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ALiVE - Advanced Light Infantry Virtual Environment

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I have some what of a little request. Can you please have the AI transport pilots turn off their collision lights while they are on a mission. Numerous times the AI has shot blackhawks out of the air because the AI leaves the lights on. CAS seems to do this just fine but that helo you want to pick you up in well nope it is an bullet magnet. Just a small thing...

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Hi!

1.

Units and Groups can be explicitly Excluded or Included from Profiles by Synchronising (F5) to the Virtual AI module. The behaviour of the module can be configured in the drop down menus. It is not recommended to profile units that you need to be in an exact location or facing such as static guns in a bunker.

Is there a snippet to exclude units from profiling? All the link-lines mess up the view ;)

2.

I don't know why, but i cannot use the alive debug options anymore. I can see the Distance Settings Settings and even the CAS when i have the tablet on me. But the Debug Options are not there?! I removed the alive modules and re-placed them, but have the same issue.

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13:33:04 ALiVE-0 CONNECTED TO DATABASE, BUT PERFDATA HAS BEEN TURNED OFF

13:33:04 ALiVE-0 CONNECTED TO DATABASE, BUT AAR HAS BEEN TURNED OFF

^^thats perfectly normal?

Yes, we control centrally whether or not the Performance data is collected, same with AAR data.

We turned perf data on this weekend to grab a snapshot. AAR is off at the moment while we improve the War Room op map, but everything is still collected except for player movement tracking.

---------- Post added at 12:02 PM ---------- Previous post was at 12:01 PM ----------

I was posting about an issue I'm having playing on a dedicated server using Alive: when I try to exit doing "player exit" nothing happens. So I can't save my progression and stats. Same seems to happen when the admin try to do "save server and exist", as the server doesn't appear in the War Room. Could it be a problem with the player persistance option ? How do you add the persistance (I thought it was a module placed in the editor, but the mission used on the server is a common mission used by others too. And they have persistence...) ?

And, btw, do you guys plan to add compatibility also to play on local servers ? Just wondering if I can run my own server on my computer. No need for persistence, in this case: it would be just funny if I can register what happens in the War Room.

Please make sure you have the latest version of ALiVE running with the latest version of A3. This issue was fixed in the last release.

Please test a stock mission included with ALiVE before testing any custom missions to ensure your data setup is working.

As for local server support. You can easily run your local server with War Room, same setup. I guess you mean a local database? We opted against this due to the sheer number of DB setup/support questions we were getting (in MSO). We have over 4000 players, 600+ servers and 600+ groups and just 1 DB instance to support, which makes it much easier for us.

Edited by Tupolov

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Soooo.... with intel, if I've got 100% coverage and "friendly units showing" this only means same side right? Cause I'm on blue and my green allies aren't showing up............ even though the wording in the wiki is "friendly" units, not same side.

Am I doing it wrong or is this intended?

Anyway I can get around that? Maybe have a guy as a "liaison" on green so we can get some intel?

Edited by I WUB PUGS

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Is it possible to deactivate the player tools like view distance and so on? we use the view distance mod to e.g. force grass on pvp missions.

Yep check the new player options module you will see all the various options there (player tags, crew info, etc)

I've been messing around with ALiVE in Clafghan and noticed that calling in Combat Logistics (Airdrop, heli insert, and convoy to call in a squad of RHS US infantry units) doesn't actually call them in; it just creates a marker called "CONVOY" or whatever you picked. Also, at least while hovering over the South East most airbase of the map, ordering a helicopter you're in to insert you anywhere on the map seems to just reset the insert marker to your position when you called it in.

Hey Phronk - it's possible that the issue is with Clafghan itself as I've seen weird stuff with that map... do you know if this happens on other maps as well?

the problem is that I don't want anyone to respawn, I want them to die and go to spectator mode. I swear I saw a video where someone's game crashed and then he returned right where he left off. i've been wanting to implement that into my missions, along with JIP, since I saw it, but had to deal with server issues.

Ah I see now.. check here under respawn templates:

https://community.bistudio.com/wiki/Arma_3_Respawn

Or use 3rd party script like:

http://www.armaholic.com/page.php?id=22827

So I am trying to go ahead and check off ALiVE compatibility while I am doing similar work. My groups configuration is based on the ORBAT and standard given on the ALiVE Wiki. However, in the mission, I get the TACOM message, "no groups available". ALiVE does seem to be placing my custom helicopters though which is what makes this more confusing. The groups work perfectly in game and with Zeus. I will show my code below, and would appreciate it if someone could show me what i'm doing wrong.

Hi Mattastic did you get any help on this? Might be easier to join the Skype ALiVE Public channel (old MSO channel) for this kind of thing.

@SavageCDN

Reply from pg 483

Ha ha! No team kills. In fact, it happens right out of the gate. Mission starts, do quick loadouts, mount helo's. Then the issue with a locked out seat.

Sorry not sure what is going on here... doesn't seem like an ALiVE issue though. Is there any way you can reproduce it without loading ALiVE (human players having problems getting into UH-60 chopper)?

I have some what of a little request. Can you please have the AI transport pilots turn off their collision lights while they are on a mission. Numerous times the AI has shot blackhawks out of the air because the AI leaves the lights on. CAS seems to do this just fine but that helo you want to pick you up in well nope it is an bullet magnet. Just a small thing...

Wish... command....

http://dev.withsix.com/issues/75963

Soooo.... with intel, if I've got 100% coverage and "friendly units showing" this only means same side right? Cause I'm on blue and my green allies aren't showing up............ even though the wording in the wiki is "friendly" units, not same side.

Am I doing it wrong or is this intended?

Anyway I can get around that? Maybe have a guy as a "liaison" on green so we can get some intel?

No it's a known issue that I believe has been fixed for next update.

Edited by SavageCDN

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I've only had this happen on Clafghan so far.

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I've only had this happen on Clafghan so far.

Interesting... does it do weird stuff using the CAS as well.... like transport?

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CAS and transports work fine it seems at the moment, but I'm starting to think it's map issues: fixed-wing aircraft try to take off towards the mountains and immediately crash into the mountain lol

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CAS and transports work fine it seems at the moment, but I'm starting to think it's map issues: fixed-wing aircraft try to take off towards the mountains and immediately crash into the mountain lol

This is a known issue with Clafghan, I believe its related to the height of the mountains and the AI pilots inability to navigate them.

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Again: How can i disable "view distance" for all players?

When i start alive + alive server our dedicated server crashes 10 sec. after launch of the mission:

Mods: @ALiVE

Extensions:

Arma2Net.Unmanaged (X:\Arma3extern\A3Master\@AliveServer\Arma2Net.Unmanaged.dll)

ASMdll (.\ASMdll.dll)

Distribution: 0

Version 1.36.128820

Fault time: 2015/01/19 22:13:52

Fault address: 7504C42D 01:0000B42D C:\Windows\syswow64\KERNELBASE.dll

file: ALiVE_Sabotage (__cur_mp)

world: Altis

Prev. code bytes: 0C EB 03 89 45 C0 8D 45 B0 50 FF 15 5C 11 04 75

Fault code bytes: C9 C2 10 00 CC CC CC CC CC 8B FF 55 8B EC 56 8B

Registers:

EAX:00A0B0C4 EBX:00000005

ECX:00000005 EDX:00000000

ESI:00A0B184 EDI:00000001

CS:EIP:0023:7504C42D

SS:ESP:002B:00A0B0C4 EBP:00A0B114

DS:002B ES:002B FS:0053 GS:002B

Flags:00200212

=======================================================

note: Minidump has been generated into the file

And are all sample missions on your side still compatible?

Edited by Numrollen

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any updates at linux server (database) support?

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any updates at linux server (database) support?

Requires a C++ developer unfortunately, which we are short of atm, so no timeframe on that.

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A small suggestion.....C2ISTAR has friendly armies listed for tasks....unless there are intended tasks to help or combine forces to attack or defend a target could they be removed? Have the list only have the armies that are used in the current mission....Example, No reason to have AFF and CSAT listed if only fighting CSAT. example 2.....There no reason to have african pirates, ISIS, and CSAT if only using ISIS on the mission.

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IEDs don't blow for me unless I'm dismounted and I walk right on top of them. Had an empty Land Rover and Chally 2 that I hopped in and drove right over and nothing. Sent an AI near it and nothing, ran near it and nothing. Ran over it as a dismount and boom

Is this as intended? FYI I was demo class.

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If you are carrying a mine detector, then you should be able to get within 1m of an IED. Any other player class will trigger the IED at varying ranges.

AI won't trigger the IED. AI can't be trusted with regards to movement etc atm!

Vehicles should trigger the IED, will look into it.

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Hi!

1.

Is there a snippet to exclude units from profiling? All the link-lines mess up the view ;)

2.

I don't know why, but i cannot use the alive debug options anymore. I can see the Distance Settings Settings and even the CAS when i have the tablet on me. But the Debug Options are not there?! I removed the alive modules and re-placed them, but have the same issue.

I found an error in my rpt, most likely related to my non working alive menu:

15:58:18 0:04:08.493 (0.852) [x\alive\addons\sys_viewdistance\fnc_vDist.sqf:55] -ERROR- <NULL-object>

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haveing issues with something i thought i had sorted in a old version of alive.

so in my mission i have the squad leader as AI and the rest of the squad as playable.. the opcom used to give orders to the squadleader and it would treat the pplayers squad like an ai squad asfar as orders and mission was concerned how do i get this working again with the new alive update.

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Not getting a reply in the public channel, so Ill give it a go in here lol. Simple mission on altis. RPT shows no errors, mission isn't big at all and its not loading. It just gets stuck at the loading screen. Here is my mission.sqm :

version=12;
class Mission
{
addOns[]=
{
	"alive_main",
	"alive_sys_playeroptions",
	"alive_sys_profile",
	"alive_amb_civ_placement",
	"alive_amb_civ_population",
	"alive_mil_opcom",
	"alive_civ_placement",
	"alive_mil_placement",
	"alive_mil_logistics",
	"alive_sup_player_resupply",
	"alive_sup_combatsupport",
	"alive_sup_cas",
	"alive_mil_c2istar",
	"A3_Characters_F_BLUFOR",
	"a3_characters_f",
	"A3_Soft_F_MRAP_01",
	"a3_map_altis"
};
addOnsAuto[]=
{
	"alive_main",
	"alive_sys_profile",
	"alive_mil_opcom",
	"alive_civ_placement",
	"alive_mil_placement",
	"alive_sup_player_resupply",
	"A3_Characters_F_BLUFOR",
	"a3_characters_f",
	"A3_Soft_F_MRAP_01",
	"a3_map_altis"
};
randomSeed=123825;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
class Groups
{
	items=10;
	class Item0
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={21987.73,-0.053081371,3160.2891};
				class args
				{
					items=6;
					class Item0
					{
						value="false";
						parentCls="ALiVE_require";
						typeName="debug";
					};
					class Item1
					{
						value="warning";
						parentCls="ALiVE_require";
						typeName="ALiVE_Versioning";
					};
					class Item2
					{
						value="true";
						parentCls="ALiVE_require";
						typeName="ALiVE_DISABLESAVE";
					};
					class Item3
					{
						value="300";
						parentCls="ALiVE_require";
						typeName="ALiVE_GC_INTERVAL";
					};
					class Item4
					{
						value="100";
						parentCls="ALiVE_require";
						typeName="ALiVE_GC_THRESHHOLD";
					};
					class Item5
					{
						value="";
						parentCls="ALiVE_require";
						typeName="ALiVE_GC_INDIVIDUALTYPES";
					};
				};
				id=0;
				side="LOGIC";
				vehicle="ALiVE_require";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
			};
		};
	};
	class Item1
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={22793.227,-185.83459,3270.1794};
				class args
				{
					items=7;
					class Item0
					{
						value="false";
						parentCls="ALiVE_sys_profile";
						typeName="debug";
					};
					class Item1
					{
						value="false";
						parentCls="ALiVE_sys_profile";
						typeName="persistent";
					};
					class Item2
					{
						value="ADD";
						parentCls="ALiVE_sys_profile";
						typeName="syncronised";
					};
					class Item3
					{
						value="1500";
						parentCls="ALiVE_sys_profile";
						typeName="spawnRadius";
					};
					class Item4
					{
						value="1500";
						parentCls="ALiVE_sys_profile";
						typeName="spawnTypeHeliRadius";
					};
					class Item5
					{
						value="0";
						parentCls="ALiVE_sys_profile";
						typeName="spawnTypeJetRadius";
					};
					class Item6
					{
						value="50";
						parentCls="ALiVE_sys_profile";
						typeName="activeLimiter";
					};
				};
				id=1;
				side="LOGIC";
				vehicle="ALiVE_sys_profile";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
			};
		};
	};
	class Item2
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={10913.844,-0.052178301,5459.8423};
				class args
				{
					items=9;
					class Item0
					{
						value="false";
						parentCls="ALiVE_mil_OPCOM";
						typeName="debug";
					};
					class Item1
					{
						value="false";
						parentCls="ALiVE_mil_OPCOM";
						typeName="persistent";
					};
					class Item2
					{
						value="invasion";
						parentCls="ALiVE_mil_OPCOM";
						typeName="controltype";
					};
					class Item3
					{
						value="0.9";
						parentCls="ALiVE_mil_OPCOM";
						typeName="reinforcements";
					};
					class Item4
					{
						value="BLU_F";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction1";
					};
					class Item5
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction2";
					};
					class Item6
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction3";
					};
					class Item7
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction4";
					};
					class Item8
					{
						value="";
						parentCls="ALiVE_mil_OPCOM";
						typeName="factions";
					};
				};
				id=2;
				side="LOGIC";
				vehicle="ALiVE_mil_OPCOM";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
				syncId=0;
				synchronizations[]={1,2};
			};
		};
	};
	class Item3
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={12219.174,25.45138,8289.7705};
				class args
				{
					items=17;
					class Item0
					{
						value="false";
						parentCls="ALiVE_civ_placement";
						typeName="debug";
					};
					class Item1
					{
						value="BLUFOR1";
						parentCls="ALiVE_civ_placement";
						typeName="taor";
					};
					class Item2
					{
						value="";
						parentCls="ALiVE_civ_placement";
						typeName="blacklist";
					};
					class Item3
					{
						value="All";
						parentCls="ALiVE_civ_placement";
						typeName="clusterType";
					};
					class Item4
					{
						value="160";
						parentCls="ALiVE_civ_placement";
						typeName="sizeFilter";
					};
					class Item5
					{
						value="0";
						parentCls="ALiVE_civ_placement";
						typeName="priorityFilter";
					};
					class Item6
					{
						value="true";
						parentCls="ALiVE_civ_placement";
						typeName="withPlacement";
					};
					class Item7
					{
						value="200";
						parentCls="ALiVE_civ_placement";
						typeName="size";
					};
					class Item8
					{
						value="Random";
						parentCls="ALiVE_civ_placement";
						typeName="type";
					};
					class Item9
					{
						value="1";
						parentCls="ALiVE_civ_placement";
						typeName="readinessLevel";
					};
					class Item10
					{
						value="0";
						parentCls="ALiVE_civ_placement";
						typeName="roadblocks";
					};
					class Item11
					{
						value="25";
						parentCls="ALiVE_civ_placement";
						typeName="customInfantryCount";
					};
					class Item12
					{
						value="12";
						parentCls="ALiVE_civ_placement";
						typeName="customMotorisedCount";
					};
					class Item13
					{
						value="4";
						parentCls="ALiVE_civ_placement";
						typeName="customMechanisedCount";
					};
					class Item14
					{
						value="0";
						parentCls="ALiVE_civ_placement";
						typeName="customArmourCount";
					};
					class Item15
					{
						value="0";
						parentCls="ALiVE_civ_placement";
						typeName="customSpecOpsCount";
					};
					class Item16
					{
						value="BLU_F";
						parentCls="ALiVE_civ_placement";
						typeName="faction";
					};
				};
				id=3;
				side="LOGIC";
				vehicle="ALiVE_civ_placement";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
				syncId=1;
				synchronizations[]={0};
			};
		};
	};
	class Item4
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={12509.591,110.42546,7603.167};
				class args
				{
					items=20;
					class Item0
					{
						value="false";
						parentCls="ALiVE_mil_placement";
						typeName="debug";
					};
					class Item1
					{
						value="BLUFOR1";
						parentCls="ALiVE_mil_placement";
						typeName="taor";
					};
					class Item2
					{
						value="";
						parentCls="ALiVE_mil_placement";
						typeName="blacklist";
					};
					class Item3
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="sizeFilter";
					};
					class Item4
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="priorityFilter";
					};
					class Item5
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="withPlacement";
					};
					class Item6
					{
						value="200";
						parentCls="ALiVE_mil_placement";
						typeName="size";
					};
					class Item7
					{
						value="Random";
						parentCls="ALiVE_mil_placement";
						typeName="type";
					};
					class Item8
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="randomcamps";
					};
					class Item9
					{
						value="1";
						parentCls="ALiVE_mil_placement";
						typeName="readinessLevel";
					};
					class Item10
					{
						value="12";
						parentCls="ALiVE_mil_placement";
						typeName="customInfantryCount";
					};
					class Item11
					{
						value="4";
						parentCls="ALiVE_mil_placement";
						typeName="customMotorisedCount";
					};
					class Item12
					{
						value="2";
						parentCls="ALiVE_mil_placement";
						typeName="customMechanisedCount";
					};
					class Item13
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="customArmourCount";
					};
					class Item14
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="customSpecOpsCount";
					};
					class Item15
					{
						value="BLU_F";
						parentCls="ALiVE_mil_placement";
						typeName="faction";
					};
					class Item16
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="createHQ";
					};
					class Item17
					{
						value="false";
						parentCls="ALiVE_mil_placement";
						typeName="placeHelis";
					};
					class Item18
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="placeSupplies";
					};
					class Item19
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="ambientVehicleAmount";
					};
				};
				id=4;
				side="LOGIC";
				vehicle="ALiVE_mil_placement";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
				syncId=2;
				synchronizations[]={0};
			};
		};
	};
	class Item5
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={8780.0762,19.438877,23789.959};
				azimut=134.808;
				class args
				{
					items=9;
					class Item0
					{
						value="false";
						parentCls="ALiVE_mil_OPCOM";
						typeName="debug";
					};
					class Item1
					{
						value="false";
						parentCls="ALiVE_mil_OPCOM";
						typeName="persistent";
					};
					class Item2
					{
						value="invasion";
						parentCls="ALiVE_mil_OPCOM";
						typeName="controltype";
					};
					class Item3
					{
						value="0.9";
						parentCls="ALiVE_mil_OPCOM";
						typeName="reinforcements";
					};
					class Item4
					{
						value="OPF_G_F";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction1";
					};
					class Item5
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction2";
					};
					class Item6
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction3";
					};
					class Item7
					{
						value="NONE";
						parentCls="ALiVE_mil_OPCOM";
						typeName="faction4";
					};
					class Item8
					{
						value="";
						parentCls="ALiVE_mil_OPCOM";
						typeName="factions";
					};
				};
				id=5;
				side="LOGIC";
				vehicle="ALiVE_mil_OPCOM";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
				syncId=3;
				synchronizations[]={4,5};
			};
		};
	};
	class Item6
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={9867.9189,45.680187,21200.324};
				azimut=134.808;
				class args
				{
					items=17;
					class Item0
					{
						value="false";
						parentCls="ALiVE_civ_placement";
						typeName="debug";
					};
					class Item1
					{
						value="TAOR!";
						parentCls="ALiVE_civ_placement";
						typeName="taor";
					};
					class Item2
					{
						value="BLUFOR1";
						parentCls="ALiVE_civ_placement";
						typeName="blacklist";
					};
					class Item3
					{
						value="All";
						parentCls="ALiVE_civ_placement";
						typeName="clusterType";
					};
					class Item4
					{
						value="160";
						parentCls="ALiVE_civ_placement";
						typeName="sizeFilter";
					};
					class Item5
					{
						value="30";
						parentCls="ALiVE_civ_placement";
						typeName="priorityFilter";
					};
					class Item6
					{
						value="true";
						parentCls="ALiVE_civ_placement";
						typeName="withPlacement";
					};
					class Item7
					{
						value="200";
						parentCls="ALiVE_civ_placement";
						typeName="size";
					};
					class Item8
					{
						value="Random";
						parentCls="ALiVE_civ_placement";
						typeName="type";
					};
					class Item9
					{
						value="1";
						parentCls="ALiVE_civ_placement";
						typeName="readinessLevel";
					};
					class Item10
					{
						value="15";
						parentCls="ALiVE_civ_placement";
						typeName="roadblocks";
					};
					class Item11
					{
						value="32";
						parentCls="ALiVE_civ_placement";
						typeName="customInfantryCount";
					};
					class Item12
					{
						value="15";
						parentCls="ALiVE_civ_placement";
						typeName="customMotorisedCount";
					};
					class Item13
					{
						value="0";
						parentCls="ALiVE_civ_placement";
						typeName="customMechanisedCount";
					};
					class Item14
					{
						value="0";
						parentCls="ALiVE_civ_placement";
						typeName="customArmourCount";
					};
					class Item15
					{
						value="0";
						parentCls="ALiVE_civ_placement";
						typeName="customSpecOpsCount";
					};
					class Item16
					{
						value="OPF_F";
						parentCls="ALiVE_civ_placement";
						typeName="faction";
					};
				};
				id=6;
				side="LOGIC";
				vehicle="ALiVE_civ_placement";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
				syncId=4;
				synchronizations[]={3};
			};
		};
	};
	class Item7
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={9176.1309,16.75131,21478.154};
				azimut=134.808;
				class args
				{
					items=20;
					class Item0
					{
						value="false";
						parentCls="ALiVE_mil_placement";
						typeName="debug";
					};
					class Item1
					{
						value="TAOR!";
						parentCls="ALiVE_mil_placement";
						typeName="taor";
					};
					class Item2
					{
						value="BLUFOR1";
						parentCls="ALiVE_mil_placement";
						typeName="blacklist";
					};
					class Item3
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="sizeFilter";
					};
					class Item4
					{
						value="30";
						parentCls="ALiVE_mil_placement";
						typeName="priorityFilter";
					};
					class Item5
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="withPlacement";
					};
					class Item6
					{
						value="200";
						parentCls="ALiVE_mil_placement";
						typeName="size";
					};
					class Item7
					{
						value="Random";
						parentCls="ALiVE_mil_placement";
						typeName="type";
					};
					class Item8
					{
						value="2500";
						parentCls="ALiVE_mil_placement";
						typeName="randomcamps";
					};
					class Item9
					{
						value="1";
						parentCls="ALiVE_mil_placement";
						typeName="readinessLevel";
					};
					class Item10
					{
						value="20";
						parentCls="ALiVE_mil_placement";
						typeName="customInfantryCount";
					};
					class Item11
					{
						value="8";
						parentCls="ALiVE_mil_placement";
						typeName="customMotorisedCount";
					};
					class Item12
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="customMechanisedCount";
					};
					class Item13
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="customArmourCount";
					};
					class Item14
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="customSpecOpsCount";
					};
					class Item15
					{
						value="OPF_F";
						parentCls="ALiVE_mil_placement";
						typeName="faction";
					};
					class Item16
					{
						value="true";
						parentCls="ALiVE_mil_placement";
						typeName="createHQ";
					};
					class Item17
					{
						value="false";
						parentCls="ALiVE_mil_placement";
						typeName="placeHelis";
					};
					class Item18
					{
						value="false";
						parentCls="ALiVE_mil_placement";
						typeName="placeSupplies";
					};
					class Item19
					{
						value="0";
						parentCls="ALiVE_mil_placement";
						typeName="ambientVehicleAmount";
					};
				};
				id=7;
				side="LOGIC";
				vehicle="ALiVE_mil_placement";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
				syncId=5;
				synchronizations[]={3};
			};
		};
	};
	class Item8
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={21134.863,0.091189817,3231.771};
				azimut=134.808;
				class args
				{
					items=5;
					class Item0
					{
						value="LaserDesignator";
						parentCls="ALiVE_SUP_PLAYER_RESUPPLY";
						typeName="pr_item";
					};
					class Item1
					{
						value="SIDE";
						parentCls="ALiVE_SUP_PLAYER_RESUPPLY";
						typeName="pr_restrictionType";
					};
					class Item2
					{
						value="true";
						parentCls="ALiVE_SUP_PLAYER_RESUPPLY";
						typeName="pr_restrictionDeliveryAirDrop";
					};
					class Item3
					{
						value="true";
						parentCls="ALiVE_SUP_PLAYER_RESUPPLY";
						typeName="pr_restrictionDeliveryInsert";
					};
					class Item4
					{
						value="true";
						parentCls="ALiVE_SUP_PLAYER_RESUPPLY";
						typeName="pr_restrictionDeliveryConvoy";
					};
				};
				id=8;
				side="LOGIC";
				vehicle="ALiVE_SUP_PLAYER_RESUPPLY";
				leader=1;
				lock="UNLOCKED";
				skill=0.60000002;
			};
		};
	};
	class Item9
	{
		side="WEST";
		class Vehicles
		{
			items=12;
			class Item0
			{
				position[]={12281.666,123.49241,8914.4531};
				id=9;
				side="WEST";
				vehicle="B_Soldier_SL_F";
				player="PLAYER COMMANDER";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				init="this additem ""LaserDesignator"";";
			};
			class Item1
			{
				position[]={12286.666,123.68665,8909.4531};
				id=10;
				side="WEST";
				vehicle="B_Soldier_TL_F";
				player="PLAY CDG";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item2
			{
				position[]={12276.666,123.52556,8909.4531};
				id=11;
				side="WEST";
				vehicle="B_Soldier_TL_F";
				player="PLAY CDG";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item3
			{
				position[]={12291.666,123.88667,8904.4531};
				id=12;
				side="WEST";
				vehicle="B_soldier_AR_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
			class Item4
			{
				position[]={12271.666,123.60443,8904.4531};
				id=13;
				side="WEST";
				vehicle="B_soldier_AR_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
			class Item5
			{
				position[]={12296.666,123.97598,8899.4531};
				id=14;
				side="WEST";
				vehicle="B_soldier_AR_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
			class Item6
			{
				position[]={12266.666,123.60555,8899.4531};
				id=15;
				side="WEST";
				vehicle="B_soldier_LAT_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
			class Item7
			{
				position[]={12289.462,123.91364,8895.7031};
				id=16;
				side="WEST";
				vehicle="B_soldier_LAT_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
			class Item8
			{
				position[]={12278.962,123.60525,8900.7041};
				id=17;
				side="WEST";
				vehicle="B_soldier_LAT_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
			class Item9
			{
				position[]={12284.564,123.82557,8894.2598};
				id=18;
				side="WEST";
				vehicle="B_soldier_AAR_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
			class Item10
			{
				position[]={12273.289,123.75193,8895.6074};
				id=19;
				side="WEST";
				vehicle="B_medic_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
			class Item11
			{
				position[]={12294.082,123.99088,8894.165};
				id=20;
				side="WEST";
				vehicle="B_soldier_AAR_F";
				player="PLAY CDG";
				skill=0.40000001;
			};
		};
	};
};
class Vehicles
{
	items=4;
	class Item0
	{
		position[]={12275.17,123.34895,8924.751};
		id=21;
		side="EMPTY";
		vehicle="B_MRAP_01_hmg_F";
		skill=0.40000001;
	};
	class Item1
	{
		position[]={12281.391,123.56354,8925.6045};
		id=22;
		side="EMPTY";
		vehicle="B_MRAP_01_hmg_F";
		skill=0.40000001;
	};
	class Item2
	{
		position[]={12286.76,123.70846,8925.7744};
		id=23;
		side="EMPTY";
		vehicle="B_MRAP_01_hmg_F";
		skill=0.40000001;
	};
	class Item3
	{
		position[]={12293.577,123.7226,8925.8613};
		id=24;
		side="EMPTY";
		vehicle="B_MRAP_01_hmg_F";
		skill=0.40000001;
	};
};
class Markers
{
	items=4;
	class Item0
	{
		position[]={4914.9834,70.411201,14182.448};
		name="TAOR!";
		markerType="RECTANGLE";
		type="Empty";
		a=10000;
		b=10000;
	};
	class Item1
	{
		position[]={11243.584,142.18562,8247.4727};
		name="BLUFOR1";
		markerType="RECTANGLE";
		type="Empty";
		a=2500;
		b=2500;
	};
	class Item2
	{
		position[]={10525.442,60.761639,21591.482};
		name="BLUFOR1_1";
		markerType="RECTANGLE";
		type="Empty";
		a=2500;
		b=2500;
		angle=134.80795;
	};
	class Item3
	{
		position[]={12289.341,123.79366,8909.8037};
		name="respawn_west";
		type="mil_flag";
	};
};
};
class Intro
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=15001469;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};
class OutroWin
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=3802051;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};
class OutroLoose
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=9495281;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};

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just had a thought for a request... not sure if it has already been asked for but

what about the ability to rebase transport/cas/arty assets.... so if you are useing some form of base creating scritp to setup new spawns as you advance why not have the ability of move them closer to the front and have them RTB to the new location rather than back to original position.

would like to add we have been using alive for pretty much all our missions on our clan server anymore and love it you guys have done a fantastic job looking forward to the next release

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Again: How can i disable "view distance" for all players?

When i start alive + alive server our dedicated server crashes 10 sec. after launch of the mission:

And are all sample missions on your side still compatible?

Is it possible to deactivate the player tools like view distance and so on? we use the view distance mod to e.g. force grass on pvp missions.

Yep check the new player options module you will see all the various options there (player tags, crew info, etc)

If your server crashes I'll need to see your server's RPT file to start with.

haveing issues with something i thought i had sorted in a old version of alive.

so in my mission i have the squad leader as AI and the rest of the squad as playable.. the opcom used to give orders to the squadleader and it would treat the pplayers squad like an ai squad asfar as orders and mission was concerned how do i get this working again with the new alive update.

Unless I'm not understanding you there should be nothing you need to change with the latest version of ALiVE

Not getting a reply in the public channel, so Ill give it a go in here lol. Simple mission on altis. RPT shows no errors, mission isn't big at all and its not loading. It just gets stuck at the loading screen. Here is my mission.sqm

I don't see any Skype posts from you over the last few days.. sure you got the right channel :p?

Usually mission hanging is either:

- modules are grouped not synced

- TAOR marker is too small and not covering the entire objective

If it still hangs I'll need to see your RPT file.

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Another problem I am running into is that friendly players are not being showed on the map. We use to set the friendly coverage to like 20 thousand, so we could see where our friendly forces were at and going. Now, nothing shows up.

Got the other problem fixed.

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Another problem I am running into is that friendly players are not being showed on the map. We use to set the friendly coverage to like 20 thousand, so we could see where our friendly forces were at and going. Now, nothing shows up.

Got the other problem fixed.

I'm pretty sure C2ISTAR Intel is broken in the current version.

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I'm pretty sure C2ISTAR Intel is broken in the current version.

Yeah I think this too, I hope that's going to be fixed in a next (soon ?) patch or next release ! :)

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hi there,

got some questions here:

can someone explain me why the opcom does not advance to custom objectives with the highest priority first?

i spawned a few custom objectives via script and wanted the opcom to conquer them one by one starting with the objective with the highest priority. but actually opcom acts pretty funny always running to the same objective indipendent of the actual value of the objective.

thanks

p.s.: is it somehow possible to get the number of active units of one cached entity?

p.p.s: after 12h runtime the opcom modules are stuck ...

Edited by mindbl4ster

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