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ALiVE - Advanced Light Infantry Virtual Environment

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Hi, i have a problem, i've made an ALiVE mission with some mods, and it works, no problem (on the server too, players can join and play), but not with the database module, and @ALiVEServer and alive.cfg on the server.

Today I added the @ALiVEServer in the arma 3 root, and alive.cfg in C:/Users/XXX/AppData/Local/ALiVE on the server, and I added the Database Module on the mission, and now it's not possible for me to join the server, I click on "Join", and now I have the loading screen and I can't do anything, I can't select a role, the server don't start. I don't have the chat when i'm on the loading screen, so I can't log in admin, change mission etc... The server is purely stuck in the screen loading, but if I start the server without the @ALiVEServer addon, it work.

IDK what I must to do, I've follow the instruction on the War Room, the Server Configuration, but... i don't know.

The addons (client, the server have the @ALiVEServer added)

RHS: ARMED FORCES OF THE RUSSIAN FEDERATION

RHS: UNITED STATES ARMED FORCES

ArmA 3 Pack

ALiVE

Community Base addons A3

ASDG Joint Rails

Hidden Identity Pack

RH M4/M16 pack

Task Force Arrowhead Radio

Arma 2 Stryker Pack

Marine Expeditionary Force

AV-8B Harrier II

Medium Tactical Vehicle Replacement (MTVR)

CSE

Edited by Sartax

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Hello alive team , i have a rather strange glitch going on here. Ill post a video if needed.

it has to do with the IED module.

as i approach vehicles. they turn into a rocket and fly away... it doesnt evern have to be an IED it happend to a truck i called for transport....

I mean that LITERALLY!!!!

It will be a car or a truck. and then you run up to it to use it/check if its an ied.. and its quite literally turns from a car into a rocket and fly's away..

I have video of me running up to a truck. with a poof a smoke the truck is GONE. and there is the sound of a launched rocket. and you can clearly see a rocket go flying into and adjacent hill.. it was rather distracting to say the least. it happens ALL the time!!

I have an idea that its the fact that ARMA 3 has limited explosives that you can just place and blow up.. VIA script... and you have to use certain rockets to get the same effect... IE in grouplink4 there is an artillery function that would drop arty on you.. well it uses the Artillery round to simulate the explosion. well in ARMA 3 that doesn't work you need the artillery computer to explode the ordinance. so you have to change the class of the explosive to a rocket. and her in lies the problem.. because that rocket is flying off and not impacting the ground right at the source.

I look forward to this being fixed , along side of the fix for AI count... Locked numbers like 30, 60 .200 need to have a "CUSTOM" option for a custom set number of AI units to be spawned. i love this mod i mean the ai count is just a wish really!!1

Thanks for all your continued effort/ support on this AWESOME mod!!!!

Edited by Lordprimate

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This is not something I've ever seen in hours of testing and cannot reliably reproduce at all. Very weird. What other mods are you running? Does it still happen if you're using just ALIVE & CBA?

Also, there are no plans to change the indicative unit sizes in the drop downs. Everything about ALiVE is deliberately kept simple and the numbers are approximate anyway.

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for that video:

the mission is on carabou fronteer for arma 2 using AIA TP all alive modules seemingly work all opcoms work, forces deploy use buildings. etc... that is the only glitch i have come across playing this mission almost 50 times

Server mods: @cba_a3;@allinarmaterrainpacklite;@ascz_a2_map_fixes;@CaribouFrontier;@isladuala_a3;@panthera_a3;@AliveServer;@alive;@asr_ai3;@tpwcas_a3;@GL5

Client mods: @cba_a3;@allinarmaterrainpacklite;@ascz_a2_map_fixes;@CaribouFrontier;@isladuala_a3;@panthera_a3;@alive;@asr_ai3;@tpwcas_a3;@GL5;@vts_weaponresting;@STmods(shacktac mods);@tao_foldmap_a3;@JSRS3;@L_es;@L_immerse

Im pretty sure @alive is the only mod i have running that makes cars into ied's which is why i am thinking its a glitch within alive (i say glitch and that includes things like @alive not being configured for certain maps, yet :) ). the Ai mods dont do that and neither does @gl5.

and based on my experience with creating explosions for grouplink. it seems to me that the "shell" or "rocket" your using to create explosion isnt being aimed at the ground properly every time(because that doesnt happen every time). but why it would happen to a car i called in to drive, i dont know .. I will turn off all my other client side mods.. remove the ai mods from the servers launch params but the mission is on carabou island and also requires alive and grouplink. ill copy and pased it onto another default map ie stratis remove the GL5 modules and play again...

However, it might be the island. and the fact its an arma 2 map using AIA tp... maybe the its that... i dont know but i have seen it before only this time i had footage of it .. and on that note if it is the island i am playing on that only means that alive is not configured to use that island..

Edited by Lordprimate

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Very weird behaviour even so. No idea why or how map indexing would cause that to happen. And as you say, VB-IEDs aren't applied to vehicles you call in via Player Logistics. Let us know what you find!

Moon_chilD & Sartax - Tupolov is away on a business trip at the moment hence rather slow replies. Have you gone through the validation part of the setup in the Server Settings on War Room? If you have and it's still not connecting, please can you PM me your group details on the War Room and I'll see if I can check they're set up correctly?

Edited by friznit2

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Moon_chilD & Sartax - Tupolov is away on a business trip at the moment hence rather slow replies. Have you gone through the validation part of the setup in the Server Settings on War Room? If you have and it's still not connecting, please can you PM me your group details on the War Room and I'll see if I can check they're set up correctly?

I'll do the validation part tomorrow. If that doesn't help, I'll PM you ^^

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is there a way to limit ai reinforcements to convoy only?

the helicopter transports are cool for most missions except my 1944 ironfront mission.

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Moon_chilD & Sartax - Tupolov is away on a business trip at the moment hence rather slow replies. Have you gone through the validation part of the setup in the Server Settings on War Room? If you have and it's still not connecting, please can you PM me your group details on the War Room and I'll see if I can check they're set up correctly?

Thanks for your answer, I'll check this later and send some news here. :)

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Very weird behaviour even so. No idea why or how map indexing would cause that to happen.

It wouldn't :)

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Moon_chilD & Sartax - Tupolov is away on a business trip at the moment hence rather slow replies. Have you gone through the validation part of the setup in the Server Settings on War Room? If you have and it's still not connecting, please can you PM me your group details on the War Room and I'll see if I can check they're set up correctly?

Hmmm... I don't know what to do, I tried to reinstall @ALiVE and @ALiVEServer on my server, but it didn't work.

To be honest, i'm completely lost, I've followed the instructions on the ALiVE Server setup instructions, but if I add the @ALiVEServer addon on my server, I'm stuck on a loading screen, I can't chat, so I can't change the mission. I have just add the database module on the mission, I don't changed any persistant choice on the differents module.

I have downloaded the ALiVE & ALiVEServer on the website alivemod.com, put them in the ArmA 3 Root folder, downloaded the alive.cfg and put him in C:/Users/Root/AppData/Local/ALiVE folder, and complete the formular on the website about the server informations...

And I can't complete the Validation check, because I'm stuck on the step 4; 'cause if I launch the server with @ALiVEServer, I'm stuck on a loading screen before I can choose my role.

I will send you the informations about the group.

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Hmmm... I don't know what to do, I tried to reinstall @ALiVE and @ALiVEServer on my server, but it didn't work.

To be honest, i'm completely lost, I've followed the instructions on the ALiVE Server setup instructions, but if I add the @ALiVEServer addon on my server, I'm stuck on a loading screen, I can't chat, so I can't change the mission. I have just add the database module on the mission, I don't changed any persistant choice on the differents module.

I have downloaded the ALiVE & ALiVEServer on the website alivemod.com, put them in the ArmA 3 Root folder, downloaded the alive.cfg and put him in C:/Users/Root/AppData/Local/ALiVE folder, and complete the formular on the website about the server informations...

And I can't complete the Validation check, because I'm stuck on the step 4; 'cause if I launch the server with @ALiVEServer, I'm stuck on a loading screen before I can choose my role.

I will send you the informations about the group.

You should try putting the alive.cfg in the Root of your ARMA 3 folder on the dedicated box and report back would ya kindly.

---------- Post added at 18:21 ---------- Previous post was at 18:16 ----------

Very weird behaviour even so. No idea why or how map indexing would cause that to happen. And as you say, VB-IEDs aren't applied to vehicles you call in via Player Logistics.

Went through the VB-IED scripting and nothing even remotely calls an RPG shell. Everything is done Via demoCharge as seen here. http://i.imgur.com/dyrud6F.png

@Lordprimate: It honestly could be any of those mods causing the issue. I have tested about 3x with just ALiVE and CBA and I am unable to reproduce.

Edited by Hazey

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You should try putting the alive.cfg in the Root of your ARMA 3 folder on the dedicated box and report back would ya kindly.

Still the same problem, when i'm trying to connect to the server, I don't see anything in the console of the server, still stuck on a loading screen... I can give you the .rpt file with Pastebin if you want, and the addons of the mission. The most strange thing is I can play the mission without the @ALiVEServer addon, I played the mission yesterday and before, but if I add the addon, the server seems to not start, or bug...

EDIT : Ok, I resolved the mistery, the alive.cfg file was blocked (like the @ALiVEServer archive) and now i've unblocked him, the mission can start, and the persistent system work too ! I don't know if it was obvious to unblocked the alive.cfg, it was not written on the server setup instruction, but now, my problem is fixed !

Edited by Sartax
Find the solution

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Still the same problem, when i'm trying to connect to the server, I don't see anything in the console of the server, still stuck on a loading screen... I can give you the .rpt file with Pastebin if you want, and the addons of the mission. The most strange thing is I can play the mission without the @ALiVEServer addon, I played the mission yesterday and before, but if I add the addon, the server seems to not start, or bug...

EDIT : Ok, I resolved the mistery, the alive.cfg file was blocked (like the @ALiVEServer archive) and now i've unblocked him, the mission can start, and the persistent system work too ! I don't know if it was obvious to unblocked the alive.cfg, it was not written on the server setup instruction, but now, my problem is fixed !

Awesome I am glad you got it fixed, I knew it was something easy. Your right it's not 100% clear that you should unblock the alive.cfg. It does however say to do it for the 7zip Archive. Half credit? http://imgur.com/I1TrEKw

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is there a way to limit ai reinforcements to convoy only?

the helicopter transports are cool for most missions except my 1944 ironfront mission.

still wondering on this one?

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Very weird behaviour even so. No idea why or how map indexing would cause that to happen. And as you say, VB-IEDs aren't applied to vehicles you call in via Player Logistics. Let us know what you find!

Moon_chilD & Sartax - Tupolov is away on a business trip at the moment hence rather slow replies. Have you gone through the validation part of the setup in the Server Settings on War Room? If you have and it's still not connecting, please can you PM me your group details on the War Room and I'll see if I can check they're set up correctly?

still wondering on this one?

Try here: http://alivemod.com/wiki/index.php/Custom_Blacklists

It might just break if you remove helis from the fallback list, but you could give it a go!

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is this ( aliveCategory=""; ) really works? because i tried implementing it into my modded side's group but in game shows no effect at all , ALIVE spawn nothing from my side and everything from CSAT side !! and yes everything synchronized as needed and as showed in the official ALIVE tuts on youtube by ARJAY :)

another question , will ALIVE make AI use air & arty to support ground units?

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What even is aliveCategory=""? Never heard of it. What are you trying to do? Just only need to put the mod classname in the Placement module "Override Faction" box if you want ALiVE them to spawn them.

ALiVE does nothing with microAI, so they won't actively call for support unless another scripts tells them to. You'll need to grab an AI mod for that. There are several (bCombat, AISS, VCOM to name a few).

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What even is aliveCategory=""? Never heard of it. What are you trying to do? Just only need to put the mod classname in the Placement module "Override Faction" box if you want ALiVE them to spawn them.

ALiVE does nothing with microAI, so they won't actively call for support unless another scripts tells them to. You'll need to grab an AI mod for that. There are several (bCombat, AISS, VCOM to name a few).

im making a mod for special use which care about peacekeeping army , tried use it with alive but they don't spawn correctly no armored units no infantry units only some mechanized and motorized and 2 soldiers i used MP placement and AI commander with a marker covering all of the altis main airbase and power plant behind it and CSAT forces marker wich covers all of athera and the FOB near it using MP placement for the FOB marker and CIV placement for athera , CSAT spawns with all of it units including tanks , APCs and infantry but my side spawns very few units without armored groups and without proper infantry groups , i heard somewhere that ( aliveCategory="" ) will define the group type for alive to spawn it correctly for example :

class pka_infantry

{

name="Infantry";

aliveCategory="Infantry";

class pka_groups_inf_1

{

name="Weapons Team";

faction="pka_f";

side=2;

rarityGroup=0.5;

class Unit0

{

side=2;

vehicle="pka_f_inf_sl";

rank="CAPTAIN";

position[]={0,5,0};

};

class Unit1

{

side=2;

vehicle="pka_f_inf_gl";

rank="PRIVATE ";

position[]={3,0,0};

};

class Unit3

{

side=2;

vehicle="pka_f_inf_gl";

rank="PRIVATE";

position[]={3,0,0};

};

class Unit4

{

side=2;

vehicle="pka_f_inf_gl";

rank="PRIVATE";

position[]={3,0,0};

};

};

alive never spawned this for me and lots of other groups even when i use aliveCategory="" to define it for alive

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Hi!

Is there any way to exclude a particular unit class from bbeeing spawned by ALiVE? I'd like to ease up on the CSAT AA specialists.

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Oh, I'm so sorry. Thanks!

No probs, not having a go, just merely pointing out the great timing.

---------- Post added at 08:43 ---------- Previous post was at 08:42 ----------

im making a mod for special use which care about peacekeeping army , tried use it with alive but they don't spawn correctly no armored units no infantry units only some mechanized and motorized and 2 soldiers i used MP placement and AI commander with a marker covering all of the altis main airbase and power plant behind it and CSAT forces marker wich covers all of athera and the FOB near it using MP placement for the FOB marker and CIV placement for athera , CSAT spawns with all of it units including tanks , APCs and infantry but my side spawns very few units without armored groups and without proper infantry groups , i heard somewhere that ( aliveCategory="" ) will define the group type for alive to spawn it correctly for example :

I too have not even heard of aliveCategory. :confused:

Please check out this

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

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Cholo - aliveCategory is not a thing. I don't know where you heard it, but it's not correct!

See our wiki for an example of how to write a standard config that will work with ALiVE, based on BIS's method: http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation

thanks for your help , i think i heard about it in steam community + i saw RHS use them in their groups.bin and i thought it would be right to use it in my mod's groups because i use alive more often :D

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