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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)

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Yes, there will be a confirmation.  Depending on how many assets you have in the mission, how many profiles you have etc... it can take a while.  Big missions have taken me a while to save. 

I will Alt-Tab and go surf the web while the mission saves usually.

 

 

ehhh

 

i just waited 30 minutes and nothing. 

 

If its gonna take longer than this then I dont think having a persistent campaign is worth it honestly. I know its not the ALIVE teams fault and its a problem with how arma 3 saves but it could really use a local save feature. 

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I can generally get a mission with 300 objectives and loads of CQB to save in less than a couple minutes. For normal missions for me it's around a minute. Something is definitely wrong.

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I can generally get a mission with 300 objectives and loads of CQB to save in less than a couple minutes. For normal missions for me it's around a minute. Something is definitely wrong.

 

 

hmmm i dont even know where to begin looking for problems. 

 

Im using the sahrani map if htat makes a difference?

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in the @aliveserver folder there should be an alive.log file.  Upload it and your server's RPT file to pastebin.com or similar and link back here for us to look at.

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I'm not sure, I mean I think Sahrani would be ok? I'm not very familiar with the map TBH.

I definitely don't think it would be a bad idea to try another map, such as Stratis, just to make sure the server and mission are setup ok. I think along with that, if you turn on debug for the DATA module, try to save, and post the rpt file and server log file here, it's possible a dev may be able to figure it out by looking at those but I'm not 100% if that's exactly what they'd need or not.

If I was you I'd try testing persistence with ALiVE, CBA and aliveserver only on a vanilla map just to make sure everything is functioning properly. Then I'd try adding my mods back in, and then Sahrani, that way you'd have a better idea exactly what is causing the process to fail.

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Just tried on al rayak too, same problem. 

 

 

 

in the @aliveserver folder there should be an alive.log file.  Upload it and your server's RPT file to pastebin.com or similar and link back here for us to look at.

 

 

hmmm theres no log file or RPT file in my @aliveserver folder. I have a bunch of files called "aliveplugin_2016-09-27.txt" . Each one with a different date and number after. All these contain is my CPU usage. 

 

 

I also have authors.txt, ALiVEPlugin.so and ALIVEplugin.dll.

 

This folder is located in my steamapps/common/arma 3 folder. 

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Also I should add, my server syncs up with the war room just fine. I can see it pop online and it updates all my kills and deaths and stuff. 

 

 

 

Mods im using are

  • CBA
  • ALIVE
  • MCC
  • ACE3
  • 3den enhanced
  • Realistic Tank Crew
  • Ares
  • ASR AI
  • Alaska 2035
  • Kunduz
  • CUP weapons
  • Cup units
  • Cup maps
  • Cup vehicles
  • Cup core
  • Cup ACE3 compatibility addon vehicles
  • Cup ACE3 compatibility addon weapons
  • Mission Enhanced Little Bird
  • G.O.S Al Rayak
  • DerSilver Blastcore
  • Isla Duala
  • Fallujah
  • Wake Island

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Try Altis or Stratis with no mods other than CBA, ALiVE and aliveserver please.

Your rpt file will be stored by default in C drive\username\appdata\local\arma3

But make sure you don't have "no logs" checked in your launcher and/or -nologs written in your launch parameters. Your server logs I'm not exactly sure. I use TADST and those are stored inside the TADST folder for me.

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Yeah that's too many mods, especially for the purposes of diagnosing the issue. And MCC should not be run with ALiVE. From what I hear, MCC can break some critical ALiVE functions but I can't say what exactly because I don't use it myself.

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Sorry your RPT file as Heroes said should be in that location (C drive\username\appdata\local\arma3) or if you are using a dedicated server in the root of the A3 server install directory.  Also as Heroes mentioned make sure you are not using the -noLogs parameter for your server config.

 

There should be a persistence log in the @aliveserver folder (or maybe in root of A3 directory same as the RPT file?).

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The two new tasks are great.

I was messing around last night on Takistan using my new custom British Desert faction vs Takistani Army.

Did the CSAR task and had to rescue an RAF pilot near his downed Harrier. Then had to save my 3cb officer from being executed.

I love how it pulls from the custom faction seamlessly. Great job guys!

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This is the latest rpt file in my TADST folder. There were multiple ones, so I took the newest dated one. 

 

http://pastebin.com/zd5bwZNv

 

 

 

 

 

 

And this is the log file. Does appear to say much

 

http://pastebin.com/cB6Ba7Cs

 

 

Also I removed all MCC modules from my mission and tried it again with no luck. 

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So I tried it with only CBA and ALIVE mods.

 

 

I made a playable character on altis and set down the alive required, alive player options, alive data and virtual AI system. 

 

Then I set down a military commander and civ objective placement and just made a simple nato forces occupation.

 

 

And it worked. 

 

 

So im guessing the culprit is a mod? Its obviously not MCC since i tried without that. What would you guys guess is causing the problem? 

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Also I should add, my server syncs up with the war room just fine. I can see it pop online and it updates all my kills and deaths and stuff.

Mods im using are

  • CBA
  • ALIVE
  • MCC
  • ACE3
  • 3den enhanced
  • Realistic Tank Crew
  • Ares
  • ASR AI
  • Alaska 2035
  • Kunduz
  • CUP weapons
  • Cup units
  • Cup maps
  • Cup vehicles
  • Cup core
  • Cup ACE3 compatibility addon vehicles
  • Cup ACE3 compatibility addon weapons
  • Mission Enhanced Little Bird
  • G.O.S Al Rayak
  • DerSilver Blastcore
  • Isla Duala
  • Fallujah
  • Wake Island
I'd remove the maps you're not using during the mission, DerSilver Blastcore, Realistic Tank Crew (because I've never heard of or used these), MCC, 3Den Enhanced (which doesn't need to be used when playing the mission or on the server, ever) and try again.

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I'd remove the maps you're not using during the mission, DerSilver Blastcore, Realistic Tank Crew (because I've never heard of or used these), MCC, 3Den Enhanced (which doesn't need to be used when playing the mission or on the server, ever) and try again.

 

 

just tried that

 

 

Also tried removing other mods one at a time with no luck.

 

My actual mission file doesnt have anything but alive modules. Could it be i have it set up wrong somehow? 

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I just uploaded a newer British Desert and British MTP faction to the shared drive, and I have now added a Tropical style faction to the British.

 

 

https://drive.google.com/open?id=0B8iD_7EZwkBhcVVEdFdvTWZlOFk

 

Units are wearing Tropical camo and have woodland/tropical vehicles.

 

I have also added Naval units to this faction so that you can have gunboat patrols around Tanoa.

 

Mods needed to run the British Tropical Faction

3CB (all 4 packs, Units/Equipment/Weapons/Vehicles

CUP (Units/Vehicles/Weapons)

Beazly's MAN Truck Retextures

Burnes Foxhound

Burnes Husky

 

The faction is visible and working in Zeus.

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So seperate thing from my problem with war room saving

 

 

 

 

 

Is it just me or does alive barely place any armored vehicles and air units down? 

 

I have the whole map (including airbases) occupied (military and civilian). Theres barely any air vehicles or armor spawning. Il test it by going into zeus mode and going around the map (giving them appropriate time and distance to load). If im lucky, i might see 1 BMP or BRDM group. I dont think ive ever even seen helicopters or jets. 

 

The lack of tanks still persists even if I use "Armored" group composition. TBH i dont see the compositions making a big difference. 

 

i have unit sizes at around 200 for both civ and mil objective placement

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Seems to depends a lot on the map and faction you're using.  To test it's working OK, it's always a good idea to load up vanilla only (CBA, ALiVE) and run up a game on Stratis or Altis.  With CSAT units I get tonks all over the shop.

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Added a lightweight Taliban faction in the Orbatron https://drive.google.com/drive/folders/0B8iD_7EZwkBhZmVFTHN4dC13Wkk?usp=sharing

 

I deliberately made it lightweight so groups can use it if they prefer CUP, RHS, Massi, etc. when adding it.  I also designed it with ALIVE insurgencies in mind as the faction is grouped in smaller insurgent teams.  It includes a mortar unit and some technicals as well.

 

Mods needed to use it.

 

Eric J Taliban 

NI Arms Core

NI Arms AK Pack

NI Arms Springfield Rifle pack

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Additional questions for the specialists of Orbatron around here (by the way, this is a life changer, been waiting for that for years):

 

1. when adding vehicles, seems you can only select one crew type, any possibility to place driver/commander/gunner?

2. any possibility to configure ACE specifics in the export file? For instance, preconfigure who is Engineer, Medic, equip or not with FRIES...

3.Any possibility to change armpatch? looking in arsenal while using orbatron, seems that the option is not available

 

Thanks for your kind help

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With the ORBAT- I'm having a really weird bug with NVG's at the moment- if I give a unit NVG's they appear on his head for a moment before disappearing in the loadout creator- Upon testing the faction I found that the NVG's were being teleported the soldiers uniform inventory, filling that with 2-3 copies of NVG's, which is hilarious, but not helpful, so I have removed NVG's from all my factions for the time being- any ideas as to cause?

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Additional questions for the specialists of Orbatron around here (by the way, this is a life changer, been waiting for that for years):

 

1. when adding vehicles, seems you can only select one crew type, any possibility to place driver/commander/gunner?

2. any possibility to configure ACE specifics in the export file? For instance, preconfigure who is Engineer, Medic, equip or not with FRIES...

3.Any possibility to change armpatch? looking in arsenal while using orbatron, seems that the option is not available

 

Thanks for your kind help

 

Thanks - spread the word!

 

1.  This is default ArmA behaviour.  You can only have one class of crew per vehicle.

2.  Not at the moment but it's a good idea.  I'll add it to the feature request list.

3.  This is tricky - Spyder's been trying to figure it out for some time.  In theory it's possible, just need to figure out the codez.

 

Jarrad - odd one.  I'll have to ask Spyder to look into it.

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With the ORBAT- I'm having a really weird bug with NVG's at the moment- if I give a unit NVG's they appear on his head for a moment before disappearing in the loadout creator- Upon testing the faction I found that the NVG's were being teleported the soldiers uniform inventory, filling that with 2-3 copies of NVG's, which is hilarious, but not helpful, so I have removed NVG's from all my factions for the time being- any ideas as to cause?

Remove ASR when using the ORBAT Creator, It causes this behavior during day hours.

Additional questions for the specialists of Orbatron around here (by the way, this is a life changer, been waiting for that for years):

 

1. when adding vehicles, seems you can only select one crew type, any possibility to place driver/commander/gunner?

2. any possibility to configure ACE specifics in the export file? For instance, preconfigure who is Engineer, Medic, equip or not with FRIES...

3.Any possibility to change armpatch? looking in arsenal while using orbatron, seems that the option is not available

 

Thanks for your kind help

Concerning ACE Support.. maybe sometime down the line.. it's definitely not my top priority and there is a lot of stuff on the wishlist.

Additional export options is on the menu, but having near zero knowledge of configuring units prior to writing this module, I still need to figure some things out before implementing them :)

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