Jump to content
ALiVEmod

ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)

Recommended Posts

My new ALIVE missions shows often this error message:

 

HL3NXeK.png

 

I can't finde this option in AiSkill:

 

a1fwuIC.png

 

Or is my guess wrong?

 

Anyway, how can i fix this message?

 

Thx

Share this post


Link to post
Share on other sites

hey all, again with a question of experience/bugs.

 

On Tanoa, is it a known bug that units will spawn at georgetown. evern when no one is near...

 

I have done a test with ONLY CBA AND ALIVE  on tanoa

 

nato vs syndicat.

 

in every test... the spawn distance is 1k. 

 

for some reason every test i have done Enemy spawn outside of the 1k radius set in the modules. its always around georgetown. 

 

for example i have this mission set up with nato in the main airfield in the center of tanoa. and syndicate hold all the rest. In this mission the enemy should only spawn with in 1K of the air field (where the player starts) However, for some reason 3K away there are Enemy Units spawning and running around GeorgeTown... 

 

I usually run with quite the mod list but turned it off to be sure this was Alive doing this and it is... can someone confirm this to be know or should i report it?because it causes quite the bit of lag and all my missions suffer on tanoa because of units being spawned where No one is... or where No one is near... At all

Share this post


Link to post
Share on other sites

Have you got a Headless Client or Zeus module down near there?  UAVs will also spawn profiles.

Share this post


Link to post
Share on other sites

I have a serious "ORBATRON" addiction.

 

Some screens of some of the factions I've created using it....

 

 

An "African Regime" faction....less "rebel like" and more well equipped.  Standard Uniforms, Russian vehicles, etc.  Similar to the style seen in the movie "Tears of the Sun".  Great for a militarized Opfor African faction to fight.

 

Mods needed:  RHS GREF, RHS AFRF

 

.eJwFwVEOgyAMANC7cADaYinoZRaCBF10EKhfy-6

 

 

I'm a big fan of Hawaiian's 75th Rangers but as he's gone MIA on his mod, I took it as the base and added the Military Gear Pack, SMA and RHS weapons, and voila!  A revamped 75th Rangers Faction.

 

Mods needed:  Hawaiian's 75th Rangers, RHS USAF, SMA (Specialist Military Arms), Military Gear Pack

 

.eJwNyUEOwiAQBdC7cACYjwNCL2MIJbSmFQLTlfH

.eJwNyMsNwyAQBcBeKAD24TUfNxMhjLAjOyDYnKL

.eJwFwdsNwyAMAMBdGABjMK8sUyGCSKqkIOx8Vd2

  • Like 5

Share this post


Link to post
Share on other sites

Great job Tiger- I've done something similar- A militia / mixed military force and Ranger units as well. 

'Epirean Free Militia'- More European appearance and gear, rather than African like yours. 

 

Since the initial deployment of the US Army in the Green Sea region for Operation Arrowhead in 2009-2014 drew the majority of Western forces into the Middle East, the situation in Epirus has declined and several warring factions have broken out in the mountainous nation, which has been suffering greatly from the multiple wars that have broken out during the 20th Century as well as mass poverty in the region. 
'The Epirean Free Militia' is one of the largest factions that formed as a result, and have equipment and weapons comparable with a third world's standing army. 

Body armor taken from captured Greek forces or scavenged from police units is common among the soldiers, while they use Kalashnikov pattern rifles as standard, and have gained access to Soviet tanks and APC's in small numbers, making them a substantial threat for an insurgent militia group. 
​
They have limited support from other terrorist factions, who have infiltrated the area and are training and equipping the guerillas and miltia. The majority of militia forces speak Serbian or Greek, with some of the higher ranks being Greek Hellenic Army defectors who are providing weapons and training to the regular forces. 

 

Consists of 2 elements, the bulk of the forces are militia who use anything they can get, from civilian gear, mixed camo pieces, even police gear-

Yc9QlzO.jpg

 

XxY1s48.jpg

 

QdaD8zb.jpg

 

5GaLcDp.jpg

 

vYfjfHp.jpg

 

And each Militia unit is led by a Veteran soldier, who have more standardised uniforms, better equipment and access to night vision googles, while the Militia have to rely on flashlights. They act as the SF element of the faction. Gear is Tiger camo, with some armor, plate carriers and AK-12's and QBU-88's for DMR's. 

5GaLcDp.jpg

 

nofrMIM.jpg

 

Some older Soviet-Block vehicles are in the faction, as well as technicals and commandered civilian trucks- the civilian vehicles means our guys need to check targets more often, as ambient vehicles could be civs or could be packed with OPFOR units. Most of the armor is older BMP1, BMP1-P, T55 and Shilka, and in single vehicle groups, so ALiVE generates them rarely- meaning that it's given a realistically rare amount of vehicles that ALiVE would have for a mixed force, and they are often tasked to high-priority areas. 

 

Rangers, I'm pretty sure I've shown before, but I based them on a late 2012 deployment tour I managed to get a whole heap of photos from-

 

The 75th Ranger's are a famous US military unit that are the bridge between Special Forces and regular infantry. Equipped with better gear and weapons than infantry units, they often intentionally draw engagements from OPFOR forces. 

The Ranger's use Mk18's as their standard infantry rifle, with various scopes, optics and attachments and color schemes, with the M429 SAW being their standard autorifleman weapon, while on a platoon level they have MMG for more sustained fire and supression. 

Ranger Marksmen or squad leaders often use the SCAR-H, as the 7.62 round it fires gives ample range and power, but the weapon is light enough to be carried easily. 

The Rangers are supported by the 160th SOAR Special forces pilots, who fly close-air-support and transport for Ranger units. 

 

NCiyMuh.jpg

 

oHxgxvk.jpg

 

sgztyjP.jpg

 

F41Ev33.jpg

 

QaDSgr5.jpg

 

1QeaF8q.jpg

 

Mods- RDS (OPFOR vics) , VSM gear, SMA weapons. 

  • Like 3

Share this post


Link to post
Share on other sites

Have you got a Headless Client or Zeus module down near there?  UAVs will also spawn profiles.

 

 

Thanks that was it it was the zeus modules... for some reason i always put them by georgetown ... never made the connection... 

 

Thanks again you just saved me about 10-15 fps in SP.

  • Like 1

Share this post


Link to post
Share on other sites

Great job Tiger- I've done something similar- A militia / mixed military force and Ranger units as well. 

'Epirean Free Militia'- More European appearance and gear, rather than African like yours.

Fantastic...

  • Like 1

Share this post


Link to post
Share on other sites

RFX0nkZ.jpg

ALiVEmod.com
The next generation dynamic persistent mission addon for ArmA3

Release 1.2.2 1611241

CyEWWNqXAAAwEy-.jpg:small

More Hotfixes and Enhancements!
We have quickly shipped another update to ALiVE. The last release had a slight build issue ahem, no worries, it didn't break anything, but we're releasing another 1.2.2 (build 1611241) to compensate.

Fixes:
This build fixes a few issues related to ORBATRON, profile spawns with civ_placement/mil_command modules and a long standing logistics persistence save issue.

Enhancements:
We've only gone and added persistent compositions! They weren't get persisted before, so scouting out roadblocks or enemy outposts was slightly spoilt when on mission restart some would change. We've also fixed an issue where roadblocks were not getting spawned on a mission restart. SpyderBlack has also started some optimisation work making some of our code 20% faster.

Thanks to everyone for feedback both here and on our forum!


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.

Release Highlights
  • Minor Fixes to SpyderBlack's ORBATRON
  • Minor virtual AI fixes
  • Logistics save more robust
  • Fixed compositions that were incorrectly aligned to roads, removed incorrect faction assets
  • Added Persistent Compositions
  • Code optimization
  • Various minor fixes and updates
See full commit history on Github

More Maps?
The momentum is really beginning to build with the indexing tools and we are cracking through the backlog. Instructions for using the Map Indexer can be found on our wiki

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!
  • Like 7

Share this post


Link to post
Share on other sites

I want to make faction with ORBAT and find bug with googles (orbat replace it with scarf or delete it).

Then I try manual tweak

 

Can someone say me , what is wrong with code? they don`t equip balaclava

I want to equip "G_Balaclava_lowprofile"  on all unit by default ..

 


    class O_SSO_Rifleman_01 : rhs_vmf_recon_rifleman_OCimport_02 {
        author = "SKYNET";
        scope = 2;
        scopeCurator = 2;
        displayName = "Rifleman";
        side = 0;
        faction = "SSO";

        identityTypes[] = { "Head_Russian" , "LanguageRus" , "Head_Russian" , "Head_Russian" , "Head_Russian" , "Head_Russian" , "G_Balaclava_lowprofile" };


        class EventHandlers : EventHandlers {
            class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {};

            class ALiVE_orbatCreator {
                init = "_unit = (_this select 0);_unit setUnitLoadout [['rhs_weap_ak105_npz','rhs_acc_tgpa','rhs_acc_perst1ik','rhsusf_acc_SpecterDR_A',['rhs_30Rnd_545x39_7U1_AK',30],[],''],[],['rhs_weap_pya','','','',['rhs_mag_9x19_17',17],[],''],['rhs_uniform_g3_tan',[['FirstAidKit',2],['NVGoggles',1],['rhs_mag_zarya2',1,1]]],['V_TacVest_brn',[['rhs_30Rnd_545x39_7U1_AK',7,30],['rhs_mag_9x19_17',2,17],['SmokeShellYellow',1,1],['rhs_mag_m18_red',1,1],['rhs_mag_zarya2',1,1],['rhs_mag_rgd5',1,1]]],[],'rhsusf_ach_bare_tan_headset','G_Balaclava_lowprofile',['lerca_1200_tan','','','',[],[],''],['ItemMap','ItemGPS','ItemRadio','ItemCompass','ItemWatch','']];reload _unit;";
            };

        };

        // custom attributes (do not delete)
        ALiVE_orbatCreator_owned = 1; 

Share this post


Link to post
Share on other sites

Don't quote me on this but I think facewear is not working properly in the game itself. When I click on a unit and edit his facewear in the editor Arsenal area, everything but the facewear sticks for me. I generally only try balaclava's and the like and have never had any luck spawning AI with them.

Share this post


Link to post
Share on other sites

I've found a workaround for this- what ORBAT does it is not recognise any facewear, instead it will randomise what the unit wears among these options- combat googles, tactical googles (Insurgents will also wear these :(  ) , Aviators, Tactical shades, Low Profile Googles. You can actually see this happening if you select the same unit several times in the creator. 

 

What you can do is export the faction to the autoexec and the manually overwrite the blank space there in facewear with a facewear item of your own choice- For example, some of my Rangers have VSM Shemaghs/ ESS googles, All of my Ghost Recon post OG era have forced Tactical glasses, and my EFM guys have various shades, googles and bandanas. 

 

Ones I have personally forced and working on various factions of mine- Bandana, Balaclava Green, Shades Red, Shades, Shades Blue, Tactical Glasses, Tactical Googles, Low Profile Googles, Combat Googles, Square Glasses, VSM Shemag, VSM Shemag/Shades, VSM ESS Googles. 

 

Wait one, will copy an example from mine-

 

class B_BLUAI_Ranger_01 : B_Soldier_F {

        author = "jarrad96";
        displayName = "Ranger";
        side = 1;
        faction = "BLU_AI";
 
 
        uniformClass = "VSM_Multicam_Crye_Camo";
        backpack = "";
 
        linkedItems[] = { "ItemMap" , "ItemCompass" , "ItemWatch" , "ItemRadio" , "NVGoggles_INDEP" , "VSM_LBT6094_operator_OGA_OD" , "VSM_Mich2000_2_OGA_OD" , "G_Shades_Black" };
        weapons[] = { "SMA_MK18afgBLK_SM" , "Throw" , "Put" };
 
        respawnLinkedItems[] = { "ItemMap" , "ItemCompass" , "ItemWatch" , "ItemRadio" , "NVGoggles_INDEP" , "VSM_LBT6094_operator_OGA_OD" , "VSM_Mich2000_2_OGA_OD" , "G_Shades_Black" };
        respawnWeapons[] = { "SMA_MK18afgBLK_SM" , "Throw" , "Put" };
  • Like 1

Share this post


Link to post
Share on other sites

I've found a workaround for this- what ORBAT does it is not recognise any facewear, instead it will randomise what the unit wears among these options- combat googles, tactical googles (Insurgents will also wear these :(  ) , Aviators, Tactical shades, Low Profile Googles. You can actually see this happening if you select the same unit several times in the creator. 

 

What you can do is export the faction to the autoexec and the manually overwrite the blank space there in facewear with a facewear item of your own choice- For example, some of my Rangers have VSM Shemaghs/ ESS googles, All of my Ghost Recon post OG era have forced Tactical glasses, and my EFM guys have various shades, googles and bandanas. 

 

Ones I have personally forced and working on various factions of mine- Bandana, Balaclava Green, Shades Red, Shades, Shades Blue, Tactical Glasses, Tactical Googles, Low Profile Googles, Combat Googles, Square Glasses, VSM Shemag, VSM Shemag/Shades, VSM ESS Googles. 

 

Wait one, will copy an example from mine-

Yeah my problem is, that I'd like to have no facewear. But for some reason "NoGoggles" does not work for me. Any idea?!

Share this post


Link to post
Share on other sites

Oh, so you want to not randomise anything, and just have blank? Can't help there, as blank will just auto-assign stuff. :(

Share this post


Link to post
Share on other sites

Hmm. We'll need Spyderblack for this I think. My Taliban ORBAT faction only spawns with the facewear I manually set myself in ORBATAMATRON, but I made it a few versions ago at this point.

EDIT: I take that back. I'll have to check but my facewear may actually be headgear that you wear on the face. Lol. Like I said I have had problems with the regular vanilla editor and "facewear" so I take post I made above back. I'd have to double check.

Share this post


Link to post
Share on other sites

I've found a workaround for this- what ORBAT does it is not recognise any facewear, instead it will randomise what the unit wears among these options- combat googles, tactical googles (Insurgents will also wear these :( ) , Aviators, Tactical shades, Low Profile Googles. You can actually see this happening if you select the same unit several times in the creator.

What you can do is export the faction to the autoexec and the manually overwrite the blank space there in facewear with a facewear item of your own choice- For example, some of my Rangers have VSM Shemaghs/ ESS googles, All of my Ghost Recon post OG era have forced Tactical glasses, and my EFM guys have various shades, googles and bandanas.

Ones I have personally forced and working on various factions of mine- Bandana, Balaclava Green, Shades Red, Shades, Shades Blue, Tactical Glasses, Tactical Googles, Low Profile Googles, Combat Googles, Square Glasses, VSM Shemag, VSM Shemag/Shades, VSM ESS Googles.

Wait one, will copy an example from mine-

That's Arma, not the ORBAT Creator.

Keep in mind custom facewear for your profile also exists and overrides everything else.

  • Like 1

Share this post


Link to post
Share on other sites

Strange..spawning facewear with vanilla arma 3  or import  facewear in arsenal -no bugs...But most of players say that this glithy in 1.64

Share this post


Link to post
Share on other sites

I just checked and AI are spawning with the correct facewear when edited using the Arsenal in the editor (I tried shemags and balaclavas). The player isn't, but as Spyder said, that's a profile thing.

I'm not sure what that means for facewear and ORBAT though. Just wanted to clarify my above post about facewear in general after getting a chance to take a closer look at it.

Share this post


Link to post
Share on other sites

Hey everyone,

 

Its that time of year again!

 

If you've enjoyed our mod, please support us by visiting our website and clicking on the link to vote for ModDB Mod of the Year.

 

http://alivemod.com/

Thanks!

  • Like 8

Share this post


Link to post
Share on other sites

@ALiVE Devs: newest version 1.2.2.1611241 is not yet available on PWS.  Dunno if you manually upload or if PWS is doing it in their own "delayed" pace with your mod.  Just wanted to inform you in rather selfish intent since I prefer PWS if a mod is offered there over other DL channels. ;)

Share this post


Link to post
Share on other sites

Small, close to insignificant question, would it be possible to sort the available Player Combat Support units alphabetically instead of the order they were added?

It might be my imaginary OCD acting up, but it just looks nicer when you add to your existing pool of resources to have all the similarly named units grouped together.

 

In my case I currently have 2 UH60's as Hybrid (HOTEL ONE and TWO) and 2 MH-6's added as Transports (GOLF ONE and TWO), placed as "advanced" PCS units, and they currently are listed nice and tidy in order under transports in the ALiVE Tablet. When I add another UH60 (HOTEL THREE) it adds to the bottom of the list instead of after the HOTEL TWO bird.

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×