HeroesandvillainsOS 1504 Posted March 4, 2017 On 3/2/2017 at 3:44 PM, cdn_biggdogg said: I'm still getting the issue where the combat support module isn't showing all the CAS and Transport modules on a dedicated server. I was wondering if the problem was identified yet or if there was a workaround\fix for it? Sorry to ping you again, but I wanted to clarify I was wrong that this was fixed in the past. It was not. The ticket was closed because no one could provide a repro mission isolating the issue. https://github.com/ALiVEOS/ALiVE.OS/issues/170#issuecomment-284161662 I can obviously provide a modded mission with the problem, but it's pretty important if possible to make an ALiVE/CBA only mission demonstrating the issue if possible. I'm going to do my best to see if I can isolate this, but I spent a few hours yesterday and have had absolutely no luck. And testing on a server takes time. I could use a hand on this if you have some free time but either way I'll plug away and see if I can figure the culprit out. 1 Share this post Link to post Share on other sites
cdn_biggdogg 29 Posted March 4, 2017 13 hours ago, HeroesandvillainsOS said: @cdn_biggdogg I just ran 3 tests on a dedicated server. The mission has 5 CAS and 3 transport and I cannot duplicate with just ALiVE and CBA. I tried a seperate test with Advanced Rappelling thinking that might be it, but it's not. They all show up. Although there is definitely an issue, I don't think it's ALiVE/CBA related. At least not at this point, not on my end. EDIT: So I just went into my modded RHS/Project OPFOR/CUP Terrains mission, and even after deleting and replacing everything, the second Transport and second CAS vehicle never show up on the combat support list. This is very strange! 12 hours ago, HeroesandvillainsOS said: @cdn_biggdogg Can you list the mods and scripts you are using? I just ran my same vanilla test with RHS USAF and AFRF only and that's not failing combat support on a dedicated server either. I'm guessing we're using something in common here that's impacting this and I'd like to figure out what it is without adding my mods/scripts back in one by one. I'm not at my own computer and won't be for a couple days. I'll be a few days before I can get back to you. Thanks for your info. I'll get back to you as soon as I can! 1 Share this post Link to post Share on other sites
spyderblack723 407 Posted March 4, 2017 7 hours ago, sammael said: Can someone provide me links to ALIVE vanilla missions or with RHS and CUP terrain -without other mods alivemod.com/missions 1 Share this post Link to post Share on other sites
jcae2798 132 Posted March 5, 2017 On 3/3/2017 at 1:37 PM, spyderblack723 said: Great. For future reference, did it work with postInit or preInit set to 1? Just a thought after looking at it a second time, if you ever get any errors with this, make sure the user has ended the code field in the module with a semicolon :) So i'm not 100% sure what you mean by set to 0/1, but all i did was the following: 1. I needed to add a call to any Support Modules as needed which allows an escort unit to be used with Transport helos. It's not the best option, since ALiVE uses doMove commands instead of waypoints, but it works using the code to follow helo when pos gets to further away from unit. Anyhow no arguments here about how it works, just that doing it this way was the only way i was able to get it to work. Building it into vanilla would be great because you can use the doMove command on both units. THe way i was originally trying to test it was coping way points. 1b. This was important for me to add it via script command instead of updating MODULES because the MOD i am working on consists of multiple missions files where they all use the same code to run from. (probably remember another post of mine not to long ago asking how to make that work ;) 2. The code call is also important because as the ALIVE module unit respawns, i wanted to make sure the code was run on the new unit as well. Otherwise i could have probably ran it on the unit after spawning... Anyhow i tested it and it works. All i did was add the following code to the mission INIT at the very beginning. I am hoping it works in all scenarios since people have different loading times, but testing it on two different PCs, its been working fine for me. If you think i am missing something, or it may not work for others with slow loading times, would appreciate any guidance. { switch (tolower (typeof _x)) do { case "alive_sup_transport": { private _existingCode = _x getvariable ["transport_code", ""]; private _newCode = "null = [this, 50, 'B_Heli_Attack_01_F'] execVM '\Missions\RandomMissions\scripts\DoFollow_Spawn.sqf';"; // your code here _x setvariable ["transport_code", _existingCode + _newCode]; }; }; } foreach (entities "Module_F"); Thanks again for all your support, every time. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted March 5, 2017 @cdn_biggdogg Ok so I made some progress. Though unfortunately, I don't have a culprit or repro. After remembering this issue wasn't "fixed," it dawned on me I had this issue before and a buddy of mine helped me "solve" it. Basically, what we did was delete all the CS vehicles and modules, placed the CS module (then saved), then added the Transport and CAS modules, then synced them to the CS module (then saved). From there, we still had to do some trial and error for which vehicles classnames would all show up on a dedi. For instance, when using RHS, I couldn't get multiple AH1Z models (even if they all had different classnames) to appear on a server at the same time. Changing one of the vehicles to a UH1Y model suddenly made them all appear on a dedi again. TLDR: If you have this issue, use the modules rather than the vehicle init code, and keep trying different vehicle types until the issue goes away. Unfortunately, even though certain combinations of vehicles give me issues in my modded missions, these same exact vehicles won't fail in any of my tests, so I don't know what the real problem is. But until a dev actually sees it for themselves, just keep trying different vehicle types until they all stick. Share this post Link to post Share on other sites
cdn_biggdogg 29 Posted March 7, 2017 On 3/4/2017 at 11:43 PM, HeroesandvillainsOS said: @cdn_biggdogg Ok so I made some progress. Though unfortunately, I don't have a culprit or repro. After remembering this issue wasn't "fixed," it dawned on me I had this issue before and a buddy of mine helped me "solve" it. Basically, what we did was delete all the CS vehicles and modules, placed the CS module (then saved), then added the Transport and CAS modules, then synced them to the CS module (then saved). From there, we still had to do some trial and error for which vehicles classnames would all show up on a dedi. For instance, when using RHS, I couldn't get multiple AH1Z models (even if they all had different classnames) to appear on a server at the same time. Changing one of the vehicles to a UH1Y model suddenly made them all appear on a dedi again. TLDR: If you have this issue, use the modules rather than the vehicle init code, and keep trying different vehicle types until the issue goes away. Unfortunately, even though certain combinations of vehicles give me issues in my modded missions, these same exact vehicles won't fail in any of my tests, so I don't know what the real problem is. But until a dev actually sees it for themselves, just keep trying different vehicle types until they all stick. @Herosandvillains I've been testing and I'm not understanding the results. I can have all 4 of the helo's in each category (CAS and transport) or as few as 2 show up and any combination in between. I messed with mods and I don't think it's from other mods loaded (not really sure to be honest). For the most part I'm missing chopper number 3 but this varies as well. Adding more vehicles doesn't change the effect. I did try just repacking the mission several times (without changes) and it changed the outcome of which choppers displayed almost every time. Some times just restarting the dedicated server had an effect. Both vanilla and mod choppers were excluded equally. It does work flawlessly on a local server however. Which leads me to wonder if it's a loading problem. If you have several mods to load then it misses something (because the server is busy). Or perhaps a locality issue when loading maybe? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted March 7, 2017 Can you provide a repro mission here the devs can look at? I was able to workaround the problem by deleting all traces of CS (saving), then adding the CS module (saving), then adding and syncing the CA Type modules again (and then obviously saving). I agree this is not ideal and there's a problem (and who knows if I genuinely "fixed it") but the devs can't do anything about it if they can't see it first hand. Share this post Link to post Share on other sites
cdn_biggdogg 29 Posted March 7, 2017 5 hours ago, HeroesandvillainsOS said: Can you provide a repro mission here the devs can look at? I was able to workaround the problem by deleting all traces of CS (saving), then adding the CS module (saving), then adding and syncing the CA Type modules again (and then obviously saving). I agree this is not ideal and there's a problem (and who knows if I genuinely "fixed it") but the devs can't do anything about it if they can't see it first hand. I'll have to make a separate test mission and restart the testing to see if I can repro the issues and maybe get a better understanding of what might be happening! 2 Share this post Link to post Share on other sites
taro8 806 Posted March 9, 2017 I wanted to ask where is the config for the combat support tablet UI, I want to check if I can change the satellite image alpha for the map bit. I'm messing around with the A3 UI ATM and wanted to see if I can change that for the ALIVE as well. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted March 9, 2017 7 minutes ago, taro8 said: I wanted to ask where is the config for the combat support tablet UI, I want to check if I can change the satellite image alpha for the map bit. I'm messing around with the A3 UI ATM and wanted to see if I can change that for the ALIVE as well. I think some work is being done on this, so I'd say it's probably possible. Here's a closed pull request if you want to read it which will have conversations with the people you'll want to talk to: https://github.com/ALiVEOS/ALiVE.OS/pull/288 Share this post Link to post Share on other sites
taro8 806 Posted March 9, 2017 1 minute ago, HeroesandvillainsOS said: I think some work is being done on this, though I have no idea if the work that's being put in will address your specific request. Here's the closed pull request if you want to read it: https://github.com/ALiVEOS/ALiVE.OS/pull/288 Hmm, I cant find any good info on what I'm looking for. All I really want is just the config bit for the map. You just need maxSatelliteAlpha set to zero to disable the satellite texture overlay. However, I need to find the place where do I need to put it. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted March 9, 2017 2 minutes ago, taro8 said: Hmm, I cant find any good info on what I'm looking for. All I really want is just the config bit for the map. You just need maxSatelliteAlpha set to zero to disable the satellite texture overlay. However, I need to find the place where do I need to put it. I edited my post before you quoted it. I misread you. @spyderblack723 may be a good person to ask so here's a ping. :) Share this post Link to post Share on other sites
taro8 806 Posted March 9, 2017 Ok so I found all the files I needed, but I just can't pbo the addons. I downloaded from git, has the p drive set up, the tools and all, I work with CUP team so everything is set up fine as I can pbo CUP SVN stuff no problem. EDIT: Got it working. Here's the comparison between vanilla ALIVE and my changes: http://imgur.com/a/KBfH2 Removed the satellite overlay and improved contours using the BHC map mod setting. Now in full zoom you can see the details of the map. Share this post Link to post Share on other sites
friznit2 350 Posted March 9, 2017 That's pretty neat. Any chance you could bung in a Pull Request? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted March 9, 2017 @taro8 That's damn lovely and an improvement over the vanilla for sure. Nice work! Share this post Link to post Share on other sites
taro8 806 Posted March 9, 2017 Added the fork/branch/thingy best I could. In other news I released a standalone mod that changes Arma 3 map, 3den, UAV terminal, artillery computer and such so my tweaks are used, check it out if you want. 2 Share this post Link to post Share on other sites
Tobur 37 Posted March 13, 2017 Hey, I am struggling with spawning units. I have set up an insurgency on Tanoa with CSAT Pacific and Syndikat. I get flushed with these error messages: _id = _fac; if (typeName _fac == "ARRAY") the> 10:11:05 Error position: <_fac; if (typeName _fac == "ARRAY") the> 10:11:05 Error Undefined variable in expression: _fac 10:11:05 File x\alive\addons\x_lib\functions\vehicles\fnc_findVehicleType.sqf, line 39 10:11:05 Error in expression <getVariable ["amount",2])); _units = [[_faction],_amount, _blacklist, true] cal> 10:11:05 Error position: <_faction],_amount, _blacklist, true] cal> 10:11:05 Error Undefined variable in expression: _faction 10:11:05 File x\alive\addons\mil_cqb\fnc_CQB.sqf, line 1082 10:11:05 Error in expression <n = getText (_entry >> "faction"); if (_fac isEqualType []) then { if (_entryFa> 10:11:05 Error position: <_fac isEqualType []) then { if (_entryFa> 10:11:05 Error Undefined variable in expression: _fac 10:11:05 File x\alive\addons\x_lib\functions\vehicles\fnc_findVehicleType.sqf, line 86 10:11:05 Error in expression <n = getText (_entry >> "faction"); if (_fac isEqualType []) then { if (_entryFa> 10:11:06 Error position: <_fac isEqualType []) then { if (_entryFa> 10:11:06 Error Undefined variable in expression: _fac 10:11:06 File x\alive\addons\x_lib\functions\vehicles\fnc_findVehicleType.sqf, line 86 10:11:06 Error in expression <n = getText (_entry >> "faction"); if (_fac isEqualType []) then { if (_entryFa> 10:11:06 Error position: <_fac isEqualType []) then { if (_entryFa> 10:11:06 Error Undefined variable in expression: _fac 10:11:06 File x\alive\addons\x_lib\functions\vehicles\fnc_findVehicleType.sqf, line 86 10:11:06 Error in expression <n = getText (_entry >> "faction"); I get the picture it's about the faction's vehicles, maybe problem with Syndicate cars? Any idea where I can look? Share this post Link to post Share on other sites
highhead 20 Posted March 17, 2017 Hi Tobur! Sorry for getting back to you so late, I'd always suggest to visit our forums on www.alivemod.com/forums if you cannot get further - it's all kicking all off there... About your issue. I haven't seen this error with any of my tanoan vanilla setup, so I thought it would be time to do some demo for a perfectly set up insurgency mission on Tanoa, with your factions CSAT pacific and Syndicate! Please download that mission, run it up and compare it to yours esp in regards to synced modules and faction/classnames: http://s000.tinyupload.com/index.php?file_id=84005196486004055624 Also ensure to have latest ALiVE RC version running, the mission should be working with it: https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v1.3.0.1702201 About another issue with current 1.68 branch: Please be aware, that BIS managed to ignore a pretty ugly bug with 1.68 reported since early A3 DEV branch that also affects some ZEUS settings! They have deployed an issue in Eden Editor that prevents you from selecting options on modules, depending on your selected resolution size! https://feedback.bistudio.com/T122322 - If you encounter that issue, the only workaround is to switch resolution sizes from small to normal and vice versa! Asides from that we are working to deploy a fresh version of ALiVE! Be prepared for some nice new features like simulated sea transport, deployed static weapons and many performance improvements! Have a nice day! Highhead 5 Share this post Link to post Share on other sites
froggyluv 2135 Posted March 17, 2017 Is there any documentation on how cached battle outcomes are determined and is that at all configurable? Share this post Link to post Share on other sites
spyderblack723 407 Posted March 18, 2017 6 hours ago, froggyluv said: Is there any documentation on how cached battle outcomes are determined and is that at all configurable? Not configurable other than speed at which it occurs, which you can change via the module option. Other than that it works fairly logically. Each profile type deals a different amount of damage depending on the type of profile it's attacking. For example, infantry is much more effective against infantry than armored vehicles. Units also have the ability to deal critical damage in order to simulate use of special weapons such as AT/AA missiles, rockets, grenades etc. There is also a chance for profiles to not deal damage, this chance heavily depends on the type of encounter. An AAA vehicle may have a fairly high hit chance against infantry, but a much lower chance to hit an air vehicle (but dealing significant damage when doing so). The more units (infantry profiles) or vehicles (vehicle groups) that are assigned to a profile, the more damage is dealt. In terms of how damage is dealt, units in the group are damaged incrementally. When a unit reaches max damage, they are killed and removed from the profile. For vehicles, individual hitpoints are damaged, the vehicle being destroyed when a lethal amount of hitpoints have been maximally damaged. This can result in some cool encounters where you might see a profile coming back with battle with only a few of it's troops left, some of them being injured. Vehicles can also be weakened after battle. This is important to keep in mind because one profile cannot endlessly mow through enemy groups as it will be weakened with each battle. Of course we are always looking for opportunities to increase the fidelity of virtual simulation. 2 Share this post Link to post Share on other sites
froggyluv 2135 Posted March 18, 2017 Thanks spyder. Was mostly curious if quality of troop ie higher skillset and class of troop ie sniper/recon vs normal/crew level was quantified in as well as body armor vs unarmored. Share this post Link to post Share on other sites
friznit2 350 Posted March 19, 2017 ALiVEmod.com The next generation dynamic persistent mission addon for ArmA3 Release 1.3.0 Stability and Optimisation Continuing our current theme of stability and optimisation, this release includes a bunch of fixes and tweaks based on feedback and bug reports from our community. Highlights include an update to civilian stop & search, which makes them more compliant when arrested and allows them to be detained (for their own safety) without playing Houdini tricks when you're not looking. Infantry units now have the option to deploy boats when advancing across water features, making littoral assaults feasible. CQB units have the option to deploy static weapons in built up areas, including fixed MG posts and mortars. In the meantime we're working on a couple of new features including a revamped ambient civilian model and an AI Joint Force Air Component Commander. Follow our progress on Github!Release Highlights Infantry use boats to cross water (optional) Ambient CQB deploy static weapons (BIS factions only for now; set to 0 to disable) Improved civilian stop, search & detain Improved initial mission load times on dedicated servers Updated index for Clafghan; Kalu Khan; Kidal; Isla Duala; Panthera; Bin Song Tanh; Lingor Changed ALiVE tablet map to be more readable (thanks taro8!) Added alternative map cover for ALiVE tablet (thanks Asmodeuz!) Various fixes for Combat Support Many thanks to all those not mentioned here who contributed bug fixes, enhancements and map indexes! See full commit history on Github Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post) Join the War Room Now! Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission. Known Issues & Support Existing bugs are listed on Github here. Feel free to submit bugs (with repros) or discuss any issues or ideas on our forum at http://alivemod.com/forum/. Manual Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know. Are you using Linux? ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux- dedi-server Acknowledgements and Thanks Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort! Disclaimer We may need to prune the persistent database data from the War Room, eliminating data that is older than 6-12 months. The ALiVE War Room database is run on a voluntary basis at a cost to the ALiVE development team. No guarantees can be given on the mission data stored or the availability of the service. We apologise for any downtime that may impact your MP persistent missions. ALiVE has transformed my Arma 3 experience, how can I thank you? Please consider making a contribution to our server costs if you enjoy ALiVE! It costs us $65 per month to run our War Room website and the ALiVE Database servers and every little helps. Donate here http://www.alivemod.com/#Donate Special thanks to everyone here for supporting us with donations to the ALiVE mod development effort. Have fun! 9 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted March 19, 2017 Ambient CQB deploy static weapons (BIS factions only for now; set to 0 to disable) I just want to clarify this bit for everyone. The manned mortars and turrets will work with any ALiVE compatible faction, it's just that the weapons used pull from vanilla and not the faction you're using. I.E. if you're playing as ISIS, ISIS will man the weapons, but the weapons themselves will come from their side. Share this post Link to post Share on other sites
Hamakaze 142 Posted March 19, 2017 4 minutes ago, HeroesandvillainsOS said: I just want to clarify this bit for everyone. The manned mortars and turrets will work with any ALiVE compatible faction, it's just that the weapons used pull from vanilla and not the faction you're using. I.E. if you're playing as ISIS, ISIS will man the weapons, but the weapons themselves will come from their side. So ISIS would man vanilla CSAT or AAF weapons? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted March 19, 2017 4 minutes ago, Hamakaze said: So ISIS would man vanilla CSAT or AAF weapons? That's my understanding, yes. I think they'll pull from their side (OPFOR factions will use CSAT turrets and mortars, BLUFOR factions will use NATO turrets and mortars, etc). At least that's what I think. @Friznit ? The important thing is that the way that was worded, I didn't want anyone that think they couldn't enjoy the feature if they didn't want vanilla factions spawning. Everyone can enjoy it, it's just the weapons won't come from modded factions (yet). Share this post Link to post Share on other sites