friznit2 350 Posted September 29, 2014 alivemod.comThe next generation dynamic persistent campaign for ArmA3Release 0.8 Command & Control Similar to the Logistics capabilities we added in 0.7, this release adds another set of important tactical support functions. The ALiVE C2ISTAR Module provides the first in a series of tools for players to communicate, disseminate and record mission critical information via advanced map markers, drawing tools and a suite of tactical reports and returns. Additionally, both Player and AI Commanders (OPCOM) can issue missions and tasks on the fly with the Player Tasks Module. This will automatically generate tactical and logistics tasks in support of OPCOM’s current objectives and is an invaluable tool for ensuring player activity stays aligned to the ebb and flow of the battle. Grab an ALiVE Tablet from the Support Crate and check it out! See the ALiVE WIki for further details. We have given some love to a number of existing modules, including a completely revamped Multispawn system that includes an immersive helicopter insertion, respawns in buildings and HQ vehicles as well as group or faction level respawns. We've added some long awaited improvements to Combat Support, such as the ability to sync editor placed vehicles with an init line to the CS module. There are lots of other bugs fixes and feature requests too, so be sure to check out the full change log! There have been some important changes and improvements to lots of modules based on user feedback. Please check the Release Highlights below! Server Admins: This build requires the latest ALiVEPlugIn.dll found in the archive. Please update your servers! War Room As Tupolov reported recently, we were forced to wipe Player Stats sooner than expected whilst applying some updates to War Room. This has no impact on existing persistent mission data. We will continue to add new functionality to War Room over the coming months to develop the integrated C2ISTAR and Operations Room concept. More details will be posted in due course. Meanwhile, if you’ve not done so already register with us now and start taking advantage of ALiVE mission persistence and battlefield data feeds. Join up now! Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix and ArmAholic Manual Please refer to the ALiVE Wiki. It’s not the prettiest but all the info you need should be there. If anything is missing or unclear, please let us know by submitting a ticket on our Development Tracker and we’ll look to fix it. Support Forum For direct support and feedback from the ALiVE dev team, join us on Skype or sign up to the forum on our website: http://alivemod.com/forum/ Release Highlights Multispawn - added various options including an immersive heli insertion. ALIVE Splashscreen can now be disabled by removing the pbo from @ALIVE/addons. Single Player Savegame can be enabled via the Requires ALiVE module. C2ISTAR Player Tasks - players require an ALiVE_Tablet to access. Player Tasks have been removed from the OPCOM module. OPCOM - Removed autogenerated OPCOM tasks in favor for C2ISTAR and added functions to allow players to jump directly to the nearest action (See Wiki) Garbage Collector - added the ability to exclude objects (wrecks, corpses, vehicles etc) by syncing to the module. Also a setVariable option. Combat Support - added ability to sync editor placed crewed vehicles with custom init lines (See Wiki) Player Logistics - added the ability to exclude objects by syncing to the “Disable Logistics†module. Also a variable can be set according to setVariable option. Several important fixes: Profiles: fix for playable AI team members getting deleted if profiled. Player Logistics: fixed enableSimulation issue. CQB: now works on the Server again and no longer ignores Blacklists if also TAOR markers were used. Combat Support: now deletes crew from destroyed CS vehicles. MP: fix for parachuting vehicles on some A2 maps. Changelog (Don't Click!) Advanced Light Infantry Virtual Environment (ALiVE) Changelog Repo updated 28/09/2014 @ 22:25 BST - Latest Version set to 1409251 - Release Build 0.8.0 - Note. This Release Build requires the latest ALiVEPlugIn.dll [sUP MULTISPAWN] Missed "none" option in module params [DEMO] Updated Foursome, Divide and Rule, and Airport Assault with new modules [mil_C2ISTAR] removed clientside debug output [mil_logistics] small bugfix [VARIOUS] Removed visible debug output for former Module Init fix [sYS MARKER] Fixed ALiVE persistence broke when quotes where used [mil_C2ISTAR] Fix for file not encoding on pbo [sup_player_resupply] Fix for file not encoding on pbo [compositions] Hazeys fixes for https://dev.withsix.com/issues/75099 [sys_tour] started on modules placement and modules OPCOM, camera fun! [x_lib] ported camera functions [ui] improved menu system [clusters] Indexes made for Imrali http://forums.bistudio.com/showthread.php?183457-Map-Imrali-Island [sys_newsfeed] Disabled newsfeed module function being called on creation [sys_data] m [sys_data] Temp fix for malformed data responses causing RPT spam [sys_newsfeed] Auto enabled and updated newsfeed [sys_stats] Fixed issue with unknown username [sys_data] Improved debug output and error handling [sys_aar] Avoid storing type [ui] create menu handling system for creating dialogs and rsc display with alive theme [mil_C2ISTAR] couple of debug removals [sys_stat] Fix typo [sys_stats] Player profile downloaded from War Room now includes stats, using Naught's new JSON function [sys_data] Added create function to support auto enablement [mil_C2ISTAR] fix for generated tasks reported by savage [sys_profiles] Changed strings to Virtual AI [aiskill] added create function [main] added create to requires alive [VARIOUS] Fixed tuplication of menu items on first server start and ensured init is only done once due to this bug http://feedback.arma3.com/view.php?id=17921! [mil_C2ISTAR] Stringtable updates [mil_C2ISTAR] small bugfix [mil_intelligence] Depreciated, merged sector display and intel modules into C2ISTAR. Hidden depreciated modules from selection. [sys_data_couchdb] Handling null values in hash or array during conversion to JSON string [main] added default support for suddens East vs West mod for ambient vehicles and convoys [sys_profile] removed debug info [sys_profile] made a work around for group configs that don't contain side data - allows A2 groups to spawn correctly without murdering each other [main] borked static data.. [main] added couple of civ units to CQB blacklist [mil_C2ISTAR] small fix for recreation of tasks on restore of mission [sys_data_couchdb] Exception handling added to deal with http://dev.withsix.com/issues/75161 [VARIOUS] Added CQB, OPCOM, Multispawn, Player Logistics, Viewdistance, Weather to Field manual (WIP) [sys_player] Error handling and reporting to catch http://dev.withsix.com/issues/75160 [sys_aar] Updated data specification for War Room interoperability [main] Updated mod information on main menu [sys_marker] Added ability to draw markers on the briefing map, other minor fixes. Added Field Manual entry for sys_marker. [main] couple small fixes to buttonAbort [all persistence] improved the save functions to return an array of messages about save results [arjay code cleanup] added private vars to my code where missing. updated private var report [tools] ran private variable report again [sYS LOGISTICS] Fix for fucked up BIS inventory command magazinesAmmo (as it returns different resultsets for vehicles and boxes and/or items and magazines, leading to gazillions of item entries if applied on a box (9999 entries for a CSE box f.e. as magazinesAmmo _CSE_box returned [[Atropin,1],[Atropin,1],....] instead of the expected [[Atropin,2],...]). [sys_marker] Added free drawing or lines, ellipses and rectangles. Press [ to cycle through draw modes on map. Left Ctrl and LMB to create a free draw marker. Left Ctrl and RMB to delete. Left Ctrl and LMB on an existing marker to edit. Still WIP [all persistence] Implemented a tablet UI to give the server admin a good idea about saving progress. Server will display this tablet until server saving process is finished then will exit the mission. [all persistence] Made a global var: ALiVE_SYS_DATA_DEBUG_ON set by the database module debug option (added). This will enable IN DEPTH RPT reporting of sys data and sys data couch db operations. It also controls RPT output of various module load and save operations. [x_lib] found a serious issue related to CBA_fnc_isHash (reported on CBA tracker) but for peace of mind have ported to ALIVE_fnc_isHash to make the fix for now. Replaced all instances of CBA_fnc_isHash with ALIVE_fnc_isHash [credits] Added Cameroon, Hazey and Naught [all persistence] removed all loading screens from individual save methods, implemented instead in buttonAbort. Made button abort serversave wait unitl 1 player remains - assumed is admin. Then display loading screen until saving is completed - seems to work! [sys_data] added some dumps to server OPD [ALiVEPlugIn] Updated plugin to include a StartALiVE function [sys_data] Added function to send alive.log output to server.rpt [mil_C2ISTAR] implemented saving of player created tasks [fnc_analysis] fixed an issue on MP for friendly unit marking [sys_profile] fix for issues seen in keith's RPT [mil_C2ISTAR] added rewards for completed tasks. Rewards currently increase the factions forcePool [mil_C2ISTAR] removed testing vars [mil_C2ISTAR] improved the HVT task, random possiblity of insertion, extraction, or static HVT missions [mil_logistics] Added a radio broadcast to side with available force pool post logistics insertion [sup_resupply] Changed module priority and added wait for profile system startup [mil_C2ISTAR] Changed module priority and added wait for profile system startup [analysis] fixed issue on chernarus in AiA TP - re-analysis done [sUP CS] Added possibility to sync real vehicles! http://dev.withsix.com/issues/74872 [sUP CS] Changed: Groups and Units are deleted on Respawn now, even if they exited their vehicle ("Rescue the pilots mission" should be handled by C2ISTAR)! Fixed: Planes were not parking and taking after RTB, making them unavailable, and crashing (http://dev.withsix.com/issues/74748) [MIL CONVOY] Hide Module in Editor (scope = 1), as its going to be disabled in favor for MIL Logistics and to avoid feature tuplication! [sYS PLAYERTAGS] Updated playertags with new method of drawing icons - now in unscheduled using drawIcon3D to avoid flickering and and the unscheduled while loop! Set new method to default but left former method intact so there is backward compatibility granted! Added option to only show player tags when looking directly at the unit http://dev.withsix.com/issues/73684 to both methods (old and new)! [mil_intelligence] fixed a bug where bluforce radius number does not effect [sYS GC] Added option to sync objects/units to GC that shall not be removed. Optional: this setvariable ["ALiVE_SYS_GC_IGNORE",true]. http://dev.withsix.com/issues/74718 [MIL OPCOM] Removed player taskings from OPCOM in favor for C2ISTAR and to avoid feature tuplication! http://dev.withsix.com/issues/75141 [sys_player] Added support to Player Persistence for non-side uniforms being worn by players (and being restored correctly) [sys_player] Fixed issue where hats/helmets/headgear was not restored http://dev.withsix.com/issues/74750 [main] mod.cpp updated to new spec [mil_C2ISTAR] updated task copy again from Friz [clusters] fixed indexes for AiA TP for Bystrcia, Sahrani, Southern Sahrani, United Sahrani [main] Updated CfgMod entry to match newer DLC entries [config] Removed CfgMod entry in modules [mod.cpp] Added new entries based on CBA updated mod.cpp [sys_profile] fix for https://dev.withsix.com/issues/74746 [sys_profile] a group that is synced can only be profiled once [sys_profile] fix for https://dev.withsix.com/issues/75100 [sys_crewinfo] changed colours of text to better suit A3 [sys_marker] Fixed JIP issue for advanced markers [xlib] Improved hint function by adding ALiVE logo [sys_sitrep] Added war room data to spotrep, patrolrep and marker systems [sys_aar] Added war room data to AAR and added helper functions [sYS ADMINACTIONS] Fixed: Admin options for serverside modules were out of sync / unpersistet on admin disconnect. http://dev.withsix.com/issues/75102 [sYS PROFILE | AMB CIV POP] Added: Referenced System-Logic as ALiVE_SYS_PROFILE and ALiVE_AMB_CIV_POPULATION (as they were unsued and nil before) to be able to get the module params in preparations of http://dev.withsix.com/issues/75102, changed way of converting string->bool for some debug values (rJ please review) [MIL CQB] Fixed Blacklists were ignored if TAOR markers were placed http://dev.withsix.com/issues/75040 [mil_C2ISTAR] tweaked task atmospherics, transport task gets IR Strobe or Smoke at pickup point. Mil defence gets random smoke bombardment in daytime or flares at night. [mil_C2ISTAR] updated task text from Friz [uI] Implemented "removable" splashscreen [sys_profile] hopeful fix for simulation to 0,0,0. Fix to simulation markers when leader is killed. [mil_C2ISTAR] new task - destroy vehicle - selects an existing vehicle profile to destroy [mil_C2ISTAR] new task - destroy infantry - selects an existing entity profile to destroy [mil_C2ISTAR] new task - defend mil base - selects a held objective and sends waves of enemies against it [sys_patrolrep] UI fixes [sys_sitrep] UI fixes Merge branch 'develop' of https://git.withsix.com/alive into develop [sys_patrolrep] UI and form fixes, still WIP [sUP MULTISPAWN] INS: Fixed Respawn at [0,0,0] under some circumstances, Fixed weird behaviour after players disconnected while beeing in queue, Ensured insertion is ended when insertion transport was killed, Changed input check for insertion to happen earlier [mil_C2ISTAR] Added troop insertion with vehicle task [C2ISTAR] Updated to do list on sub systems (spot, sit and patrol rep) [sys_data] Added WIP AAR functionality [C2ISTAR] SITREP and PATROLREP integrated into C2ISTAR menu [main] Added SITREP and PATROLREP to server save method [sys_patrolrep] WIP PATROLREP functionality added to ALiVE Tablet [sys_sitrep] Updated to support new SITREP functionality using ALiVE Tablet [sys_spotrep] Updated OPC method [OPC] Updated modules to new OPC method [main] Added new modules to debug [mil_C2ISTAR] various utility methods. Made random possibility of mil logistics insertion during mil assault task. Ported code from MSO HVT task into HVT task. Ported some arjay lib functions createBombardment etc. [mil_C2ISTAR] Fixed JIP issues for group and side tasks [sUP MULTISPAWN] Further improvements: [sUP MULTISPAWN] RESYNC 2! Fixed Insertion only put in the first player, made insertion more robust against null objects if players disconnected f.e. and ensured insertion is only started with valid data! [mil_C2ISTAR] seperated mil and civ assault tasks [sUP MULTISPAWN] Fixed Insertion only put in the first player, made insertion more robust against null objects if players disconnected f.e. and ensured insertion is only started with valid data! [mil_C2ISTAR] MP testing fixes [sUP MULTISPAWN] Implemented 2 more rSpwN types: building spawn and group based spawn! Updated module description! [mil_C2ISTAR] couple o fixes [mil_C2ISTAR] got autogenerated tasks working - booya! [sys_adminactions] ghost mode now comes with a free invisibility cloak [mil_C2ISTAR] auto generation of tasks progress [mil_C2ISTAR] added a whole bunch of fixes, prep for auto generation of tasks [sys_marker] Fixed delete issue for markers and changed sitrep to spotrep [mil_C2ISTAR] Made marker creation and radio chatter utils for tasks [sUP MULTISPAWN] Reworked basecode (incl. store) to be able to handle factions instead of sides on all cases (air insertion, regular faction based, spawn in vehicle). This allows for a higher detail of respawn options. Smoothed respawn transmission! Fixed some bugs! [mil_C2ISTAR] wip HVT assassination task [mil_C2ISTAR] added random text selection for task title, implemented in staticData for now. More task utils. [mil_C2ISTAR] cleaned up a few things, made a utils directory to store utility functions specific to tasks [sUP MULTISPAWN] Added 2 new Respawn types (vehicle and faction based), various [mil_C2ISTAR] first working prototype generated task! [mil_C2ISTAR] added more options to the task generation UI. slowly hooking up analysis functions to task generation [fnc_Analysis] added some more functions to battlefield analysis getClustersOwnedBySide, getSectorsContainingSide [mil_C2ISTAR] removed main menu [fnc_analysis] more features added to battlefield analysis [sUP MULTISPAWN] Refactoring and cleanup of SUP Multispawn! Added new type of respawn: "Insertion"! [X_LIB] ALiVE_fnc_allSides, classSide and compileReadableDate [mil_logistics] more fixes [fnc_analysis] created battlefield anaylsis! made plotters to display casualty hotspots and OPCOM cluster ownership run execVM "\x\alive\addons\fnc_analysis\tests\test_battlefieldAnalysis.sqf" to display test plots [mil_logistics] couple of fixes [mil_C2ISTAR] added more interface options to the generate task UI [mil_C2ISTAR] updated OPC to use new function [sys_profile] updated OPC to use new function [x_lib] created function for OPC player find - getPlayerByUIDOnConnect [x_lib] created inspect array function [mil_C2ISTAR] more mp testing... [mil_C2ISTAR] more testing for MP issue....... [mil_C2ISTAR] more fixes [mil_C2ISTAR] made initial task generator interface and backend [mil_C2ISTAR] added functionality to create child tasks of parent tasks [ui] tweaked the fleximenu ui settings to fit a bit better into default A3 [mil_C2ISTAR] hopeful fix for MP issues! [mil_C2ISTAR] yet more debug messages to work out this bug... [main] added debug call to postServerInit.. more trying to track down issue with C2ISTAR in MP [mil_C2ISTAR] more debug messages to try to fix MP issue [mil_C2ISTAR] made player list restricted to side [sys_marker] Fixed minor bugs and issues with sys_marker and sys_sitrep [sYS LOG] Resync of fnc_logistics II [sYS LOG] Resync of fnc_logistics Merge branch 'develop' of https://git.withsix.com/alive into develop [sYS Logistics] Only players should update an object with GET OUT EH, not AI [sys_sitrep] Updated todo's for HH's sanity. [MIL OPCOM] Changed way of exlucding player profiles (cleaner now, as players were still ordered waypoints in some cases) [sys_sitrep] Added ability to load and save SITREPs [MAIN] Enabled "Save" for Non-ALiVE SP missions! http://dev.withsix.com/issues/75073 [xlib] Fixed date conversion to DTG (month was 1 ahead) [sys_marker] Updates to integrate with sys_sitrep [sys_sitrep] Added ability to handle sitreps linked to markers (get created as player diary entries) WIP [mil_C2ISTAR] added debugging output to fix the MP issues.. [sys_markers] Added ability to edit markers (ctrl left click existing marker) [sys_player] Added debug hash inspection for ARJay. :) [sys_marker] Fixed marker deletion issue. Fixed JIP issue where markers were not up to date for player. [sys_marker] Added ability to add and remove persistent markers using CTRL-Left Mouse Button (add) and CTRL-Right Mouse Button (remove). Marker system will automatically save to DB if the database module is placed. [xlib] Added a createMarker function, creates markers locally [sys_data_couchdb] Added delete data function [MIL CQB / VARIOUS] Checked code for dynamic unit creation with ALiVE_fnc_findVehicleType and ChooseRandomUnits and changed CQB to only filter for armed Units! This should also prevent CQB from spawning unarmed civilians! [X LIB] Preparations for http://dev.withsix.com/issues/74993 [MIL CQB] Some Loving for CQB... [MIL OPCOM] Changed: OPCOM doesnt use player profiles (http://dev.withsix.com/issues/74336) [sup_player_resupply] made a fix for the issue when players try to request support before LOGCOM has started [mil_logistics] fix for join player group [mil_logistics] fixes for helicopter landing [mil_logistics] more fixes to various bugs [mil_OPCOM] added custom military objective to list of synced modules to get objectives from [mil_placement_custom] made CMP conform to MP setup, with objectives array of clusters that OPCOM can read from. Addresses: https://dev.withsix.com/issues/75037. Also allows for purely CMP placement! [mil_placement_custom] added check for profile persistence [mil_placement_custom] removed warning on no groups [mil_logistics] big restructuring! [sUP_CS] Allow LaserTarget in CAS Attack Run [sUP_CS] Fix bug with message from static artillery assets [sYS LOGISTICS] Disabled Workaround for enableSimulationGlobal and hideObjectGlobal as BIS stated they fixed their shit (lets see) [sYS LOGISTICS] Implemented "Disable Objects" according to http://dev.withsix.com/issues/75016! Fixed http://dev.withsix.com/issues/75029 [sys_profile] fix for parachuting vehicles on A2 maps [XLIB] Forgot to push the PlayersInRangeIncludeAir function! [sup_player_resupply] Added support vehicles to player support convoy options Disclaimer ALiVE is still in BETA and subject to change. We may need to clear database data before major updates but we will let you know well in advance if this happens. We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker. NOTE: mil_convoys is now deprecated and will be removed in a future release. We'll leave it in for the moment so it doesn't break missions but it will be gone in the future. Fair warning! Work In Progress The theme for 0.9 release is consolidation and enhancement. A primary goal for ALiVE is to deliver an intuitive, easy to use modular system and we’re concerned that this beast is getting a little unwieldy, so we going to rationalise a lot of the modules and create a more logical structure. This will unavoidably have an impact on backwards compatibility for existing missions so we will post full details on our Wiki in due course. Aside from that, we are working on an easy mode “plonk and play†quick start module and adding more detailed instructions to module ‘Show Info’ and the in game Field Manual. We’ll also be working on the new Insurgency module. We also finally succumbed and entered the Make ArmA Not War contest. See our submission here. Thanks To Special thanks to everyone here for supporting us with donations to the War Room. Database hosting isn’t free and the overwhelming popularity of ALiVE means we are using rather more data than we originally anticipated. If you want to contribute to keep the War Room ALiVE (see what I did there) then please find the Donate button at ALiVEmod.com! Have fun! Share this post Link to post Share on other sites
friznit2 350 Posted September 29, 2014 I use 1 military civilian plaement only - as units i use mostly - caf ag, might it have something with players that have dc or got kicked and then they rejoin? I will do some testing with diffrent mods and setings, and see if i find something. Please test with Rel 0.8. Many of these issues are down to locality challenges (all to do with running stuff in the right order on server vs client). Both BI and we have been working on nailing some bugs that can effect the way scripts work on servers so hopefully there will be some improvements. Share this post Link to post Share on other sites
tupolov 520 Posted September 29, 2014 We also finally succumbed and entered the Make ArmA Not War contest. See our submission here. Yay! All your support is welcome :) Share this post Link to post Share on other sites
[styr]killswitch 10 Posted September 29, 2014 aaaand voted! very nice guys :D Share this post Link to post Share on other sites
hannibal2210 1 Posted September 29, 2014 Voted!, Thanks for all your work guys! Share this post Link to post Share on other sites
Guest Posted September 29, 2014 New version frontpaged on the Armaholic homepage. ALiVE - Advanced Light Infantry Virtual Environment v0.8Community Base addons A3 ================================================ We have also "connected" these pages to your account (wolffy.au) on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! ** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic. Share this post Link to post Share on other sites
serjames 357 Posted September 29, 2014 Supported... Great job guys SJ Share this post Link to post Share on other sites
haleks 8212 Posted September 29, 2014 Release Highlights [*] Single Player Savegame can be enabled via the Requires ALiVE module. Wait a minute... Does this mean that Alive is now compatible with SP saves? Share this post Link to post Share on other sites
friznit2 350 Posted September 29, 2014 Wait a minute... Does this mean that Alive is now compatible with SP saves? Not really. This was added at popular request to get around the issue that some people had trying to save regular games when ALiVE was running. However, it should *in theory* be possible to save ALiVE SP games BUT: A. It may not work, B. It may not load correctly and C. The game will probably crash. So try it at your own risk. The best way to achieve persistence is still to join a "local dedicated server.exe" and plug your details into the War Room. Share this post Link to post Share on other sites
haleks 8212 Posted September 29, 2014 Okay, thanks for the precisions! ;) Share this post Link to post Share on other sites
lordprimate 159 Posted September 30, 2014 no more convoys?? por que?? (for why??) that really sux i actually depend on the convoy module in alot of my missions... is it being replaced?? Share this post Link to post Share on other sites
SabotAndHeat 10 Posted September 30, 2014 @ARJay Good news! The magically disappearing squad members appears to be fixed since 0.80. Also, Alive is amazing! It absolutely makes Arma feel...well...alive. It's exactly what Arma has always been missing. Thank you. Share this post Link to post Share on other sites
bhaz 0 Posted September 30, 2014 Profiles: fix for playable AI team members getting deleted if profiled. Just had this happen on a dedicated server, was commanding a tank and the gunner / driver decided to vanish. It may have been something else since there's a few scripts going, including Zeus. I'll see if it happens again tonight. Share this post Link to post Share on other sites
m4rt14l 13 Posted September 30, 2014 Congrats on your release, fantastic news and very good work. Share this post Link to post Share on other sites
Raytesh 10 Posted September 30, 2014 Very nice I have been waiting for this. I read through the changelog but any chance the AGM no radio conflict was resolved or is that on the side of the AGM devs to fix? Share this post Link to post Share on other sites
Jackson Snow 10 Posted September 30, 2014 no more convoys?? por que?? (for why??)that really sux i actually depend on the convoy module in alot of my missions... is it being replaced?? It was replaced in 0.7 I believe; the enhanced Logistics module handles it all now somehow (I've not had enough chance to play around with it to say how, though). Thanks for this release - definitely looking forward to getting on with it. Share this post Link to post Share on other sites
vengeance1 50 Posted September 30, 2014 Great Update, the ReSupply "Join Group" now works great! However I don't see the Support Vehicles in the Resupply List? Repair, Fuel, Ammo? Thanks for all the hard work! Share this post Link to post Share on other sites
SavageCDN 231 Posted September 30, 2014 Just had this happen on a dedicated server, was commanding a tank and the gunner / driver decided to vanish. It may have been something else since there's a few scripts going, including Zeus. I'll see if it happens again tonight. If you do experience this please post your client and server RPT file if possible. It was replaced in 0.7 I believe; the enhanced Logistics module handles it all now somehow (I've not had enough chance to play around with it to say how, though).Thanks for this release - definitely looking forward to getting on with it. Yes the logistics module handles all that stuff now (convoys, reinforcements, etc). Instead of just random convoys from A to B you now get logistics convoys carrying supplies/troops to the front lines (or the nearest held objective). These can be by land or air (yes helis will fly in with more troops and drop them off). This also allows players the option of intercepting enemy logistics and affecting the overall battle by denying the enemy reinforcements. ALiVE will also 'dynamically' determine where to insert the units and where to send them once they arrive. High Priority locations (mil bases with helipads, airports, etc) are preferred and if not found, ALiVE will look for low priority bases or marine civilian locations. There is a 'fixed' option as well in the module params. This requires a Military Logistics module - for further details check the wiki: http://alivemod.com/wiki/index.php/Military_Logistics **Only sync one Log module to each OPCOM** Share this post Link to post Share on other sites
citazenman 10 Posted September 30, 2014 I have been trying to get the persistence working on my server. (When I shoot someone, I want to login the next day and not have them waving back at me.) So I have been following all the instructions to the last detail. I'm stuck on getting @arma2net to work. When I place it in my mod line, two things happen. First, when I try to connect to my server I just freeze up. I can thankfully still press escape in this state and return to the server selection menu. also when I close my server, it turns into a background task instead of actually closing.(I then have to go into task manager and close it.) All of this goes away if I take arma2net out of my mod line. I've been downloading it from the server instructions on war room and placing the new addins in the proper place but nothing fixes it. any suggestions? Share this post Link to post Share on other sites
d_pfrommer 10 Posted September 30, 2014 Hi, Has anyone else had an issue with the persistence module (set to local... i.e., no database) and the multispawn module reps awning the player without ammo? All other gear and uniforms come back, just not ammo. I raised this question prior to 0.8, but as the respawn module was incomplete, would readdress when 0.8 was released. Before I start tearing down other mods to uncover whether they are the source of the problem, perhaps someone can confirm for me that when one uses the respawn module and the persistence module together (again, memory only, not database persisted), one's gear and ammo are fully replaced upon respawn? Thanks! Share this post Link to post Share on other sites
SavageCDN 231 Posted September 30, 2014 I have been trying to get the persistence working on my server. (When I shoot someone, I want to login the next day and not have them waving back at me.) So I have been following all the instructions to the last detail. I'm stuck on getting @arma2net to work. When I place it in my mod line, two things happen. First, when I try to connect to my server I just freeze up. I can thankfully still press escape in this state and return to the server selection menu. also when I close my server, it turns into a background task instead of actually closing.(I then have to go into task manager and close it.) All of this goes away if I take arma2net out of my mod line. I've been downloading it from the server instructions on war room and placing the new addins in the proper place but nothing fixes it. any suggestions? First make sure @arma2net is actually loading on your server (RPT will tell you this). Some launchers don't recognize @arma2net as a valid mod as it does not have an "Addons" subfolder (this is easy to get around.. just create an empty one). For further troubleshooting please post up your server.cfg file and your server's RPT file (to pastebin or other host). Also there is an ALiVE Skype channel which is often more useful for troubleshooting database issues. Hi,Has anyone else had an issue with the persistence module (set to local... i.e., no database) and the multispawn module reps awning the player without ammo? All other gear and uniforms come back, just not ammo. I raised this question prior to 0.8, but as the respawn module was incomplete, would readdress when 0.8 was released. Before I start tearing down other mods to uncover whether they are the source of the problem, perhaps someone can confirm for me that when one uses the respawn module and the persistence module together (again, memory only, not database persisted), one's gear and ammo are fully replaced upon respawn? Thanks! I assume you have tested it with yesterday's 0.80 release? If so try removing any unit/weapon mods as well as revive or gear scripts. Share this post Link to post Share on other sites
citazenman 10 Posted September 30, 2014 First make sure @arma2net is actually loading on your server (RPT will tell you this). Some launchers don't recognize @arma2net as a valid mod as it does not have an "Addons" subfolder (this is easy to get around.. just create an empty one). For further troubleshooting please post up your server.cfg file and your server's RPT file (to pastebin or other host). Also there is an ALiVE Skype channel which is often more useful for troubleshooting database issues.http://pastebin.com/Jjd06zLd RPT without arma2net^ http://pastebin.com/JrJd74hh RPT with arma2net and empty addons folder^ http://pastebin.com/20PVMZeP config^ I don't use battleye or verify signatures because its just me and people I trust playing Thank you so much for being so devoted to your excellent add-on. Share this post Link to post Share on other sites
lordprimate 159 Posted September 30, 2014 thanks for the heads up about the convoys. i knot is trivial, but, it adds so much to small missions. Share this post Link to post Share on other sites
highhead 20 Posted September 30, 2014 First make sure @arma2net is actually loading on your server (RPT will tell you this). Some launchers don't recognize @arma2net as a valid mod as it does not have an "Addons" subfolder (this is easy to get around.. just create an empty one). For further troubleshooting please post up your server.cfg file and your server's RPT file (to pastebin or other host). Also there is an ALiVE Skype channel which is often more useful for troubleshooting database issues.http://pastebin.com/Jjd06zLd RPT without arma2net^ http://pastebin.com/JrJd74hh RPT with arma2net and empty addons folder^ http://pastebin.com/20PVMZeP config^ I don't use battleye or verify signatures because its just me and people I trust playing Thank you so much for being so devoted to your excellent add-on. Hi, To narrow down any persistence issues I suggest that you try in a "clean" environment and see if it works basically before adding up further mods! Please run up the demo "ALiVE Air Assault" (takes a few mins to init, give it some time) with only cba, alive and arma2net - no other mods. This should give you an indication that your server is set up correctly. if it fails there theres something fundamentally wrong and you need to go even lower, if it works then narrow down the conflicting addon by removing bit by bit of your mish! Please report back if it worked ---------- Post added at 21:11 ---------- Previous post was at 21:10 ---------- thanks for the heads up about the convoys. i knot is trivial, but, it adds so much to small missions. Code is still there, its just scoped out so existing missions wont break! try out the mil logistics and see if it fits your needs, im sure you will like it! Share this post Link to post Share on other sites