Jump to content

HeroesandvillainsOS

Member
  • Content Count

    3239
  • Joined

  • Last visited

  • Medals

Community Reputation

1494 Excellent

About HeroesandvillainsOS

  • Rank
    Chief Warrant Officer

Recent Profile Visitors

5029 profile views
  1. 1. That is correct. The map needs to be indexed for custom objectives to work. However, in the next release, this should be fixed and custom objectives and CQB should both work on non-indexed maps. 2. Correct. If it’s not tied to ALiVE, in all but some rare cases, it won’t persist. Manually placed units specifically will not persist and will revert to how they were placed in the editor.
  2. Just a heads up to Spyder Addons users. This hotfix adds a highly requested feature of implementing a fixed version of Spyder’s Civilian Interaction module system directly into ALiVE (yay!). Tupolov has really done quite a fantastic job of making ALiVE feel...well, more alive! That said, the above hotfix is coded to ignore these additions if Spyder Addons loaded in any way. With Spyder Addons loaded, it ignores the fixed civilian Interaction system and reverts back to how it works in Spyder’s mod, meaning insurgency players probably won’t have any way of revealing insurgency HQ’s right now (boo!). We are in the process of testing a new implementation for Spyder Addons users where ALiVE only checks for Spyder Addon’s Civilian Interaction module and not the entire Spyder Addons mod itself. We apologize for any inconvenience. If all goes according to plan we will put out a new hotfix possibly tomorrow or shortly thereafter (no promises but we’ll try to get it out ASAP).
  3. With the release we’re tracking and bouncing back and forth on quite a few issues right now. I passed this along but I’m not sure who’d have to address this (ALiVE team or CUP team). A ticket on our Github could be useful so it doesn’t get lost in the shuffle if you have some time: https://github.com/ALiVEOS/ALiVE.OS/issues
  4. Teleporting isn’t really a reliable testing method. If the APC naturally despawns, then respawns, will this issue occur?
  5. @redarmy I’m not sure. I never really utilized any of the advanced script usages. Someone more experienced with doing this would need to chime in or test it.
  6. @redarmy Not sure on the logistics thing, but for debug, you can debug Virtual AI in game under module options in the ALiVE menu. No need to leave it on full time. For CQB, why do you want it debugged? To test or to make sure you fully cleared an area? If the latter, you can reveal all units temporarily in the ALiVE menu in-game as well.
  7. @redarmy this might be fixed internally. Can you download this PBO from @marceldev89 and replace it with the one in our release build and see if it fixes the issue? http://alivemod.com/forum/4748-blu-opf-vs-ind-objective-status-solved/p1#p26894
  8. I don’t doubt there might be a bug. But I’m having a hard time following it based on how you’re describing it. Can you rephrase it using a lot more detail? I may want a test mission for this but for now, can you just describe the bug in more detail?
  9. @redarmy @spyderblack723 is probably the guy in the know on this, but there are probably other important factors you’re leaving out, such as who’s objective modules are synced to whom, how many groups each size has, etc. The default behavior I believe will also have groups keep at least one group back to occupy held objectives as well (pretty sure). So if they don’t have any other groups left after occupying the ones they have, I’m not sure they’ll make sending them out to take new ones a priority but I’m not 100% sure. Remember, if you cut a map in half and have one side spawn in each side, that doesn’t mean each side will have the same number of groups/objectives even if the modules are identical. Maps are never symmetrical so objective counts are almost certainly different for each side. Easiest way to test this is to reverse the factions in your modules. My best guess is what you’re seeing won’t change or change much (4 vs 1) so I don’t suspect this is is bug. If you want more attack groups, spawn more groups for the side not sending enough, or give them more objectives on the enemy’s side of the map.
  10. Hmm yeah it doesn’t seem to be working. At least not in one of my ops where I have the feature turned on. If you’d like to open a ticket here, I’ll see if anyone wants to get assigned to see what’s going on: https://github.com/ALiVEOS/ALiVE.OS/issues
  11. @redarmy Hey just wanted to give you an update. The vehicles not moving issue apparently can be reproduced without ALiVE at all. Just placing vanilla vehicle groups in the editor and is enough (I don’t know exactly how to repro this myself but we’re reading quite a few people seeing this too). Something within Arma itself is broken, most likely with the 1.92 update. This is a nasty bug. I’d reckon fairly major and potentially game breaking if you use vehicles in ops a lot. Fairly sure @marceldev89 is opening a ticket but I don’t think it could hurt for you to open one until we see his on the tracker. EDIT: Here’s the ticket if you or anyone else wants to subscribe: https://feedback.bistudio.com/T139359
  12. @redarmy Very good repro mission. I see exactly what you're seeing with spawned vehicle groups just sitting there. The issue is clear to me because if you teleport away and revirtualize the group, they immediately begin moving again. I can't say with any certainty that this is a bug and not intended behavior of spawned groups (I’m fairly certain spawned groups are designed to move slower than virtual groups), but I forwarded the mission to the dev side because it feels like a bug to me too. Thanks again. That was an excellent repro mission with very good instructions. That makes my testing life much easier, so thanks for going to the effort.
  13. Any chance the spawned vehicle group is actually moving to the waypoint, but the vehicle spawned the group leader on foot outside the vehicle? As you could imagine, if this did happen, if the group leader was on foot, if it moved at all, it would move extremely slowly. Of course I’ll check later, just thinking out loud. Might be the same bug causing both issues?
  14. Thanks. My role is more of a test and confirm there’s an issue thingy, where then I pass along the issue to the coders. I’ll try to take a look tonight and confirm something is acting wonky. Thanks for the repro.
×