module crashed the mission, I removed it and it started working again. I placed the alive.cfg into the install directory, is there something else I have to do to avoid crashes because of the Database thingie

Edited by Oksman

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Hello,

I have just recreated a mission by replacing every single ALiVE module that was in the mission on Bornholm and it still crashes. Why? Does anyone else have a Linux server working with ALiVE and Bornholm?

edit: never mind, I'm just going to remake the whole mission. it worked fine when I made a new mission file as a test.

Edited by GDent

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I don't think that works (could be wrong) - either ALiVE CAS init happens before the pilot is moved into the vehicle or it just doesn't work that way.

Wow! :icon_cry: Sad to hear that

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Looked further into Headless client, we have headless client setup on our server with entities for headless as well, we use it regularly, however when we place the module Military CQB and set the locality to Headless. When used all our units still end up being run on the server.

Are these just specific units that turn headless? Or is that for all the units spawned by Military Placements? We sort of depend on the headless for the AI skill, so we were hoping it would set all units to headless, is this possible?

Thanks for helping us out, we're looking forward to run multi-session against headless :>

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I do have another issue that came up when we tried running the server, it worked up until the point where I moved the alive.cfg into the install directory of Arma 3, I've been registering to the War room and basically got that setup, however the server now crashes upon starting the mission up, basically after slot selection it crashes and stops responding. I test my own mission with the module for warroom and stuff and it didn't work, I tried using the Sabotage demo mission as well without any luck. Kept crashing, any ideas?

Edit: I figured out that the Database module crashed the mission, I removed it and it started working again. I placed the alive.cfg into the install directory, is there something else I have to do to avoid crashes because of the Database thingie

1. Download the latest @ALiVEServer.

2. Remove any appdata/local/ALiVE folder

3. place alive.cfg in arma 3 root

If that fails, post the aliveserver.log for us.

Thanks!

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@Oksman

You probably know this, but just in case...Headless client set-up changed a bit with the latest ArmA update.

Headless Client set-up

We're running a dedicated server at 3 Commando Brigade with a headless client controlling the @Alive CQB and it works very well.

Game Logic > Virtual Entity > Headless Client (Playable, name="HC")

HC connects to the server and auto joins the HC slot - only visible to a logged in admin.

Verify that @Alive is off-loading CQB units to HC by monitoring with Arma Server Monitor.

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Yes we are aware of the changes, headless client is available on the server when the missions are run, however these spawned units does not spawn through HC but the server. Does this Headless apply to all units (mil placement) or just the units spawned by CQB?

As far as I've learned, the only requirement for having headless in Alive is the CQB module with the selection for Headless rather than default JIP Clients. That module was tried both synced to Military Placements and without sync at all, yet the skill of the AI is still very low compared to the other missions that use Headless on our server, the way we notice that a unit is headless or not will always depend on their accuracy, without headless they shoot right into the ground next to them, but with headless turned on they pick guys off at 400 meters within the 5 first shots.

We had some scripts to figure out if the units were spawned from HC aswell which came back negative, any ideas?

1. Download the latest @ALiVEServer.

2. Remove any appdata/local/ALiVE folder

3. place alive.cfg in arma 3 root

If that fails, post the aliveserver.log for us.

Thanks!

Cheers, I will try this tomorrow and come back with either a log or the good message of success

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May want to update the wiki page of supported factions...

Drongo69 has a consolidated update into a new Middle East Conflict, complete with an expanded ALiVE factions. The wiki still lists the outdated and no longer supported old mod by Drondo69.

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Yes we are aware of the changes, headless client is available on the server when the missions are run, however these spawned units does not spawn through HC but the server. Does this Headless apply to all units (mil placement) or just the units spawned by CQB?

As far as I've learned, the only requirement for having headless in Alive is the CQB module with the selection for Headless rather than default JIP Clients. That module was tried both synced to Military Placements and without sync at all, yet the skill of the AI is still very low compared to the other missions that use Headless on our server, the way we notice that a unit is headless or not will always depend on their accuracy, without headless they shoot right into the ground next to them, but with headless turned on they pick guys off at 400 meters within the 5 first shots.

We had some scripts to figure out if the units were spawned from HC aswell which came back negative, any ideas?

Cheers, I will try this tomorrow and come back with either a log or the good message of success

HC will only drive CQB units. Getting it to run Profiles from Mil or Civ placements would be good, but is not currently a feature. *please ALiVE team :-)*

Just out of interest.... I'm not sure how you set your Ai skills, but Ai on Vanilla settings at Vet or above will nail you in 3 shots regardless of HC or not... something sounds wierd with your missions if they shoot the ground without HC... I don't recognise that situation at all... ? Are you trying to run 300+ concurrent ai or somthing ?

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No it's actually standard for our server settings. Not sure if it's ASR AI that does that, but basically with headless they pwn, without they don't. We will remove ASR AI for our ALIVE server and use the standard AI to avoid this issue, thanks for the response!

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Yes ofc, everyone runs it actually. For Zeus units aswell :)

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We run ASR on the server AND the HC... I'm still not seeing the behaviour your describing. (Ai shooting into the ground without HC)

Ai are not more accurate with ASR if anything it tones them down and makes them more playable i.e. no 600m Ironsight AK_Snipers. (on standard settings anyway)

Without ASR the AI at Vet settings on a "server only" implimentation are pretty uber - with max 3 shots to kill unless you hit cover. That's with +/-40 players and upto 100 ai Spawned.

Note - Our server averages >40FPS with no HC and around >45 with HC. So it may be that your server is absolutely on it's knees without HC - I don't know.

SJ

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I'm sure it's our settings. We have quite a powerful server and HC sticks at above 30 FPS always I believe. Currently we've found our perfect balance for our AI with headless, but again if Alive does not support all-HC it won't really matter. I think our current settings without ASR should work fine, I'll come back if we still have issues, although that would most likely not be because of Alive.

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Quick question, looking for some suggestions

We've been running some missions on my server and when we move into the profile spawn range (within 1500m), the game freezes for everybody until all the profiles spawn in. Is there a way to make them spawn more slowly so the game/server doesn't freeze up? I'm sure it's just a configuration issue on the mission maker's end, but I've never seen any way around this.

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It doesn't matter what type, it's that all the units spawning at once causes everyone to freeze temporarily until it's done spawning enemies

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