Jump to content
wolffy.au

ALiVE - Advanced Light Infantry Virtual Environment

Recommended Posts

Okay, so why won't the Combat Support Tablet work or even go into my regular inventory on the Quick Start Showcase for ALiVE? I have to spawn a backpack that it will go into and then key 20 which i have bound to "\" doesn't do anything at all. I have a laser designator. Is this mod broken due to an Arma update or what? Thanks.

I'm trying to learn how this mod works and if it's bugged, I can't rightly do so.

Make sure you have the latest version of CBA. Rebinding a key also requires a restart in order to take effect.

Share this post


Link to post
Share on other sites

I have version 1.1.23.150604, which I believe is the latest. I did restart several times and tried different keys... I'm not sure what could be wrong. I made sure I was only running ALiVe to rule out any mod conflicts.

Share this post


Link to post
Share on other sites

Just finished setting up and testing with persistence on and need to know is there a way to reset your personal stats or is that something that is done by the game?

Thanks

Eric

Share this post


Link to post
Share on other sites
Just finished setting up and testing with persistence on and need to know is there a way to reset your personal stats or is that something that is done by the game?

Thanks

Eric

http://alivemod.com/wiki/index.php/ALiVE_Data#Resetting_Stats_and_Persistence

I have version 1.1.23.150604, which I believe is the latest. I did restart several times and tried different keys... I'm not sure what could be wrong. I made sure I was only running ALiVe to rule out any mod conflicts.

Hey, if you haven't already, can you try remapping the button using this method

Configure >> Controls >> Configure Addons >> Addon: ALiVE

I just can't seem to figure out how to get the Military IED's module to work when synced to the AI Commander in Asymmetric mode. I have a mission if anyone could help me figure it out, Would greatly appreciate it. You need RHS USF, AllinArma, and Clafghan.

https://drive.google.com/file/d/0B-WYBpGmPuC7WUI3ejlEbUN6RGc/view?usp=sharing

PM'ed you

Edited by SpyderBlack723

Share this post


Link to post
Share on other sites

Hey, if you haven't already, can you try remapping the button using this method

Configure >> Controls >> Configure Addons >> Addon: ALiVE

I didn't even notice that option initially, thanks! If I have a backpack, I can get the tablet in and the option works after assigning that key. Are you not able to keep the tablet on your vest or uniform? I can only get it into backpacks, it seems.

Share this post


Link to post
Share on other sites
I didn't even notice that option initially, thanks! If I have a backpack, I can get the tablet in and the option works after assigning that key. Are you not able to keep the tablet on your vest or uniform? I can only get it into backpacks, it seems.

When you say tablet, I assume you are referring to the ALiVE_Tablet (Combat Support Tablet)? I was able to get it in my uniform by just doing

this addItem "ALiVE_Tablet";

on my unit

http://gyazo.com/ecc2f318ec72e2f0f594cd989d53dfd4

Does your uniform/vest has enough space to hold it?

Edited by SpyderBlack723

Share this post


Link to post
Share on other sites
Great work guys! Any chance you can change the altitude of the Airdrop as it takes so long for your soldiers to join the players group.

Another bug is the ammo airdrop, when you get to the ammo box that was airdropped there's nothing there.

Make sure you activate 'Player Logistics' via the ALiVE Key and then you can 'LOADOUT' the contents of the large Ammo Box. Inside will be your supplies ;)

Share this post


Link to post
Share on other sites

My group used ALiVE last night with pretty good results. After using the Asymmetric AI Commander two things came to my mind;

The addition of a "Civilian Stop" command if you are within a certain distance of a civilian. Running them down for intel is very annoying and time consuming. Maybe even have a percentage chance they will not stop tied to their current aggression level.

The ability for AI controlled by the Asymmetric Commander to "go quiet/civilian" if there are to many enemy forces in the area and then the ability to return to insurgents when the enemy passes. Maybe they create a cache with their weapons in the nearest house they can recover later.

Love this mod guys.

Share this post


Link to post
Share on other sites

Hi there,

I am having a bit of an issue with one of the script snippets from the ALiVE wiki: I am trying to use;

class Extended_Init_EventHandlers {
class Man {
 init = "_this call (compile preprocessFileLineNumbers 'basicloadout.sqf')";
};
};

to change the loadout of spawned ALiVE units. Now this script works perfectly with two very annoying exceptions. For some reason backpacks and goggles are unchanged when I run the script. I have tried this on BLU_F vanilla units and RHS units and everything changes perfectly except for backpacks and goggles. Now I have isolated the issue to be with the extended_init_eventhandler above because if I run the script from the units init line in editor it works perfectly.

Any ideas what may be happening here and how I can fix it?

Share this post


Link to post
Share on other sites

**IMPORTANT NOTE ABOUT CBA/ALIVE**

Hey guys,

Since I know other folks have had the same issue, I'll post this. DO NOT USE THE CBA ON STEAM WORKSHOP WHEN USING ALiVE.

The reason being...you need to move the enable_xeh_auto.pbo and it's bisign from the optional folder to the add on folder in order to have Civilian Interaction work with the Aggressors, Leights, and Massi's Civs.

If you use the CBA on Steam..what ends up happening is that the CBA "resets" everytime you start up ARMA...removing that pbo and disabling the Civ interaction menu in ALiVE.

Instead...download the CBA manually off of Armaholic, etc. That way the pbo will stay in the addon folder and the interactions will work perfectly.

It took me forever to figure out why it was happening. I wanted to get the info out to others.

Share this post


Link to post
Share on other sites

ALIVE is still great, just came back after an extended brake from arma and mission making, so i decided to see whats what with ALIVE, made a mission and everything seems to run smooth until i leave it on over night. When i came back i see there is almost no forces left on both sides.

What i found out after some testing was that the Military Logistics modul wont work with RHS (rhs_faction_usarmy_wd), whenever i run the test script nothing happens. When i run the script with BLU_F i get new units from the skies :D! So all i change is the force faction from RHS to Vanilla and i get units?

Test script

To test a standard logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML.sqf"

To test a airdrop logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML_AIRDROP.sqf"

To test a heli insert logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML_HELI_INSERT.sqf"

Any clues anyone? I really hope to keep playing with RHS vanilla can't even come close.

Any answers is really appreciated ;)

ChronicleDude.

Share this post


Link to post
Share on other sites

Hey Guys....

i am trying to use this mod

CSAT Snow Tigers.

http://www.armaholic.com/page.php?id=28667

I am in contakt with the autor of the mod and he says

I don't know, I've never used Alive. CfgGroups is defined as shown in their wiki: http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation

Either another Alive user in this thread knows more than me or you might want to ask in the Alive thread if they can spot an error in my configuration.

when i put i IP_CSAT_ST in fraktions in ALIVE mods i only get helicoptors and no units...

i get this error

http://peecee.dk/uploads/072015/arma..._52_03_608.png

When i remove the IP_CSAT_ST frome fractions its works perfect

i tryede with the mod from pw6 and armahoolic

What to do

Share this post


Link to post
Share on other sites

Both of the above issues are most likely to do with the addon configs, which sadly we can't do anything about on our side. Often quite simple things like the spelling being different to BIS standards (mechanised instead of mechanized for example) will prevent the groups being detected properly. Not sure why RHS aren't using logistics though, since the units spawn with all the other modules fine.

Share this post


Link to post
Share on other sites
Both of the above issues are most likely to do with the addon configs, which sadly we can't do anything about on our side. Often quite simple things like the spelling being different to BIS standards (mechanised instead of mechanized for example) will prevent the groups being detected properly. Not sure why RHS aren't using logistics though, since the units spawn with all the other modules fine.

Author here, I have defined the groups as shown in your wiki, and added custom group categories in addition. CfgGroups config below:

class CfgGroups
{
class East
{
	class IP_OPF_F_ST
	{
		name = "CSAT Snow Tigers";
		class IP_Infantry_ST
		{
			name = "Infantry";
			class IP_OIA_InfSquad_ST
			{
				name = "Squad";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_Soldier_SL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_Soldier_TL_FST";
					rank = "SERGEANT";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_Soldier_AR_FST";
					rank = "CORPORAL";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_Soldier_GL_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
				class Unit4
				{
					side = 0;
					vehicle = "IP_O_Soldier_FST";
					rank = "PRIVATE";
					position[] = {-10,-10,0};
				};
				class Unit5
				{
					side = 0;
					vehicle = "IP_O_Soldier_LAT_FST";
					rank = "CORPORAL";
					position[] = {15,-15,0};
				};
				class Unit6
				{
					side = 0;
					vehicle = "IP_O_Medic_FST";
					rank = "PRIVATE";
					position[] = {-15,-15,0};
				};
				class Unit7
				{
					side = 0;
					vehicle = "IP_O_Soldier_A_FST";
					rank = "PRIVATE";
					position[] = {20,-20,0};
				};
			};

			class IP_OIA_InfTeam_ST
			{
				name = "Fire Team";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_Soldier_TL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_Soldier_AR_FST";
					rank = "CORPORAL";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_Soldier_FST";
					rank = "PRIVATE";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_Soldier_LAT_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
			};
		};

		class IP_SpecOps_ST
		{
			name = "Recon";
			class IP_OIA_InfSquad_ST
			{
				name = "Squad";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_recon_TL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_recon_JTAC_FST";
					rank = "SERGEANT";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_recon_M_FST";
					rank = "CORPORAL";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_recon_exp_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
				class Unit4
				{
					side = 0;
					vehicle = "IP_O_pathfinder_FST";
					rank = "PRIVATE";
					position[] = {-10,-10,0};
				};
				class Unit5
				{
					side = 0;
					vehicle = "IP_O_recon_LAT_FST";
					rank = "CORPORAL";
					position[] = {15,-15,0};
				};
				class Unit6
				{
					side = 0;
					vehicle = "IP_O_recon_medic_FST";
					rank = "PRIVATE";
					position[] = {-15,-15,0};
				};
				class Unit7
				{
					side = 0;
					vehicle = "IP_O_recon_FST";
					rank = "PRIVATE";
					position[] = {20,-20,0};
				};
			};
		};
	};

	class OPF_F
	{
		class Infantry
		{
			class IP_OIA_InfSquad_ST
			{
				name = "Squad";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_Soldier_SL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_Soldier_TL_FST";
					rank = "SERGEANT";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_Soldier_AR_FST";
					rank = "CORPORAL";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_Soldier_GL_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
				class Unit4
				{
					side = 0;
					vehicle = "IP_O_Soldier_FST";
					rank = "PRIVATE";
					position[] = {-10,-10,0};
				};
				class Unit5
				{
					side = 0;
					vehicle = "IP_O_Soldier_LAT_FST";
					rank = "CORPORAL";
					position[] = {15,-15,0};
				};
				class Unit6
				{
					side = 0;
					vehicle = "IP_O_Medic_FST";
					rank = "PRIVATE";
					position[] = {-15,-15,0};
				};
				class Unit7
				{
					side = 0;
					vehicle = "IP_O_Soldier_A_FST";
					rank = "PRIVATE";
					position[] = {20,-20,0};
				};
			};

			class IP_OIA_InfTeam_ST
			{
				name = "Fire Team";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_Soldier_TL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_Soldier_AR_FST";
					rank = "CORPORAL";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_Soldier_FST";
					rank = "PRIVATE";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_Soldier_LAT_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
			};
		};

		class SpecOps
		{
			class IP_OIA_InfSquad_ST
			{
				name = "Squad";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_recon_TL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_recon_JTAC_FST";
					rank = "SERGEANT";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_recon_M_FST";
					rank = "CORPORAL";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_recon_exp_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
				class Unit4
				{
					side = 0;
					vehicle = "IP_O_pathfinder_FST";
					rank = "PRIVATE";
					position[] = {-10,-10,0};
				};
				class Unit5
				{
					side = 0;
					vehicle = "IP_O_recon_LAT_FST";
					rank = "CORPORAL";
					position[] = {15,-15,0};
				};
				class Unit6
				{
					side = 0;
					vehicle = "IP_O_recon_medic_FST";
					rank = "PRIVATE";
					position[] = {-15,-15,0};
				};
				class Unit7
				{
					side = 0;
					vehicle = "IP_O_recon_FST";
					rank = "PRIVATE";
					position[] = {20,-20,0};
				};
			};
		};
	};
};
};

And the complete addon config for reference: http://pastebin.com/YsD9J0fA

Share this post


Link to post
Share on other sites

Hello, I am trying to create a mission using an OPFOR AI commander on asymmetric mode.

I seem to have some issues with this.

I am using All In ArmA terrain pack Takistan.

In debug it tells me that certain civilians have gone rogue or have become suicide bombers but they do not seem to ever attack, or have weapons/suicide vests.

Everything should be set up correctly as the rogue civilians have weapons and bombs on altis or stratis for example.

Anybody else have this issue?

Share this post


Link to post
Share on other sites
My group used ALiVE last night with pretty good results. After using the Asymmetric AI Commander two things came to my mind;

The addition of a "Civilian Stop" command if you are within a certain distance of a civilian. Running them down for intel is very annoying and time consuming. Maybe even have a percentage chance they will not stop tied to their current aggression level.

The ability for AI controlled by the Asymmetric Commander to "go quiet/civilian" if there are to many enemy forces in the area and then the ability to return to insurgents when the enemy passes. Maybe they create a cache with their weapons in the nearest house they can recover later.

Love this mod guys.

Hey mate!

Good input, i think I read it before somewhere - will do a civi stop as a start!

have a nice day

Share this post


Link to post
Share on other sites

IndeedPete - many thanks, will take a look in a bit.

Share this post


Link to post
Share on other sites
Hey mate!

Good input, i think I read it before somewhere - will do a civi stop as a start!

have a nice day

I second the "stop" command suggestion.

It is rather annoying/hilarious seeing our squad running around like chickens trying to chase down Civs. That would be a welcome addition for sure.

Share this post


Link to post
Share on other sites

Trying to set up asymmetric in chernarus with AiA Terrain Pack

The civilians spawn trapped inside solid houses

Apparently other people have gotten civilian spawns to work in it, how do I fix this?

Share this post


Link to post
Share on other sites
Author here, I have defined the groups as shown in your wiki, and added custom group categories in addition. CfgGroups config below:

class CfgGroups
{
class East
{
	class IP_OPF_F_ST
	{
		name = "CSAT Snow Tigers";
		class IP_Infantry_ST
		{
			name = "Infantry";
			class IP_OIA_InfSquad_ST
			{
				name = "Squad";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_Soldier_SL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_Soldier_TL_FST";
					rank = "SERGEANT";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_Soldier_AR_FST";
					rank = "CORPORAL";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_Soldier_GL_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
				class Unit4
				{
					side = 0;
					vehicle = "IP_O_Soldier_FST";
					rank = "PRIVATE";
					position[] = {-10,-10,0};
				};
				class Unit5
				{
					side = 0;
					vehicle = "IP_O_Soldier_LAT_FST";
					rank = "CORPORAL";
					position[] = {15,-15,0};
				};
				class Unit6
				{
					side = 0;
					vehicle = "IP_O_Medic_FST";
					rank = "PRIVATE";
					position[] = {-15,-15,0};
				};
				class Unit7
				{
					side = 0;
					vehicle = "IP_O_Soldier_A_FST";
					rank = "PRIVATE";
					position[] = {20,-20,0};
				};
			};

			class IP_OIA_InfTeam_ST
			{
				name = "Fire Team";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_Soldier_TL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_Soldier_AR_FST";
					rank = "CORPORAL";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_Soldier_FST";
					rank = "PRIVATE";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_Soldier_LAT_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
			};
		};

		class IP_SpecOps_ST
		{
			name = "Recon";
			class IP_OIA_InfSquad_ST
			{
				name = "Squad";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_recon_TL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_recon_JTAC_FST";
					rank = "SERGEANT";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_recon_M_FST";
					rank = "CORPORAL";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_recon_exp_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
				class Unit4
				{
					side = 0;
					vehicle = "IP_O_pathfinder_FST";
					rank = "PRIVATE";
					position[] = {-10,-10,0};
				};
				class Unit5
				{
					side = 0;
					vehicle = "IP_O_recon_LAT_FST";
					rank = "CORPORAL";
					position[] = {15,-15,0};
				};
				class Unit6
				{
					side = 0;
					vehicle = "IP_O_recon_medic_FST";
					rank = "PRIVATE";
					position[] = {-15,-15,0};
				};
				class Unit7
				{
					side = 0;
					vehicle = "IP_O_recon_FST";
					rank = "PRIVATE";
					position[] = {20,-20,0};
				};
			};
		};
	};

	class OPF_F
	{
		class Infantry
		{
			class IP_OIA_InfSquad_ST
			{
				name = "Squad";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_Soldier_SL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_Soldier_TL_FST";
					rank = "SERGEANT";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_Soldier_AR_FST";
					rank = "CORPORAL";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_Soldier_GL_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
				class Unit4
				{
					side = 0;
					vehicle = "IP_O_Soldier_FST";
					rank = "PRIVATE";
					position[] = {-10,-10,0};
				};
				class Unit5
				{
					side = 0;
					vehicle = "IP_O_Soldier_LAT_FST";
					rank = "CORPORAL";
					position[] = {15,-15,0};
				};
				class Unit6
				{
					side = 0;
					vehicle = "IP_O_Medic_FST";
					rank = "PRIVATE";
					position[] = {-15,-15,0};
				};
				class Unit7
				{
					side = 0;
					vehicle = "IP_O_Soldier_A_FST";
					rank = "PRIVATE";
					position[] = {20,-20,0};
				};
			};

			class IP_OIA_InfTeam_ST
			{
				name = "Fire Team";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_Soldier_TL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_Soldier_AR_FST";
					rank = "CORPORAL";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_Soldier_FST";
					rank = "PRIVATE";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_Soldier_LAT_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
			};
		};

		class SpecOps
		{
			class IP_OIA_InfSquad_ST
			{
				name = "Squad";
				side = 0;
				faction = "IP_CSAT_ST";
				class Unit0
				{
					side = 0;
					vehicle = "IP_O_recon_TL_FST";
					rank = "SERGEANT";
					position[] = {0,0,0};
				};
				class Unit1
				{
					side = 0;
					vehicle = "IP_O_recon_JTAC_FST";
					rank = "SERGEANT";
					position[] = {5,-5,0};
				};
				class Unit2
				{
					side = 0;
					vehicle = "IP_O_recon_M_FST";
					rank = "CORPORAL";
					position[] = {-5,-5,0};
				};
				class Unit3
				{
					side = 0;
					vehicle = "IP_O_recon_exp_FST";
					rank = "PRIVATE";
					position[] = {10,-10,0};
				};
				class Unit4
				{
					side = 0;
					vehicle = "IP_O_pathfinder_FST";
					rank = "PRIVATE";
					position[] = {-10,-10,0};
				};
				class Unit5
				{
					side = 0;
					vehicle = "IP_O_recon_LAT_FST";
					rank = "CORPORAL";
					position[] = {15,-15,0};
				};
				class Unit6
				{
					side = 0;
					vehicle = "IP_O_recon_medic_FST";
					rank = "PRIVATE";
					position[] = {-15,-15,0};
				};
				class Unit7
				{
					side = 0;
					vehicle = "IP_O_recon_FST";
					rank = "PRIVATE";
					position[] = {20,-20,0};
				};
			};
		};
	};
};
};

And the complete addon config for reference: http://pastebin.com/YsD9J0fA

Seems like there are no groups defined for faction IP_CSAT_ST, which is the faction which is also returned from the actual units. Seems like the faction used for cfgGroups is differend: IP_OPF_F_ST

Share this post


Link to post
Share on other sites
Seems like there are no groups defined for faction IP_CSAT_ST, which is the faction which is also returned from the actual units. Seems like the faction used for cfgGroups is differend: IP_OPF_F_ST

Ah, okay. I think I see my mistake. I don't use Alive hence I've never noticed. It's just something players ask for. Thank you!

Share this post


Link to post
Share on other sites
Both of the above issues are most likely to do with the addon configs, which sadly we can't do anything about on our side. Often quite simple things like the spelling being different to BIS standards (mechanised instead of mechanized for example) will prevent the groups being detected properly. Not sure why RHS aren't using logistics though, since the units spawn with all the other modules fine.

This ^

That is what i thought, seense it spawns in and works with everything else it should be working :P Oh well il keep trying.

ChronicleDude

Share this post


Link to post
Share on other sites

Anyone else noticed the IED's going off either randomly or when Enemy Units are near? I know this was an issue after a previous release but was addressed shortly afterwards. Maybe the ARMA 3 Update has caused this?

Share this post


Link to post
Share on other sites
ALIVE is still great, just came back after an extended brake from arma and mission making, so i decided to see whats what with ALIVE, made a mission and everything seems to run smooth until i leave it on over night. When i came back i see there is almost no forces left on both sides.

What i found out after some testing was that the Military Logistics modul wont work with RHS (rhs_faction_usarmy_wd), whenever i run the test script nothing happens. When i run the script with BLU_F i get new units from the skies :D! So all i change is the force faction from RHS to Vanilla and i get units?

Test script

To test a standard logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML.sqf"

To test a airdrop logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML_AIRDROP.sqf"

To test a heli insert logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML_HELI_INSERT.sqf"

Any clues anyone? I really hope to keep playing with RHS vanilla can't even come close.

Any answers is really appreciated ;)

ChronicleDude.

Both of the above issues are most likely to do with the addon configs, which sadly we can't do anything about on our side. Often quite simple things like the spelling being different to BIS standards (mechanised instead of mechanized for example) will prevent the groups being detected properly. Not sure why RHS aren't using logistics though, since the units spawn with all the other modules fine.
This ^

That is what i thought, seense it spawns in and works with everything else it should be working :P Oh well il keep trying.

ChronicleDude

Ok so i spent the day working this, and i think i have figured it out, correct me if im way out there. (This is all with mods so this might be related to something else entirely)

But from what i see with my testing on diffrent maps From Stratis, altis, chernarus and SMD Sharani. It look's like my problem with the no respawn is connected with a third AI commander.

Example:

RHS Us, RHS Rus and a thrid as insurgents (Tested with PG_Services and RHS Insurgents). When i add the third (asymmetric) commander and give him a area to controll or work out from, the rest stops reciving reinforcement's. When i remove him (the 3rd commander) everything starts working again.

Again this is with multiple mods active not just alive and vanilla so this could be anything really.

My mod list:

MoHBsc4.png

So for now i will go back to only two commander on field that way it works, please if anyone else have the same issue and got it to work let me know? o7

ChroniceDude.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×