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ALiVE - Advanced Light Infantry Virtual Environment

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Nope, added in the Civvies by any chance?

What does your RPT say?

Yes added the civilian Module and want to spawn aggressor units

My RTP files is kind of 21000 lines long. 20000 of those are ALIVE related.

It more or less initializes everything.

FYI: It takes about 24-30min to load the mission.

I also use some mods, but these never cause any problem with alive. Since the update it takes that long to load the mission. (I have redone the mission with the new modules)

Here you can download the RPT-File: https://www.mediafire.com/?ci2nz3jiifiiehc

Edited by Moon_chilD

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Yes added the civilian Module and want to spawn aggressor units

My RTP files is kind of 21000 lines long. 20000 of those are ALIVE related.

It more or less initializes everything.

Here you can download the RPT-File: https://www.mediafire.com/?ci2nz3jiifiiehc

Both Civilian Modules?

I take it you left Debug on! EDIT: I can see you left Debug on!

Wow lots of Mods!! Could be any of those causing it. Vanilla ALiVE is fine, I have been advised that the A10c is known to cause lag in init.

We will investigate if you can reproduce this just using ALiVE.

Edited by Gunny1979

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Both Civilian Modules?

I take it you left Debug on! EDIT: I can see you left Debug on!

Wow lots of Mods!! Could be any of those causing it. Vanilla ALiVE is fine, I have been advised that the A10c is known to cause lag in init.

We will investigate if you can reproduce this just using ALiVE.

Funnyly enough, I switched Debug off in every Module, they still keep on.

What you mean with: Both Civilian Modules?

I try to get rid of the A-10 (after planes can't take off in my mission anyway -,-)

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Funnyly enough, I switched Debug off in every Module, they still keep on.

What you mean with: Both Civilian Modules?

I try to get rid of the A-10 (after planes can't take off in my mission anyway -,-)

You need the Civ Population System Module (found in ALiVE Systems) and Ambient Civilian Placement Module

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I think you got confused on what does what.

Oh, obviously. Thanks for the clarification!

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You need the Civ Population System Module (found in ALiVE Systems) and Ambient Civilian Placement Module

Okay, I missed to synced these both.

I would like to post my placed Modules, I just want to know if I've done it right:

AI Skill

Admin Actions

Dynamic Weather

Crew Info

View Settings

Garbage Collector

Requires ALIVE

Profile System

Military Sector Display

Civilian Population System -synced-> Ambient Civilian Placement (as metioned I just synced those and going to test it any sec.)

OPCOM -synced-> Military Placement

and -synced-> Military Civilian Placement

and -synced-> Military Convoy's

(Also, the CBA- and XMedSys-addon)

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Okay, I missed to synced these both.

I would like to post my placed Modules, I just want to know if I've done it right:

AI Skill

Admin Actions

Dynamic Weather

Crew Info

View Settings

Garbage Collector

Requires ALIVE

Profile System

Military Sector Display

Civilian Population System -synced-> Ambient Civilian Placement (as metioned I just synced those and going to test it any sec.)

OPCOM -synced-> Military Placement

and -synced-> Military Civilian Placement

and -synced-> Military Convoy's

(Also, the CBA- and XMedSys-addon)

Civ modules do not need to be synced

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Civ modules do not need to be synced

That this can't be the Problem after both weren't synced before ^^

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That this can't be the Problem after both weren't synced before ^^

So is it still a long init time with no mods loaded?

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So is it still a long init time with no mods loaded?

Still takes ages till it is load (tested in editor). I canceld the loading. Going to test it on my server.

Only Mods loaded:

ALIVE

Aggressors (I don't want to change every Module)

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Persistence module does not work on a SP scenario? I.e., placed it in editor, previewed, no save option available... I linked it against the player, but still no save option.

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I too have noticed very long load times - but I think it's just moved the "map Placement" element to the loading screen as opposed to once the map comes up ?

(got civvies working eventually though !!! )

@Arma2Net is still not working however :(

What does alive.log say? It's in appdata local alive

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So is it still a long init time with no mods loaded?

Still loads a long time. When the server is ready I provide you with a new RPT.

Any other suggestions?

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What does alive.log say? It's in appdata local alive

Arjay has\is providing a personal service!

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Hey guys someone can help me with "caf aggressor" I not get place it , only its place the "CSAT"... thank...

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Yep - Cheers for the hands on help - good to speak with you in person and run our problems past you too.

As soon as I can get access to that log I'll come back. We've definitely broken the problem down to either something wrong with the .cfg file we downloaded - or something else as we ran it 100% vanilla + CBA, ALiVE, and Arma2Net

SJ

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Hi ALiVE team. Thank you for nice service and particularly good job with latest update!

ALiVE really elevates the game to a new dimension now.

We have however some problems with sync to WAR ROOM, testing with bareTail now'

Keep up the good work and good luck, "in alive we trust" ;-)

Cheers!

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Alright, this time it took 15min.

(even though it says: ALiVE Global Init Timer Complete 474.277)

Still a long time I think! RPT-File: http://www.mediafire.com/view/ckp33tpor2osc2l/arma3server_2014-03-22_14-05-20.rpt

Okay, I think I found my problem: I let the server load a mod twice. (Grrr) So it loaded way faster this time.

But new Problem - it is mentioned before - the Civilian Module spawns normal - Greek - civilian. The Military one Spawns the Middle Eastern Terrorists as it should.

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Hi ALiVE team. Thank you for nice service and particularly good job with latest update!

ALiVE really elevates the game to a new dimension now.

We have however some problems with sync to WAR ROOM, testing with bareTail now'

Keep up the good work and good luck, "in alive we trust" ;-)

Cheers!

What does alive.log say?

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Okay, I think I found my problem: I let the server load a mod twice. (Grrr) So it loaded way faster this time.

But new Problem - it is mentioned before - the Civilian Module spawns normal - Greek - civilian. The Military one Spawns the Middle Eastern Terrorists as it should.

I was having this issue all night. I restarted my game/server checked the @CAF_AG was in there and all was well.

SJ

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Okay, I think I found my problem: I let the server load a mod twice. (Grrr) So it loaded way faster this time.

But new Problem - it is mentioned before - the Civilian Module spawns normal - Greek - civilian. The Military one Spawns the Middle Eastern Terrorists as it should.

Double-check the civilian modules, there's a faction override string in one of them. You must set it manually.

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yaT923QqaWdy53Vc7Y7fSw51GNXD15VGGmpUpvlcYxY32Gwm3_-tTWji8k8SccpTk9NSRVkS_egZn2obtwGO68vGS4yBJDnR53osW  kazThm6mHBvkLfWBDB2

alivemod.com

The next generation dynamic persistent campaign for ArmA3

After BIS deployed a hotfix yesterday, we decided to roll out some improvements, that we implemented since the 20th of march!

Please use the latest version (has been deployed some minutes ago) as it contains...

- Headless Client compatibility for CQB module (optionally of course)!

- Important fixes for a CBA bug and SYS Statistics with hit events!

- Performance of ALiVE WarRoom increased massively

Also Arjay made a small tutorial on ALiVE WarRoom here:



For more information please see the changelog (small one this time):

Repo updated 22/03/2014 @ 14:27

- Latest Version set to 1403221

- Release Build 0.6.0

* 1403221 changelog

[MAIN] Updated version to 0.6.0.1403221

[MIL_CQB] Added Headless Client compatibility to CQB module

[MAIN] Fixed ALiVE_fnc_isHC didnt compile the headlessClients Array on server, as the HC player object wasnt yet available in PREINIT

[uI] Added Player Exit button, please use this to save your player state between disconnect and reconnect to save your stats correctly

[sYS_STATS] Disabled hit events using event level

[sYS_STATS] Fixed timeplayed undef data issue

Download: Please grab the latest version from ALiVEmod.com or PlayWithSix

Special thanks to everyone here for supporting us with feedback and bug report and of course to our closed testers!

Please keep up the effort to make ALiVE even better!

Stay tuned for more!

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VERY tasty improvement the front end.. good job chaps !

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ok, two things here.. thanks for help in advance....

Q1: Profile i get this box when connecting to the server. Where to start troubleshooting?

The player ID is correct in warroom and all good in the mission with the modules etc.

3rpu.png

Profile looks like this:

i78r.png

(Ps. using an .xml on my player hosted on our webpage server. could this make some type of interference?)

__________________________________________________________________________________

Q2: Server

Next thing, getting the sever showing stats in warrom.....

ic5m.png

All should be added correctly regarding ALiVE WarRoom registration tutorial.

We have maked shure that our gameserver host "Jestservers" have fixed all on the server(Microsoft .NET Framework 4 Client Profile + Microsoft Visual C++ 2010) regarding the install guide inkl. running the mission with the @Arma2NET. In the mission we have the database and player persistence module

Im unsure of where to place the alive.cfg on the server..... In the tutorial im a little unshure as well if Arjay says, "it should only be placed on the client or on the server?" If its on the server we have a user folder, looks like this: Is this the correct location to the file?

dcco.png

re9g.png

jphn.png

Edited by Logitrust

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