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ALiVE - Advanced Light Infantry Virtual Environment

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Yep only one OPCOM per side (OPCOM can control multiple factions on the same side however)

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Units that are currently spawned in may also move out of the TAOR area due to ALiVE_fnc_ambientMovement which basically just causes them to patrol randomly in a radius.

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Yep only one OPCOM per side (OPCOM can control multiple factions on the same side however)

 

Same side?

How about something more like a... allies?

 

I would want NATO and AAF team up against CSAT. NATO controlled by Invasion OPCOM and AAF by Occupation OPCOM. CSAT being the Asymmetric OPCOM.

Making a total of 3 OPCOMs here.

 

I've checked out the demo mission: Triple Threat, there are three OPCOMs, although NATO, AAF and CSAT are all hostile against each others.

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The first version of the mod was (before the name conversion) so hopefully it still is. I'll check the faction names once I get home.

 

Thanks, your right the first version did work TEI_UNSC but if you use OPTRE_UNSC it does not work it spawns OPFOR??? 

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I'm using RHS with ALiVE and CAF aggressors too.

 

For the AI roadblocks is there anyway to disable the emplaced futuristic 2030 era HMGs from appearing and instead have the insurgents use current/recent HMGs instead please?

 

I'm thinking here fixed weapons from the RDS Static Weapons pack http://www.armaholic.com/page.php?id=24909

 

Maybe this could be a request for a future release of ALiVE if not possible now?  :)

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I'm using RHS with ALiVE and CAF aggressors too.

 

For the AI roadblocks is there anyway to disable the emplaced futuristic 2030 era HMGs from appearing and instead have the insurgents use current/recent HMGs instead please?

 

I'm thinking here fixed weapons from the RDS Static Weapons pack http://www.armaholic.com/page.php?id=24909

 

Maybe this could be a request for a future release of ALiVE if not possible now?  :)

Right now there is no way to do this, it was requested awhile ago but either discarded/put to future possibilities. The main problem is that everything spawned is a composition instead of being spawned one at a time. I'm sure there could be some workaround using a nearObjects check. Then you would also have to work on how to implement it (into the module and the code) smoothly.

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Has anyone gotten ALiVE CAS to work with fixed winged aircraft for more than one run? Or with multiple aircraft? It seems like no matter what aircraft or map I use the AI manages to take off, but they either don't land, or land and get stuck somewhere. I've never gotten it to work with multiple aircraft, as when one lands it gets stuck on the other. I'm guessing this is a Arma AI pathfinding thing?

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Has anyone gotten ALiVE CAS to work with fixed winged aircraft for more than one run? Or with multiple aircraft? It seems like no matter what aircraft or map I use the AI manages to take off, but they either don't land, or land and get stuck somewhere. I've never gotten it to work with multiple aircraft, as when one lands it gets stuck on the other. I'm guessing this is a Arma AI pathfinding thing?

Yeah that would be an AI pathing problem. On vanilla maps it works fine for the most part but you might run into problems on maps with runways that aren't made for AI use.

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Yeah that would be an AI pathing problem. On vanilla maps it works fine for the most part but you might run into problems on maps with runways that aren't made for AI use.

I wonder if there is any plan to implement a virtual system like vanilla Arma has for support, just spawn the aircraft in already flying and then despawn it. Would fix that issue.

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I'm having issues getting a mission to start it keeps crashing on start up. If someone with Alive knowledge would like to help me, please pm me and I'll pass along my TS info.

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Right now there is no way to do this, it was requested awhile ago but either discarded/put to future possibilities. The main problem is that everything spawned is a composition instead of being spawned one at a time. I'm sure there could be some workaround using a nearObjects check. Then you would also have to work on how to implement it (into the module and the code) smoothly.

Thanks for the information Spyderblack723.

 

Really enjoying ALiVE now that I understand it much better than a few weeks ago.

 

The module approach makes things so much easier than scripts lol

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I'm having issues getting a mission to start it keeps crashing on start up. If someone with Alive knowledge would like to help me, please pm me and I'll pass along my TS info.

 

Please post your RPT file for us to look at (and your server's RPT file if it's a dedicated server - post to pastebin and link back here).  Also your server startup line (or if trying in single player a list of mods you are using), and any error messages you get with the crash.

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I'm having issues getting a mission to start it keeps crashing on start up. If someone with Alive knowledge would like to help me, please pm me and I'll pass along my TS info.

If you are trying to start a mission from a local dedicated server from your pc, it will crash if you havent open port 2302-2305 in your router, if you haven't you probably can not join your server either. The reason why is the data module is placed in the mission, and it tries to connect to alive database, if those port are not open, connection will be blocked in the firewall on the router, and the game crash to desktop. You should also check your server settings on war room, but this should not crash the game.

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If you are trying to start a mission from a local dedicated server from your pc, it will crash if you havent open port 2302-2305 in your router, if you haven't you probably can not join your server either. The reason why is the data module is placed in the mission, and it tries to connect to alive database, if those port are not open, connection will be blocked in the firewall on the router, and the game crash to desktop. You should also check your server settings on war room, but this should not crash the game.

its a dedicated box, I got it to load last night, not sure how.

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How to setup a local dedicated server for ALiVE

 

Step 1:

Download TADST from Armaholic, and unzip the content to desktop. Copy TADST.ext to your arma 3 directory. Ex: C:\Program Files (x86)\Steam\steamapps\common\Arma 3. Make a new shortcut on TADST.exe and but it on your desktop.

 

Step 2:

Click on windows icon and then search for all programs, type: ¨run¨ and then the run application will open. Type cmd in the text field, then it will open a DOS interface. Type inn ipconfig/all and press enter. You will se alot off ip adresses. Take note of the following ip adresses:

  • IP adress

  • Networkmask.

  • Standard Gateway

  • DNS Server

  • DNS Server alternative

Step 3:

Right click on your nettwork ikon to buttom right on your desktop, and click on network and sharingcenter. Then you click change setting for network cards. Locate your active network card and right click and select properties. Then you will see a menu, locate Internett protocoll 4 TCP/IPv4, select that, and click on properties. Selct manual configuration on both Ip adresses and DNS adresses. Type in the values you took note off in step 2. click on OK, USE and OK. Its important that yout PC is on a Static IP, se step 4.

 

Step 4:

Open a internett explorer, type in the Standard Gateway adress you took note on step 2, press enter.

Then you shoud se the login interface to your router, if you dont know your login details, its normaly: username: admin, password: is your default key, labeled under you router. locate the settings for port forwarding, normaly it shown under network security, depending of your router. You must allow port 2302-2305 to be open, in most cases you must also define and IP adress for a server or a divice, ie your dedicated server for arma 3.

 

Step 5:

 

Click on this link: http://www.whatsmyip.org/, take note on the ip adress displaying. This is your external ip adress, witch you must use in War Room.

 

Step 6:

 

Go to: http://alivemod.com/user/login and create an account, create a new group and click on create a server. Follow the server setup instructions. IT IS IMPORTANT THAT YOU UPDATE @Aliveserver and ALiVE.cfg after each update on alive!

 

Step 7:

 

Open TADST, follow guide on armaholic on how to setup TADST. The only thing that is not noted on the guide is the value on Steam port, the correct value is 2305 not 8766.

Select a ALiVE mission,

(try one of the official missions from ALiVE, you find them in @AliVE, Demo, MP. Copy the ALiVE_Insurgency_Redux.Altis.pbo or the mission of your choice and paste it to MPmissions in Arma3 directory.)  And you need to run the exact same mods as your client but include @aliveserver aswell. Click LOUNCH

 

 Remember to shut down Steam client, the Steam client must always be shut down before you starting your dedicated server!

 

Step 8:

 

Start Steam client again and start arma3. Go to multiplayer and click on filters, type in your name on your server, it might take some time before it shows up! When it shows up join your server and start to play! When you want to save your mission: open chat and type login yourpassword defined in TADST, click on Server Save and Exit. Login in to War Room and and check that the stats is showing up and everything look ok. If it is, then cudos to youJ

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Hi Folks,

 

New recruit to Arma and now Alive...

 

So far I'm very impressed - following the tutorials (somewhat outdated ?) and Wiki - I setup my own little standalone demonstration of most of the modules of Alive last night - and it actually worked !!! I haven't messed with asymmetrical warfare yet but that's next on the list...

 

One question - should I be using an AI Mod with Alive and if so would there be one that seems to work well with Alive ???

 

Looking forward to getting to know Alive - thanks !!!

 

Regards,
Scott

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Hi Folks,

 

New recruit to Arma and now Alive...

 

So far I'm very impressed - following the tutorials (somewhat outdated ?) and Wiki - I setup my own little standalone demonstration of most of the modules of Alive last night - and it actually worked !!! I haven't messed with asymmetrical warfare yet but that's next on the list...

 

One question - should I be using an AI Mod with Alive and if so would there be one that seems to work well with Alive ???

 

Looking forward to getting to know Alive - thaggnks !!!

 

Regards,

Scott

I use asr ai, works pretty well, actually its terrifying some times! One time i ended up in a heavy firefight in negades on altis and we took some casualties, me and ai mates pushed forward and suddenly we took fire from both flanks, and before i could react i was back on respawn! lol

They also call for help in a certain radius, 500m is default, so if you stay in one spot for to long, you suddenly have a living hell in no time! combine this with the ai comander from alive, you can look forward to some insane and epic fights!

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If it reverts to spawning CSAT then that means the faction doesn't work with ALiVE

 

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

Thanks for the response Savage but from what I see in the Config they did follow the naming convention as did TEI so it must be something else. Too bad would have been a great add to Alive

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I use asr ai, works pretty well, actually its terrifying some times! One time i ended up in a heavy firefight in negades on altis and we took some casualties, me and ai mates pushed forward and suddenly we took fire from both flanks, and before i could react i was back on respawn! lol

They also call for help in a certain radius, 500m is default, so if you stay in one spot for to long, you suddenly have a living hell in no time! combine this with the ai comander from alive, you can look forward to some insane and epic fights!

 

Seconded.

 

We use ASR AI in all of our ALiVE missions.  Outstanding add on.

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Hi Folks,

 

Thanks for the help on the AI - I'll give it a shot as soon as I am able...

:)

 

Regards,
Scott

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Would you guys think of using github for the project like cce3 and cba? Just an idea that way the community can view progress. Report bugs. I seen your using somthing similar but it doesn't look as professional as github. Keep up the work though.

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