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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)

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wow, new Air features, Malden support, fixes and enhancements...Thanks for this nice update.

 

Keep up the great work guys :)

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Sorry , but what that meant ?  ensure they are profiled?

Spoiler

MACC uses aircraft spawned by Mil Placement modules or, if none are available, the MACC module itself. You can also hand place empty aircraft in the editor and ensure they are profiled via the Virtual AI System for use by MACC.

 

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3 minutes ago, sammael said:

Soory , but what that meant ?  ensure they are profiled?

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MACC uses aircraft spawned by Mil Placement modules or, if none are available, the MACC module itself. You can also hand place empty aircraft in the editor and ensure they are profiled via the Virtual AI System for use by MACC.

 

You need to make sure the empty aircraft has been given over to the Virtual AI system. Depending on the setting you use in the Virtual AI module, will determine whether or not these aircraft are synced to it.

 

Example: If you use the virtualized all synced objects option, you'll want to sync the aircraft you want controlled by the new MACC system to the Virtual AI module.

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thank you for your answer.  Strange-Before MACC  I was always thought ALIVE have helo patrol options module)

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1 minute ago, sammael said:

thank you for your answer.  Strange-Before MACC  I was always thought ALIVE have helo patrol options module)

 

Hi...

 

Yeah - I believe previously the Military AI Commander would utilize aircraft spawned in for your faction - these new features are just developing the air warfare further - with plans to include new options and capabilities... I think the previous use was also just for CAS operations - I've never seen two planes dogfighting before... It sounds promising...

 

Regards,

Scott

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Previously the AI Commander just used air units like any other unit and sent them towards the next priority objective.  MACC provides a proper air ops layer so aircraft are used more realistically at both operational and tactical levels.

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can`t get it work properly. F or example - I want to place 10 heli and 5 jets -and make them patroling area. I try a lot and every time module spawn air HQ and only one heli with pilots , but heli don`t fly

can someone help me to configure 10 heli and 5 jets for MACC?

placed empty air assets and sync it to opcom doesn`t work with MACC for me

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19 minutes ago, sammael said:

can`t get it work properly. F or example - I want to place 10 heli and 5 jets -and make them patroling area? I try a lot and every time module spawn only one heli with pilots , but heli don`t fly

Same Issue. Placed the module on Rasman airfield on Takistan with rhs_faction_vdv as faction. But nothing happen. It is also synct to one of my Military AI Commander. No Aircraft or helo. How can i fix this ?

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If you manually place aircraft and you want them to be used by MACC, they must be virtualised.  Depending on the settings of the Virtual AI module, you may have to sync the aircraft to it (e.g. if you have the Virtual AI module set to virtualise only synced units).  MACC will only task one aircraft per Air Tasking Order at a time.  So you will have one CAP aircraft and one DCA aircraft in the air.  The remainder will be kept on standby until the tasked aircraft are lost or destroyed.  Make sure the faction you're using actually has aircraft.  If in doubt, try getting it to work with vanilla (CSAT or NATO) first.

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23 minutes ago, friznit2 said:

If you manually place aircraft and you want them to be used by MACC, they must be virtualised.  Depending on the settings of the Virtual AI module, you may have to sync the aircraft to it (e.g. if you have the Virtual AI module set to virtualise only synced units).  MACC will only task one aircraft per Air Tasking Order at a time.  So you will have one CAP aircraft and one DCA aircraft in the air.  The remainder will be kept on standby until the tasked aircraft are lost or destroyed.  Make sure the faction you're using actually has aircraft.  If in doubt, try getting it to work with vanilla (CSAT or NATO) first.

 

I also tried it with CSAT. Only some units are spawned but no plane or helo. Does anyone have an sample mission?

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AuTigerGrad posted one here: http://alivemod.com/forum/3023-military-air-component-commander/p1#p20917

 

Edit: also not that RHS factions are a little awkward.  rhs_faction_vdv does not have any planes.  rhs_factionvvs_c has planes but no infantry groups.  I've found the best workaround is:

 

Mil Placement module and Military AI Commander set to faction override rhs_faction_vdv as normal.  Turn OFF place air units in the Mil Placement module.  MACC module with faction set to  rhs_factionvvs_c and turn ON place air units.  Sync them all up and you get VDV ground forces and VVS air units controlled by the AI Commander.  There's a minor issue that the Air Tasking Order radio chatter seems to be playing for the faction instead of side, so if the player is VDV you won't see it.

 

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Air Command

I can't see any airpatrol. I have placed the Air Commander and synced him to the AiCommand.

In the Virtual Ai System are "handle all units" marked so I don't synced the helicopter to it.

I'm using CSAT and placing CSAT-helicopter manual.

 

In the MACC module is ["CAP","DCA"] listed.

No Area defined and no HQ is marked there.

Spawn aircraft and AA is disabled.

 

 

My Mods:

- Community Base Addons (CBA_A3)

- Advanced Combat Environment 3 (ACE 3)

- Advanced Combat Environment Extras (ACEX)

- Advanced Light Infantry Virtual Environment (ALiVE)

- Task Force Radio (TFR)

- Specialist Military Arms (SMA)

- Enhanced Movement (EM)

- Heros Survive

- VSM All In One Collection

- BackpackOnChest

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Try using jets.  Helis aren't equipped for CAP and DCA.

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Faaark!!! I just want to say ive been messing with this game for a while (too fkn long), most of my time has been in the editor and trying to get my head around scripts bla bla, trying to get that perfect big battle scenario...you guys are fkn awesome, now i dont mess with scripts (much) i just use Alive for everything, and now it provides an Air Commander component thingy, ive been messing around with it on Stratis a lot and like everyone else im just amazed to watch the action unfold, i remember when Wolfy (sorry if i got it wrong) was messing with this in Arma 2, i think thats where it originated from? anyway your all bloody legends and put a much needed part of SIM in Arma, sorry ive had a couple but thanks, i hope that BI would work with you guys to incorporate this awesome mod in future, cos it just makes sense :)

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Been having problems with Lythium and chernarus maps and getting the MACC to work there. I can get it to work fine on Stratis and Altis. 

 

On Lythium I first tried the southern airport, placing some black wasps and other aircraft everywhere around the airbase. Then synching to the virtual module. Most of the time MACC didn't even place a base when I placed the module near there. Either that or no cap aircraft was available.

 

Then tried the northern airbase. Placing super hornets everywhere and using virtualize everything except synched units. That worked a little better but still didn't manage to launch any aircraft. The jet pilot started running but not to his aircraft. But the map had a CAP asset marked. 

 

I also tried to let the MACC module place aircraft. It only placed 2 planes, in two hangers on the northern base. But quite far away from the runway. 

 

I suspect it's more to do with Lythium than anything else, because operating AI planes in the southern base gets some very weird results. They don't taxi on the tarmac and they take off from the grass.

 

So my failures prompted me to try Chernarus from CUP. The northern airfield worked fine. The southern one did not work at all. Also all the hangars were removed for some reason when I used MACC. Also placed the freedom with some black wasps. Blu_f opcom and MACC on top of it, like in the sample mission on Stratis. And everything virtualized except synched units. It didn't even find a forward operating base and MACC wasn't initialized.

I only used blu_f opcom and units for both maps. 

 

While placing the freedom I might have missed something since I only tried a couple of times, but it would be cool if someone would try to recreate this or get this to work on those maps. So I know if it was me doing something wrong. Or maybe the first version of MACC is a little wonky so far on some community made maps. 

 

Oh and this module is so cool by the way. Many thanks for creating it!

 

 

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Very likely to be a problem with the maps, unfortunately.  For example, Tup discovered after hours of testing last night that AI pilots cannot take off from the USS Freedom on the new Malden 2035 map because the sea depth is too shallow.

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Lythium's Southern airbase isn't too AI friendly in general. They taxi diagonally across the grass to a midpoint on the runway to takeoff. The concrete barriers along the runway make it very problematic.

 

I played around with CAS module placement and got sort of consistent takeoffs but it takes a while as they have to throttle up and eventually break free of the barriers in their path. Either needs new taxi routing or the barriers removed. Seems they are indestructible so scripting explosives etc was a no go. :(

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2 hours ago, BvB1 said:

Lythium's Southern airbase isn't too AI friendly in general. They taxi diagonally across the grass to a midpoint on the runway to takeoff. The concrete barriers along the runway make it very problematic.

 

I played around with CAS module placement and got sort of consistent takeoffs but it takes a while as they have to throttle up and eventually break free of the barriers in their path. Either needs new taxi routing or the barriers removed. Seems they are indestructible so scripting explosives etc was a no go. :(

Agreed. But this needs to be reported to the Lythium team. Nothing the ALiVE devs can do about this.

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I'm currently having trouble rebinding the Open Menu (My keyboard doesn't have the App key).

 

I have the latest version of CBA_A3

I have the latest version of AliVE

both from steamworks

 

I've tried rebinding both the 'use action 20' and 'Open Menu' in the configure addons menu, after every change I restarted the game.

 

I get the Open Menu sound, but the menu itself doesn't open, and I've plugged in an old haggard keyboard with an App key and the Menu comes up just fine.

 

I've tried various keys, including the letters, numbers, right windows/shift etc etc, made sure none of them are bound to another action but it just doesn't want to play.

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6 hours ago, sbua16 said:

I'm currently having trouble rebinding the Open Menu (My keyboard doesn't have the App key).

 

I have the latest version of CBA_A3

I have the latest version of AliVE

both from steamworks

 

I've tried rebinding both the 'use action 20' and 'Open Menu' in the configure addons menu, after every change I restarted the game.

 

I get the Open Menu sound, but the menu itself doesn't open, and I've plugged in an old haggard keyboard with an App key and the Menu comes up just fine.

 

I've tried various keys, including the letters, numbers, right windows/shift etc etc, made sure none of them are bound to another action but it just doesn't want to play.

 

You must restart the game for re-bindings to take effect.

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16 hours ago, HeroesandvillainsOS said:

Agreed. But this needs to be reported to the Lythium team. Nothing the ALiVE devs can do about this.

Oh definitely not ALIVE issue. Forgot to add in my post, at least in Arma 2 taxi pathing is built into map (or default used). Seems it's still the case, I bet that diagonal route they are using would fit perfectly if superimposed over either Altis or Tanoa's major airbase. ;)

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9 hours ago, spyderblack723 said:

 

You must restart the game for re-bindings to take effect.

@spyderblack723

16 hours ago, sbua16 said:

I'm currently having trouble rebinding the Open Menu (My keyboard doesn't have the App key).

 

I have the latest version of CBA_A3

I have the latest version of AliVE

both from steamworks

 

I've tried rebinding both the 'use action 20' and 'Open Menu' in the configure addons menu, after every change I restarted the game.

 

I get the Open Menu sound, but the menu itself doesn't open, and I've plugged in an old haggard keyboard with an App key and the Menu comes up just fine.

 

I've tried various keys, including the letters, numbers, right windows/shift etc etc, made sure none of them are bound to another action but it just doesn't want to play.

 

14 hours ago, HeroesandvillainsOS said:

@sbua16 Do you have the ALiVE required module placed?

 

@HeroesandvillainsOS I do indeed.

 

I should reiterate, the actual app key opens up the menu just fine. It just doesn't work when rebound to any other key (The sound plays, but the menu doesn't open). I can't use the app key however, since the keyboard I actually use doesn't have one, and obviously switching to an old half-broken keyboard, albeit with an app key, to play this fantastic mod isn't ideal.

 

Also, this is without any other mods installed, just using AliVE and CBA so I imagine it should be reproducible unless something reeeally weird is going on my end.

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WRONG THREAD - PLEASE DISREGARD

Hi Hero,

Yep - working now thanks...

Think I may have discovered another issue though - could the unarmed helo issue also affect the Player Combat Support CAS Module - I've called in a bunch of CAS missions - the helo's fly circles around obvious enemy - but never fire a shot ???

Regards,
Scott


Sent from my iPhone using Tapatalk

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Hi everyone,

 

I'm discovering the Alive mod with great pleasure.

I'm working on a asymetric warfare on Tanoa island and I may need your advices: it will be for 4 to 10 players max, mostly 5/6 on the average.

It will be a BLUFOR played on domination against Syndikate on assymetric.

My question is how to balance the numbers of opposition forces to keep something playable for so few players? 

Any other advices or recommendation will be much appreciated. 

 

Regards,

 

Zuzul

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