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ALiVE - Advanced Light Infantry Virtual Environment

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Hi, can anybody help me?

I set up everything in Chernarus. It's working great now. But i realize that if I use mas_afr_rebl_o, SUD_RU or mas_usa_rang, ALiVE doesn't respawn any vehicles in any MCP or MP, no tanks, no wheeled, no air vehicles, none of them. Only infantery. But if I use default IRAN forces, it works with all vehicles.

Is it normal?

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Do player missions have any impact at all yet, like slowing enemy reinforcements? Or are they just more of a to-be-expanded thing right now?

Just set up a big 3-sided war OP vs. Blu vs. AAF with around 2000 units on Altis. Going behind enemy enemy lines to do the missions felt so satisfying because you knew everything around you was 100% dynamic and actually mattered. So much better than just scripted stuff with triggers. The only thing i didnt really like so far is the intelligence module. Not sure exactly on how it determines what intel youre supposed to get, but for example i think that information about captured bases from your team should never fade until recpatured by the enemy. Also the troop movement arrows are way too rare imho. They only get drawn on the map when 5+ groups move towards an objective or so. Most of the time i'd be completely lost if it wasnt for the military sector display, which of course feels kind of cheaty because it gives you way too much information about enemy troop locations...

What im also dreaming of is a dynamic ambient radio module which generates accurate radio messages of stuff happening on the map. Imagine leaving a base and after 5 minutes of driving you hear a warning about that particular base being attacked and the remaining groups there calling out for help. I guess that will never happen as it would be way too much work, but let me keep my dreams :)

Player tasks are going to be completely redesigned, they are a place holder at the moment.

Intel is supposed to just give you a brief glimpse of current events. We might be able to look at ways to make that info last longer, and the radio idea is interesting.

---------- Post added at 14:29 ---------- Previous post was at 14:26 ----------

I was wondering if anyone has been able to get Dingor/Lingor to work with ALIVE? I tried but for some weird reason when I try and load the ALIVE mission I made for a basic test, arma crashes and stops responding. I can load the map without alive but with ALIVE there seems to be an issue.

Thanks again! I also made a Tigeria one with CAF Aggressors and it's really awesome but a bit brutal on frame rates so it would be awesome if Dingor would work :)

It would also be awesome if you added support for the new arma 3 map Nziwasogo :)! http://www.armaholic.com/page.php?id=24455

thanks again for everything! Been having so much fun with the new version!

Last time I tried to run Lingor in AiA the game crashed, I might give it another go before the next update. Currently it is not indexed and support by ALiVE.

Nziwasogo support will be coming in the next update of ALiVE.

---------- Post added at 14:29 ---------- Previous post was at 14:29 ----------

Hi, can anybody help me?

I set up everything in Chernarus. It's working great now. But i realize that if I use mas_afr_rebl_o, SUD_RU or mas_usa_rang, ALiVE doesn't respawn any vehicles in any MCP or MP, no tanks, no wheeled, no air vehicles, none of them. Only infantery. But if I use default IRAN forces, it works with all vehicles.

Is it normal?

Sounds to me like you have found a bug, I'll look into it.

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Player tasks are going to be completely redesigned, they are a place holder at the moment.

Intel is supposed to just give you a brief glimpse of current events. We might be able to look at ways to make that info last longer, and the radio idea is interesting.

---------- Post added at 14:29 ---------- Previous post was at 14:26 ----------

Last time I tried to run Lingor in AiA the game crashed, I might give it another go before the next update. Currently it is not indexed and support by ALiVE.

Nziwasogo support will be coming in the next update of ALiVE.

---------- Post added at 14:29 ---------- Previous post was at 14:29 ----------

Sounds to me like you have found a bug, I'll look into it.

Awesome thanks bud! I thought I was doing something wrong with them lol. Super stoked on the next supported maps

Wow%2Ba%2Bfunny%2Bcomment%2Bin%2Bthe%2Bmiddle%2Bof%2Ba%2Breligion%2B_dbd9f27fb55da41aba829f52ca3d010a.jpg

Edited by Opendome

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Did you sync blufor opcom to the opfor placements?It needs to know about them.

D'oh.

---------- Post added at 09:23 ---------- Previous post was at 09:19 ----------

Hi thanks for the reply. I'm really impressed with this whole system and the possibilities that it gives.

To expand on this question and make sure that I'm getting the groundwork right.

I create a civ placement with a platoon (30) covering 3 towns.

Those 30 troops are going to split between the 3 towns?

It's likely that there aren't enough troops to cover adequately those towns?

If enemy attacks one of those towns, the opcom of the defender will look to see who could go and find no "available" troops?

I won't end up with all troops heading to first town attacked and leaving the other two undefended?

Also, is there any distance weighting to priority? If an objective is high priority but there are other defended lower priority locations closer or in between even, will the Opcom still send troops to attack the high priority target?

Sorry for the barrage of questions. Just don't want to get the wrong idea and set up a mission that doesn't work because I don't understand what's going on.

@Savage, I was going to ask if there was a way of accessing the array/list of profiled units. Guess you're on the case. Cheers.

Think with this being the last post on the page it might have been missed. Can someone confirm my presumptions?

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D'oh.

---------- Post added at 09:23 ---------- Previous post was at 09:19 ----------

Think with this being the last post on the page it might have been missed. Can someone confirm my presumptions?

If y have 30 platton size covering 3 towns,what will most likely happen is opcom will try to keep 1 group at least in each town,from what iv seen.

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Yeah, keep in mind that it's groups that are getting placed by the module, not individual units. Some groups are significantly smaller, like the sniper group with only a sniper and a marksman. So with a randomized platoon of 30 you still might end up with much more than 3 groups. OPCOM should then balance out the groups between the towns depending on priority, I THINK.

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OPCOM works on priority, size, type, distance, enemy presence and number of friendly forces available. Plus some other things I've no doubt forgotten. No single situation will ever be the same so really it's a case of experimenting.

In your situation, with only a single platoon spread across 3 town objectives you may well find the other towns undefended if OPCOM responds to an enemy attack, depending of course on the relative priority of those objectives.

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Great, thanks.

I'm loving the fact I can set up a mission with dropping a handful of modules onto the map, a couple of markers, a couple of drags for sync and good to go! It's just soooo straight forward and well thought out.

One last question, if I have a civ and a military placement, do I sync each one to the friendly opcom, or chain civ to mil to opcom? And if I want an enemy opcom to attack, do I need to sync one or both to it?

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Great, thanks.

I'm loving the fact I can set up a mission with dropping a handful of modules onto the map, a couple of markers, a couple of drags for sync and good to go! It's just soooo straight forward and well thought out.

One last question, if I have a civ and a military placement, do I sync each one to the friendly opcom, or chain civ to mil to opcom? And if I want an enemy opcom to attack, do I need to sync one or both to it?

glad your finding it easy to use! modules need to sync directly to each other chaining will not work.

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Yes to all. All mil and civ placement modules have to be synced 1. to the opcom taking care of defending- and 2. the opcom taking care of attacking its objectives.

If you only want a pure invasion scenario with one side attacking and one side defending it might be better not to sync the attacking side's placement modules to both opcom's. The attacking opcom will still take care of the units placed there, but will ignore defending the objectives that noone is set up to attack.

Got another question: I can't for the love of god get manually placed choppers to get commanded by the opcom although they clearly get profiled. I don`t know how the opcom determines on when to use air units, but in my mission ive got 3 sides set up with 3 manned choppers each (+1 jet for the AAF) and in 90 minutes of playtime with debug on i didnt see them move once. Tried syncing them to opcom as well without success.

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Yes to all. All mil and civ placement modules have to be synced 1. to the opcom taking care of defending- and 2. the opcom taking care of attacking its objectives.

If you only want a pure invasion scenario with one side attacking and one side defending it might be better not to sync the attacking side's placement modules to both opcom's. The attacking opcom will still take care of the units placed there, but will ignore defending the objectives that noone is set up to attack.

Got another question: I can't for the love of god get manually placed choppers to get commanded by the opcom although they clearly get profiled. I don`t know how the opcom determines on when to use air units, but in my mission ive got 3 sides set up with 3 manned choppers each (+1 jet for the AAF) and in 90 minutes of playtime with debug on i didnt see them move once. Tried syncing them to opcom as well without success.

I think that heli's are reserved until the OPCOM detects the opposition vehicles, eg they wont attack an infantry squad with a gunship.

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Alright, thanks. Gonna test that out later on, although i'm pretty sure that after 90 minutes of playtime opcom should have detected at least 1 vehicle.

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We have just updated the website with a new missions page that has 3 new missions for download. More coming soon!

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Just tested it. Opfor and Blufor choppers definately work. Independant definately dont, they never moved. The Independant buzzard starts driving off into the wilderness like it's an infantry unit, albeit having no opcom command to move anywhere and the profile icon on the map didn't follow it. Also, once spawned, none of the manually placed choppers ever despawned again.

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@Alive team

Hi guys my steam just automatically updated arma(even though i have told it bloody not to) and it is saying the current version of ALIVE ihave is not compatible with current version of arma3. Is that normal?are you guys rolling out an update sometime?

cheers

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@Alive team

Hi guys my steam just automatically updated arma(even though i have told it bloody not to) and it is saying the current version of ALIVE ihave is not compatible with current version of arma3. Is that normal?are you guys rolling out an update sometime?

cheers

no update here, did you switch to dev branch? Actually, hang on just started, please bear with us while we get a hotfix out

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Cheers ARJay,

maybe this update will chase the gremlins from my game ;)

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Cheers ARJay,

maybe this update will chase the gremlins from my game ;)

You should still be able to use ALiVE in AiA or A3MP, just stratis and altis will not be working until we release a hot fix.

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You should still be able to use ALiVE in AiA or A3MP, just stratis and altis will not be working until we release a hot fix.

I only have stratis and Altis unfortunatly.

That hot fix could be a ways away yet?

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I got a question concerning the view distance module. In vanilla video options raising the view distance also raises the distance for objects.

As far as I can tell, raising the view distance in ALiVE does not raise the object distance. Am I right?

I believe setObjectViewDistance is broken current - I'm assuming this is the cause.

http://feedback.arma3.com/view.php?id=11835

Just tested it. Opfor and Blufor choppers definately work. Independant definately dont, they never moved. The Independant buzzard starts driving off into the wilderness like it's an infantry unit, albeit having no opcom command to move anywhere and the profile icon on the map didn't follow it. Also, once spawned, none of the manually placed choppers ever despawned again.

If you can give me a repro mission (just ALiVE and CBA) I'll add it to the issue tracker and it will get looked at.

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lalalala nothing to see here

Edited by SavageCDN
edit? what edit?

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yaT923QqaWdy53Vc7Y7fSw51GNXD15VGGmpUpvlcYxY32Gwm3_-tTWji8k8SccpTk9NSRVkS_egZn2obtwGO68vGS4yBJDnR53osW  kazThm6mHBvkLfWBDB2

alivemod.com

The next generation dynamic persistent campaign for ArmA3

We are happy to release the latest update for ALiVE! Its working with the new stable update that was released today!

Its a smaller update this time, but we also included some new maps and improvements:

- Updated for new stable patch

- Nziwasogo http://www.armaholic.com/page.php?id=24455

- mbg_celle2 http://www.armaholic.com/page.php?id=16585

- smd_sahrani_a2 http://www.armaholic.com/page.php?id=22209

- CQB: Added Whitelist option https://dev.withsix.com/issues/73803

- CQB: Added Spawn distance fields to modules (Ground, Helicopter, Jet) https://dev.withsix.com/issues/73748

Full Changelog:

[MAIN] Updated Version to 0.5.6.1401291 (new public stable)

[CLUSTERS] version update to match hotfix

[CIV_PLACEMENT] added spec ops weighting and included groups from spec ops

[MIL_PLACEMENT] added spec ops weighting and included groups from spec ops

[CLUSTERS] indexed Nziwasogo http://www.armaholic.com/page.php?id=24455

[CLUSTERS]

- MGB_celle2 http://www.armaholic.com/page.php?id=16585

- smd_sahrani_a2 http://www.armaholic.com/page.php?id=22209

[MIL_CQB] Reduced dominant faction search radius***to 250

[MIL/CIV PLACEMENT] Fix for undef var error if no locations were found

[sYS_PROFILE] Fix for INDEP side

[sUP_COMBATSUPPORT] Fixed CAS firing at enemy while at base on ground

[MIL_CQB] Added Whitelist option https://dev.withsix.com/issues/73803

[MIL_CQB] Added Spawn distance fields to modules (Ground, Helicopter, Jet) https://dev.withsix.com/issues/73748

Download: Grab the latest version from ALiVEmod.com or PlayWithSix

Disclaimer

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.

Special thanks to everyone here for supporting us with feedback and bug report and of course to our dedicated testing team!

See ya on the battlefield!

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We are happy to release the latest update for ALiVE! Its working with the new stable update that was released today!

Its a smaller update this time, but we also included some new maps and improvements:

- Updated for new stable patch

- Nziwasogo http://www.armaholic.com/page.php?id=24455

- mbg_celle2 http://www.armaholic.com/page.php?id=16585

- smd_sahrani_a2 http://www.armaholic.com/page.php?id=22209

- CQB: Added Whitelist option https://dev.withsix.com/issues/73803

- CQB: Added Spawn distance fields to modules (Ground, Helicopter, Jet) https://dev.withsix.com/issues/73748

Full Changelog:

[MAIN] Updated Version to 0.5.6.1401291 (new public stable)

[CLUSTERS] version update to match hotfix

[CIV_PLACEMENT] added spec ops weighting and included groups from spec ops

[MIL_PLACEMENT] added spec ops weighting and included groups from spec ops

[CLUSTERS] indexed Nziwasogo http://www.armaholic.com/page.php?id=24455

[CLUSTERS]

- MGB_celle2 http://www.armaholic.com/page.php?id=16585

- smd_sahrani_a2 http://www.armaholic.com/page.php?id=22209

[MIL_CQB] Reduced dominant faction search radius***to 250

[MIL/CIV PLACEMENT] Fix for undef var error if no locations were found

[sYS_PROFILE] Fix for INDEP side

[sUP_COMBATSUPPORT] Fixed CAS firing at enemy while at base on ground

[MIL_CQB] Added Whitelist option https://dev.withsix.com/issues/73803

[MIL_CQB] Added Spawn distance fields to modules (Ground, Helicopter, Jet) https://dev.withsix.com/issues/73748

Download: Grab the latest version from ALiVEmod.com or PlayWithSix

Disclaimer

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.

Special thanks to everyone here for supporting us with feedback and bug report and of course to our dedicated testing team!

See ya on the battlefield!

Lovely jubbily,thanks guys!

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