dragonfire43560 27 Posted October 1, 2016 Question.. For the "Insert the troops mission" Is there no way to make it use a custom faction? It always has me pick up the vanilla nato blufor troops. Is that by design or am i doing something wrong? im trying it with the cup marines (CUP_B_USMC) Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted October 1, 2016 I haven't tried that specific faction, but C2ISTAR tasks, when automated, should pick up the faction you specify in the override lines in the C2ISTAR module. If manually creating the tasks from the commander tablet, you'll need to specify which faction you want to be apart of the task (note: it's been awhile since I manually created that task. Normally, you pick the enemy faction with the manual option. I honestly don't know if that task allows you to choose the friendly faction or not when you create it in the tablet yourself). Share this post Link to post Share on other sites
therev709 10 Posted October 1, 2016 Is it possible to disable spawning units when certain players/units are in the area. For example: if my group is playing as an infantry unit on the ground and I'm in a CAS aircraft, how can I set it so that the map won't be constantly spawning units as I fly around the AO? Share this post Link to post Share on other sites
jarrad96 1940 Posted October 1, 2016 On gear/ facewear randomisation- It seems like it is randomised, but I have only seen the combat googles/ aviators/ low profile/ tactical glasses- is there a way to set a selection of facewear that is chosen from the randomisation of each soldier, or at least for the whole faction, as third world forces running around with the tactical glasses on 1/3 of their forces is weird. Share this post Link to post Share on other sites
autigergrad 2034 Posted October 2, 2016 Is it possible to disable spawning units when certain players/units are in the area. For example: if my group is playing as an infantry unit on the ground and I'm in a CAS aircraft, how can I set it so that the map won't be constantly spawning units as I fly around the AO? In the virtual AI module there is an option to set spawn distance for helos and aircraft. Set it to 0. Share this post Link to post Share on other sites
jarrad96 1940 Posted October 2, 2016 2016/10/01, 0:09:33 There are are no groups for OPCOM faction(s) ["BLU_F"]! Please check if you chose the correct faction, and that the faction has groups defined in the ArmA 3 default categories infantry, motorized, mechanized, armored, air, sea!-Map- Clafgan (Workshop version)Factions on map- Default NATO vs custom Indep faction.Server save and exit was taking ages to happen, so ran overnight- upon coming back there was that error.Mods- ACE3, VSM uniforms (worn by Indep) CBA, ASR_AI Is this something up with the mission, or did adding the units somehow break it- my admin was adamant that the same framework (but without custom INDEP_ worked on other maps. Share this post Link to post Share on other sites
maquez 141 Posted October 2, 2016 having lot of troubles with ALiVE and Tanoa: BLUFOR spawns nearly no heavy armor or mechanized units (with luck 1-2 vehicles after several mission restarts) OPFOR instead spawns way too many of them factions used: BLUFOR - BLU_T_F OPFOR - OPF_T_F GUER - IND_C_F enemies do spawn at mission start literally on top of player, even when blacklisted with a marker (happens so far only if player spawn as BLUFOR) question: is there a possibility to post bone ALiVE initialization until custom init.sqf entries are started? edit after further testing today: the strange is, the mostly equal ALiVE settings works flawless on Altis the only difference are the factions Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 2, 2016 Can I use this mod together with ASR AI3? Which one takes effect on AI behavior? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted October 2, 2016 ALiVE doesn't touch low level AI behavior so ASR AI is definitely fine. It's the AI mod of choice for me as well and the results are really good. 1 Share this post Link to post Share on other sites
3l0ckad3 17 Posted October 3, 2016 How do I get the Syndikat to spawn into a city and a forest in Tanoa? I'm using a Military Commander Module so I can get them to attack a base as I'm making a base defend mission.Thank you in advance for any help or insight :) Share this post Link to post Share on other sites
spyderblack723 407 Posted October 3, 2016 How do I get the Syndikat to spawn into a city and a forest in Tanoa? I'm using a Military Commander Module so I can get them to attack a base as I'm making a base defend mission. Thank you in advance for any help or insight :) Sync the Syndikat Military AI Commander to a civilian placement module that is set to spawn Syndikat units. Share this post Link to post Share on other sites
3l0ckad3 17 Posted October 3, 2016 Sync the Syndikat Military AI Commander to a civilian placement module that is set to spawn Syndikat units. I tried that, and goofed around with it for almost an hour. If that is how it is done then I'll try again, I also have it fixed to a marker over the city.. Thank you for the reply. Share this post Link to post Share on other sites
jarrad96 1940 Posted October 3, 2016 Is is possible to have two ORBAT created factions enabled at the same time? I have one INDEP and one NATO one, but when both are enabled the load order cancells one out- they both work fine when seperate- any ideas? I have different @mod names for both, and they both also have different names for the mod.pbo. In similaries both have a backup copy of the autogen, config.ccp and CFGpatches files inside 'addons' Share this post Link to post Share on other sites
autigergrad 2034 Posted October 3, 2016 Is is possible to have two ORBAT created factions enabled at the same time? I have one INDEP and one NATO one, but when both are enabled the load order cancells one out- they both work fine when seperate- any ideas? I have different @mod names for both, and they both also have different names for the mod.pbo. In similaries both have a backup copy of the autogen, config.ccp and CFGpatches files inside 'addons' make sure you have the actual mod name in the config.patches as well. Also..make sure your $Prefix$ file has the correct path when packing the pbo. Share this post Link to post Share on other sites
jarrad96 1940 Posted October 3, 2016 Where in the cfg.Patches does the name go? I just have everything in there by default except for the 'Units' line, which is full of zeus classnames. Share this post Link to post Share on other sites
autigergrad 2034 Posted October 3, 2016 Where in the cfg.Patches does the name go? I just have everything in there by default except for the 'Units' line, which is full of zeus classnames. At the top. It probably says Class test_mod Change test mod to actual faction name Share this post Link to post Share on other sites
dakorath 13 Posted October 3, 2016 Has anyone had issues getting the Apex Getting Started mission to run with TADST? It works fine if I start it in SP, and I tried the Stratis default Alive mission on TADST and it worked too, but whenever I try to run the Tanoa version my client Arma locks up on the loading screen after selecting a role... Any ideas? Share this post Link to post Share on other sites
SavageCDN 231 Posted October 4, 2016 Has anyone had issues getting the Apex Getting Started mission to run with TADST? It works fine if I start it in SP, and I tried the Stratis default Alive mission on TADST and it worked too, but whenever I try to run the Tanoa version my client Arma locks up on the loading screen after selecting a role... Any ideas? Check the server's RPT file and make sure all the mods required for the mission (CBA and ALiVE) are loading properly... usually what you are describing is caused by the server not having the required mods to run the mission. Share this post Link to post Share on other sites
dakorath 13 Posted October 4, 2016 Will do. Seems weird that the same server can fire up the other Alive default mission on Stratis no issues. I'll look into it, thanks! Share this post Link to post Share on other sites
loopdk 92 Posted October 5, 2016 I got this frome my RPT FILE... 15:27:30 ALiVE Global INIT 15:27:30 ALiVE Global Init Timer Started 15:27:30 ALiVE [m_0|30] Module ALiVE_sys_data INIT 15:27:30 "THERE IS A PROBLEM WITH THE ALIVE PLUGIN!" 15:27:30 ALIVE_SYS_DATA START PLUGIN: SYS_DATA_ERROR 15:27:30 "THERE IS A PROBLEM WITH THE ALIVE PLUGIN!" 15:27:30 DATA: Loading ALiVE config from database. 15:27:30 "THERE IS A PROBLEM WITH THE ALIVE PLUGIN!" 15:27:30 Error in expression <peName _config == "STRING" || (_initmsg select 1 == "ERROR" && _initmsg select 2> 15:27:30 Error position: <select 1 == "ERROR" && _initmsg select 2> 15:27:30 Error Generic error in expression 15:27:30 File x\alive\addons\sys_data\fnc_dataInit.sqf, line 109 15:27:30 Error in expression <peName _config == "STRING" || (_initmsg select 1 == "ERROR" && _initmsg select 2> 15:27:30 Error position: <select 1 == "ERROR" && _initmsg select 2> 15:27:30 Error Generic error in expression 15:27:30 File x\alive\addons\sys_data\fnc_dataInit.sqf, line 109 Sombody know whats that can be Share this post Link to post Share on other sites
SavageCDN 231 Posted October 5, 2016 I got this frome my RPT FILE... Sombody know whats that can be Try re-downloading your alive.cfg file from the War Room... I assume things were working fine until the last update? Will do. Seems weird that the same server can fire up the other Alive default mission on Stratis no issues. I'll look into it, thanks! Yeah if other ALiVE missions work then that is not the issue.. unless it's just the Tanoa one that doesn't? Perhaps your dedi doesn't have the most recent server files? Share this post Link to post Share on other sites
dragonfire43560 27 Posted October 6, 2016 Question: What is it in alive that spawns vanilla statics/vehicles? I know roadblocks spawn the vanilla static mgs, but ive also seen some empty ifrits and such spawn. Are they part of a composition? Military encampments? Share this post Link to post Share on other sites
opendome 91 Posted October 7, 2016 Question: What is it in alive that spawns vanilla statics/vehicles? I know roadblocks spawn the vanilla static mgs, but ive also seen some empty ifrits and such spawn. Are they part of a composition? Military encampments? They are part of the compositions (road blocks, field HQs, etc) Share this post Link to post Share on other sites
acoustic 82 Posted October 10, 2016 Couple of questions: Will ALiVE send troops to attack enemies even if they're not in an objective? What about outside the TAOR? If using an AI recruitment script. Would those units be included in the virtualization and persistence if spawned in after missions start? A lot of these are simply questions about how the AI would react to guerilla players. Ie, if we did something like ambush a convoy, would they send troops in that direction and search for us? edit* Last question lol If the AI has control of everything in the TAOR, will it still move troops from obj to obj randomly? Or do they just stay still patrolling the obj? Share this post Link to post Share on other sites
friznit2 350 Posted October 10, 2016 ALiVE AI Commander only directs troops to take the next objective in priority order. What the AI decides to do on the way is up to the regular AI routines. If they spot enemy (or with some AI mods, informed by nearby groups) they will do whatever the standard AI would do, including potentially going outside the TAOR or into blacklisted areas. Recruited units won't be virtualised unless you run a script on them. You can do this manually using the ALiVE admin menu in game or by running the script in the recruitment code (see our wiki script snippets page for examples of how to spawn and virtualise units). Once the AI has taken control of an objective, they will send out clearance patrols in the vicinity of the area, so you should still see some movement. 1 Share this post Link to post Share on other sites