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HeroesandvillainsOS

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Posts posted by HeroesandvillainsOS


  1. 33 minutes ago, redarmy said:

    When placing a random weighting on a mil civ TAOR,i am getting alot of instances where jets and helo's spawn in the open or in these towns/villages.

     

    Is this normal and is there away to prevent it?In the drop down menu there are optios to set stuff like motorized to = 0 etc...but nothing for aircraft.

    Air craft spawning is a separate dropdown. Pretty sure it’s in the Military Placement Military Objective module. Try turning that to off/no.

     

    Though they shouldn’t just be spawning in random places like that. Unless I messed up an index which I’ve been known to do with my fat fingers. 😞  You can thank Tupolov for fixing helo’s spawning in pubs all over the new GM DLC map. 🙂 What map is this?

     

     


  2. 13 hours ago, acoustic said:

    Might you guys be able to slip an index in for my terrain next update?

     

     

    At this stage, indexing is unfortunately still a manual process. Our indexing, which is available as a free tool within our mod, relies on building ID’s and needs to be redone every time the map adds/removes buildings.

     

    Is the map complete or complete for now building-wise? Do you have an index handy or are you requesting we do it?


  3. 10 hours ago, damsous said:

    Sorry for my bad english but we are supposed to get civ interaction from spyder addon with Alive only ? does it work ? cause i set up a mission on Kujari and there is no interaction, and the basic interaction looks like broken (detain, arrest) only search option work.... I also found a civilian, sit in his house with 3 explosive charge attached to his knee (search him no explosive vest). Im using the christian african civilian faction from CFP, maybe the bug come from that mod i will give a try with spyder addons.

     

    By the way the new civilian population is really nice, its more alive, on my first try a civilian throw at me a bottle and gave me a V-sign 🙂

    Spyder’s Civilian Interaction has been brought directly into ALiVE. You won’t need to use Spyder Addon’s Civilian Interaction anymore.

     

    There was a bug that prevented it from working. I think today we’re releasing a hotfix. Let us know if it still doesn’t work after the update.

    • Like 5

  4. 1 hour ago, damsous said:

    Hello, i got few performance issue with the CQB module, i host a server at home on a dedicated computer, everything work fine for the other people but not for me, got weird performance issue :

    -without the CQB module everything works fine

    -with the cqb module (5%-500m spawn distance) my performance client decrease, i take in charge all the cqb unit, i think its because i have 0 ping.

    -with the cqb module (5%-500m spawn distance) + 2 headless client, i got a weird performance issue the fps are fine but every 5 seconde i got a weird slow frame.

     

    Its possible the engine load/unload repeatedly the cqb AI between me and the headless client (i have tried distribution option for virtualized AI headless/server) same issue.

     

    There is way to force Alive to spawn CQB unit on the headless/the server only ?

    @autigergrad ?


  5. 2 hours ago, acoustic said:

    2 questions:

     

    1. On my custom map that is in testing, I attempted to place a bunch of just custom objects and an AI Commander but I kept getting stuck in the loading screen with an error that said something about "static data". AFAIK, that relates to indexing? Does a map need to be indexed in order to use custom objectives or am I enabling something that shouldn't be enabled that's causing this?

     

    2. Do non virtualized units get saved in the ALiVE persistence save? IE, units that aren't tied to ALiVE at all, but just placed in the editor with no commander?

    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.


  6. 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).

    • Like 2

  7. 2 hours ago, devildog664 said:

    So just a quick update I used the ORBAT as sugested and made the APCs into a new faction and removed all the CargoGunner positions in the config and now it works like a charm. So i dont know if you guys want to look into this issue and see why your scripts want to fill the CargoGunner positions first over the actual gunner positions. So again the issue can be reproduced every time by spawning in a crewed vehicle with CargoGunner positions then letting it despawn and then respawn again. 

    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

     

     

    • Like 1

  8. 5 minutes ago, devildog664 said:

    Seems to be a weird issue with CUP APCs. So spawn in a crewed CUP apc let’s say an AAV now teleport the player near the apc so it spawns in and look at it and everything will be good. Now teleport the player far away so the APC despawns then again teleport back to the area so it spawns and the crew will get out and move into cargo positions every time except the driver. Does not happen with RHS APCs seems to just be the CUP ones. 

    Teleporting isn’t really a reliable testing method. If the APC naturally despawns, then respawns, will this issue occur? 

    • Like 1

  9. 3 hours ago, redarmy said:

    Cheers man i posted in ALIVE forums..

     

    yeah i understand what your sayng,the thing is the factions DO have enough groups...for example they send four groups to a different objective..

     

    if i remove THAT objective and preview again,they STILL send one group to the objective that is held by enemy.

    Its not a case of not enough groups.

     

    Best example i can give...  BLU will send one group up to a custom OBJ i define by using an area logic,IF that logic is placed withing an enemy TAOR....If i move that logic 200 meters out of that TAOR,BLU will send 4 groups.....after BLU groups are KIA,and they now know its enemy held,they send 1 group over and over.I believe its a bug,i tested on a new mission,considering all factors.

     

    i have read the wiki for this all night and am convinced its a bug.

     

    @spyderblack723 possibly could help out,cheers man.

    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?

    • Thanks 1

  10. @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.

     

     


  11. 12 hours ago, acoustic said:

    Anyone else having an issue where the map intel is not showing "nearby friendly units" even with the radius set pretty high? All in the same faction as well. Referring to the BFT.

    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


  12. @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


  13. @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.

    • Like 1
    • Thanks 1

  14. 2 hours ago, redarmy said:

    Awesome man thank you.

     

    Perhaps you can spot something.Just to be clear...it does not happen every single time,but it happens enough that when i try to reproduce it,its a 50/50 chance of occuring.

    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?


  15. 37 minutes ago, redarmy said:

    @HeroesandvillainsOS this is my mission,CBA and ALIVE only.

     

    https://www.dropbox.com/s/lwfay0vo842prjo/mission.sqm?dl=0

     

    I have used markers to pinpoint positions and ways to reproduce.If someone can look at it and confirm im not crazy that would be awesome lol

    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.


  16. 21 minutes ago, redarmy said:

    It is happening with and without ORBAT faction.

     

    AAF plainly used from dropdown/force faction "IND_F",loaded up and all variants of Nyx are affected,recieving the extra man.

     

    If i manually place one down in eden,its showing a single vehicle,no extra man.

     

    Doesnt seem to be ORBAT relate but i wouldnt know,iv not had enough time with ALIVE and im literally learning everything from scratch.

     

    Regarding my issue with vehicles stopping,upon spawning from virtual space on way to objectives...i cant replicate it enough to submit it to you guys for testing.

    For all i know its "normal" ALIVE behaviour to an extent.

    Thanks! Yep seems to be ALiVE related and not due to ORBAT. Internally @marceldev89 I think already fixed the Nyx.

     

    Thanks for the report.


  17. @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.


  18. @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?

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