RCANTEC 4 Posted February 24, 2017 Thank you, ALiVE is just brilliant. I've made some fine missions from scratch and my dedicated server is up and running with @aliveserver beautifully, everything works as Intended. Awesome work dev's! I can say that this is possibly the best mod I have ever used, can say I am hooked to Alive for sure. Cheers mates! 3 Share this post Link to post Share on other sites
friznit2 350 Posted February 24, 2017 Glad you enjoy it! More fun things being worked on slowly and expect another maint release shortly (as per that RC posted on last page) 1 Share this post Link to post Share on other sites
friznit2 350 Posted February 25, 2017 We have been made aware of an issue that causes ALiVE to fail init with the latest release of CBA. We're investigating! 4 Share this post Link to post Share on other sites
commy2 188 Posted February 25, 2017 Eagerly awaiting the bug report. :P ;) Share this post Link to post Share on other sites
commy2 188 Posted February 25, 2017 Should be fixed with: https://github.com/CBATeam/CBA_A3/pull/602 3 Share this post Link to post Share on other sites
friznit2 350 Posted February 25, 2017 Yes indeed it should fix it! Thanks commy. You're right though, we really should stop using the old randPos function. I'm sure we'll get around to it at some point :) Share this post Link to post Share on other sites
piter306 16 Posted February 26, 2017 Is there, or would like someone to do a mission, perhaps more random campaign based on Alive, similar to Hetman War Stories. Only with the difference that you could choose whether you want to be the aggressor or party defending, whether it be land already occupied or is a front line that moves depending on the won / lost battles. If this is not feasible then at least a random battle generator, where it fits into just who the warring factions. Cheers The text explained Uncle Google, I apologize on his behalf for any errors. Share this post Link to post Share on other sites
jandrews 116 Posted February 26, 2017 Ok so I am attempting to use ALIVE with Tanoa and APEX units. 7:28:59 WARNING: You don't appear to have the Military_Pacific compositions loaded, make sure you have added the composition PBOs to your @ALiVE or @ALiVEServer addon folders! Falling back to Military! 7:28:59 Spawning Composition: [bin\config.bin/CfgGroups/Empty/Military/FieldHQMedium/FieldHQ_OPF_F,[13997.3,11012.6],0,"OPF_F"] so i am attempting to use APEX units... and it gives me this. ideas? And yes i have APEX, am using BLU_T_F, OPF_T_F, IND_C_F in forced factions along with "Pacific" groups and Syndikat Share this post Link to post Share on other sites
friznit2 350 Posted February 26, 2017 That referring to compositions, not units. The optional Apex comps are in the Optional folder. Otherwise it's just saying it'll revert to default compositions. Share this post Link to post Share on other sites
xawery 0 Posted February 26, 2017 Hey guys, Quick question - is the issue between ALiVE and the latest release of CBA solved? Or is it something that can be solved manually? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 26, 2017 46 minutes ago, xawery said: Hey guys, Quick question - is the issue between ALiVE and the latest release of CBA solved? Or is it something that can be solved manually? No. It won't be solved until CBA updates again. The only solution is to revert back to an older version, which you can find links for on the CBA page I believe. Share this post Link to post Share on other sites
highhead 20 Posted February 26, 2017 personally I'd like to see a CBA hotfix as its rather a bad bug in a rather "highly" used function. If that doesn't happen I will try to fix all randPos occurences where there are quite a few ones... 2 Share this post Link to post Share on other sites
Knight81 7 Posted February 26, 2017 Oh yeah! Please fix this bug very soon! We are using ALIVE in all our Maps and they are not working with the latest CBA version :o( Thank you very much! Share this post Link to post Share on other sites
JD Wang 352 Posted February 27, 2017 4 hours ago, highhead said: personally I'd like to see a CBA hotfix as its rather a bad bug in a rather "highly" used function. If that doesn't happen I will try to fix all randPos occurences where there are quite a few ones... I'm still waiting on my ALiVE hotfix to fix the civilian grouping 1 Share this post Link to post Share on other sites
jcae2798 132 Posted February 27, 2017 Hey ALiVE folks, got a question for the group. I'm working on creating a script to add escort feature to Heli transport vehicles. Got it working pretty well and easy setup, but want to see if i can take it a step further. Does anyone know if there is a way to add code to the LOGICs post INIT? For example, on the CODE line of the logic, i have a call setup (e.g. nul = [this,50] execvm "blah.sqf".) I wanted to see if there is a way to find all transport logics, and add this call to them post INIT so that i dont have to do it in mission. Not a deal breaker, but wondering if it's possible. I was able to find a way to find what modules initialize, and call their vehicles, but the reason the above process would be better is because when the unit respawns, the script should be called again on the new new INIT. Thanks If anyone is interested, i can share what i wrote if you think it will add value, i know some have asked about this in the past. Would love to see the DEVs add it into vanilla ALiVE MOD. :) 1 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 27, 2017 7 minutes ago, scooterperpetual said: Hey I have been having an issue with the Combat Support modules. Anytime i give them a waypoint they sometimes will go there but when I have them RTB they always just go to the bottom left corner of the map and either hover or land. Other times they wont even go close to where I tell them to go. Ugh. This again. Lol. Would the map be Takistan, by chance? There have been a few reports of this behavior on the Github, with Takistan and Reshmaan and a couple others having issues with the map position 0,0,0 (the bottom left hand corner). Can you duplicate this with just ALiVE, CBA and the map related stuff? And I take it vanilla maps don't have this issue? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 27, 2017 What maps is it happening on? And does it happen with just ALiVE, CBA and the map mods only? Now that CBA has updated I'm going to try and repro these myself so any information or a test mission (with only the required mods to run ALiVE and the map) will be useful. A complete list of maps with 0,0,0 issues would also be helpful too here, everyone. Share this post Link to post Share on other sites
SavageCDN 231 Posted February 27, 2017 17 hours ago, JD Wang said: I'm still waiting on my ALiVE hotfix to fix the civilian grouping From HH The Dev re: civ grouping https://github.com/ALiVEOS/ALiVE.OS/issues/277 fixed with this commit: https://github.com/ALiVEOS/ALiVE.OS/commit/053708f674ce2e79feb220dbd92702bc9976b7d8 https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v1.3.0.1702201 he could help us confirm its fixed and it should be compatible to the current live build too if he is running a server Share this post Link to post Share on other sites
Hamakaze 142 Posted February 27, 2017 Has anyone else been having trouble with CUP mortars through combat support? They go through the motions of the fire mission but never actually fire... Share this post Link to post Share on other sites
SavageCDN 231 Posted February 27, 2017 5 minutes ago, Hamakaze said: Has anyone else been having trouble with CUP mortars through combat support? They go through the motions of the fire mission but never actually fire... This has been reported before with Iron Front mortars... check this thread on the ALiVE forums: http://alivemod.com/forum/2682-alive-player-combat-support-and-iron-front-artillery-pieces It seems to happen mostly with non-vanilla mortar units and I don't think was ever solved. 1 Share this post Link to post Share on other sites
spyderblack723 407 Posted February 27, 2017 7 hours ago, jcae2798 said: Hey ALiVE folks, got a question for the group. I'm working on creating a script to add escort feature to Heli transport vehicles. Got it working pretty well and easy setup, but want to see if i can take it a step further. Does anyone know if there is a way to add code to the LOGICs post INIT? For example, on the CODE line of the logic, i have a call setup (e.g. nul = [this,50] execvm "blah.sqf".) I wanted to see if there is a way to find all transport logics, and add this call to them post INIT so that i dont have to do it in mission. Not a deal breaker, but wondering if it's possible. I was able to find a way to find what modules initialize, and call their vehicles, but the reason the above process would be better is because when the unit respawns, the script should be called again on the new new INIT. Thanks If anyone is interested, i can share what i wrote if you think it will add value, i know some have asked about this in the past. Would love to see the DEVs add it into vanilla ALiVE MOD. :) https://github.com/ALiVEOS/ALiVE.OS/blob/master/addons/main/fnc_isModuleInitialised.sqf 1 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 27, 2017 3 hours ago, scooterperpetual said: Hey I have been having an issue with the Combat Support modules. Anytime i give them a waypoint they sometimes will go there but when I have them RTB they always just go to the bottom left corner of the map and either hover or land. Other times they wont even go close to where I tell them to go. I think there's a chance Highhead just figured out a cause for this. It'll obviously be tough to say until a fix is implemented and goes live (or for RC), but I have a guess he's figured it out (just a hunch though). https://github.com/ALiVEOS/ALiVE.OS/issues/289 2 Share this post Link to post Share on other sites
jcae2798 132 Posted February 28, 2017 6 hours ago, spyderblack723 said: https://github.com/ALiVEOS/ALiVE.OS/blob/master/addons/main/fnc_isModuleInitialised.sqf Hey Spyder, thanks for the reply. So i tested this code, and think i know what it means. But not sure if i can use it to do what I was hoping. So this will report true/false when module completes initialization, which is great for something else i can make use of, but what i wanted to be able to do was find modules that were being initialized, and adding a CODE to them via script rather then in editor. So for example: 1. Place ALiVE Combat Support Transport MODULE 2. In CODE section, add call (e.g. null = [this, 50, "B_Heli_Attack_01_F"] execVM "DoFollow.sqf"; ) 3. ALIVE will init unit on mission startup, and on every respawn will call that script So from the above, what i was hoping was rather then adding the code per #2 in editor, call it via script. So the script would look for all MODULES for Transport, and add the call to each CODE line of those UNITS for respawn purposes. I was able to do something like the below, but then it doesnt work on respawn: _transportArray = NEO_radioLogic getVariable format ["NEO_radioTrasportArray_%1", WEST]; _VEH1 = _transportArray select 0; //Gets first unit if multiple spawned _VEH1 = _VEH1 select 0; //Gets vehicle null = [_VEH1, 50] execVM "DoFollow.sqf"; Share this post Link to post Share on other sites