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HeroesandvillainsOS

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Everything posted by HeroesandvillainsOS

  1. 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.
  2. Thanks! Yep seems to be ALiVE related and not due to ORBAT. Internally @marceldev89 I think already fixed the Nyx. Thanks for the report.
  3. @redarmy hey we’re actually tracking the extra units spawning issue. Internally we seem to think it may be an ORBAT bug but not totally sure yet. This Nyx you’re seeing extra units with...is generated by ORBAT, or literally vanilla AAF spawning with no ORBAT involved?
  4. @redarmy yes please do one more test, then if the issue still occurs, please post the mission (ALiVE and CBA only) along with steps to see the problem. We want to release very soon, so the sooner the better if possible. Right I realize the Nix is a vanilla vehicle. Was just curious how many units it has when going to groups and placing it down without ALiVE. I can check myself the next time I boot Arma.
  5. @redarmy teleporting in most cases is ok in my experience, but when testing a possible bug like this I’d personally like to see it occur without teleporting (and without fast forwarding using the + symbol in the editor too if you’re doing that. Fast forwarding almost certainly will break scripts). I’d say set yourself near the vehicle, but far enough away it’s virtualized. Then just let it do it’s thing with no teleporting. Once the vehicle spawns, let it sit for a bit. If nothing happens over some time, and they never move along the waypoint, this is probably a bug. If so, we’ll need a vanilla repro mission with ALiVE and CBA only. Regarding the vehicle with the extra unit, I’ve seen some mods do this intentionally. ALiVE spawns groups based on their preset group configuration. If you go to groups in the editor, does the Nix group have an 3 units or too many units when you place it that way?
  6. @redarmy in theory, as long as the units are made using BI standards, any faction you make should work. I’d say give it a try. Very happy everything is working. We can thank @marceldev89 and @autigergrad for peeking at your file. Good job guys.
  7. Please keep me posted! Hope it fixes it!
  8. @redarmy One of our devs looked at your file and the only thing he noticed reading the configs is that all the vehicles you imported and turned to IND still have OPF as the crew: crew = "O_T_crew_F"; No clue if this is the source of your issue or even an issue at all, but it may be worth ensuring your vehicles are all manned fully with IND units.
  9. @redarmy Hey I passed it along. Internally though I make no promises anyone has a a moment to look at the file. The ones free to code are actually quite busy with our new civ additions. Regarding the tasking, fairly certain no they don’t impact or reflect what’s going on in the field. This is why these groups aren’t virtualizing. Some tasks I think do reflect the battle and use those units (the assault tasks maybe? Maybe a couple others?) but fairly sure most wont. I think we have a new strategic tasking that does though. Check the C2ISTAR module. Never used it myself (last I did I never got any tasks at all). @loopdk Our next release. This might have the index for Kujari but not positive: https://steamcommunity.com/sharedfiles/filedetails/?id=924416304
  10. I see. I guess I just wanted clarification on your ORBAT units though. When you’re making this faction mixing all these units from all these sides, you are using vanilla BI units, correct? You mentioned above messing around with 3rd party units (in an act of desperation which I understand), but I can’t be certain 3rd party configs won’t have issues or that they were coded to BI standards. So with BI made vanilla units, and no additional outside mods or assets put into your ORBAT faction (aside from CBA and ALiVE, obviously) this is all still an issue with your ORBAT faction? If so I’m sorry man, wish I could help further. Could you post your ORBAT mod file here? Not much I can do and I can’t make any promises, but I’ll ping some people on the dev side to see if they can at least open your file and see if the configs ORBAT generated look ok.
  11. @redarmy Wait so if you use strictly vanilla units, everything works perfectly/as designed and you have none of these issues at all?
  12. @redarmy the problem is only with vehicles? And just to be clear, you’re mixing BLU, IND, and OPF assets into one faction or just IND and OPF?
  13. Do they fight each other if placed without ALiVE? Just want to make sure your mission settings have IND and OPF as friendly.
  14. According to this page, mixing sides with ORBAT should be possible. http://alivemod.com/wiki/index.php/Use_Cases#Create_a_mixed_group_with_units_from_CSAT.2C_NATO_and_FIA_just_for_shits_and_giggles I’m not sure but I asked for you on our Slack. If I get a useful reply I’ll let you know.
  15. They don’t seem to hop in here too too often. Maybe post the mod data over on our Discord or our forum?
  16. I’m not sure on this either. Might be best to just make an new faction entirely using the ORBAT tool rather than description.ext. You’ll need to make a new faction, call it something like CSAT_AAF and use that faction in your modules. I can’t really help you with the step by step though. Haven’t ORBAT’d myself in quite awhile and I know it’s gone through some changes since I last did it.
  17. This may be intended behavior but since I’m not one of the coders, I’m honestly not sure. Gonna have to wait for a dev to chime in here or someone that knows how factions configs relate to virtualizing better than me.
  18. Yeah quite possibly! I know it sucks and we try to ensure backwards compatibility, but sometimes deleting and replacing modules is necessary. Officially we want people delete and replace for all updates, though unofficially I don’t do this and think I’ve only needed to do it once or twice the entire time I’ve used the mod. But that means it’s worth trying. Best way is to delete. Save mission. Place modules. Save mission. This will help your mission.sqm get cleaned of all old code. Starting from scratch is probably the cleanest way but who’s got time for that? 🙂 Not me. But if your mission is super super super old, it may be the best way to see if it’s a backwards compatibility issue.
  19. Hey man, I really want to see ALiVE’s debug here. In the Virtual AI module you can turn this on (alternatively you can turn this on in game in the ALiVE menu). Please if you can repro this, post a vanilla mission where this happens. ALiVE CBA only. No AI mods such as VCOM.
  20. Oops sorry! Forgot when we implemented the aircraft commander, for them to be profiled, you need to use the Air Commander module. My bad. Unless someone fixed this (which I doubt). For aircraft you need to use air commander. Regarding your tanks issue I don’t know. So they get profiled but don’t show up in the virtual group list in the operations menu? Are infantry groups being added if you manually virtualize them? Are your tanks manned with a driver or whatever BI calls the lead seat?
  21. @redarmy Depends on the setting you use in the Virtual AI module. I use the one where only groups synced to the Virtual AI module get virtualized. So...place a group. Sync the group leader (and only the group leader) to the Virtual AI module. For Aircraft, if you sync the manned aircraft to the Virtual AI module they should get occasional orders and be profiled. Alternatively you can mess around with our Air Commander module: http://alivemod.com/wiki/index.php/Military_Air_Component_Commander
  22. @autigergrad ? If I have time I’ll see what I can do.
  23. Not sure what Icebreakr means we haven’t indexed any of his maps yet. He’s unblocked PBO’s specifically for us in the past and I have indexed quite a few of his myself. What can you do? Our indexing tools are public so you could index it if you want to (easier said than done I know). The alternative would be for someone else to index it (which usually ends up being me lol). EDIT: Ah wait the map has two maps? 😞 Maybe that’s what he meant. Which one do you want indexed?
  24. Ah ok. I guess my index isn’t working anymore than. Unfortunately the nature of how indexing works means if any buildings are added to a map, the index becomes obsolete and needs to be redone. As you can imagine this sucks for players and lousy indexers like me.
  25. One of our dev gurus says virtual AI spam like this generally indicates the map you’re using isn’t indexed for ALiVE. What’s the map?
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