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HeroesandvillainsOS

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Everything posted by HeroesandvillainsOS

  1. Hi everyone. I was just wondering if anyone has any sites they can recommend for music that can be used in published missions. I'm not making anything elaborate, I'm just thinking of using a simple 30 second music intro, but then I realized there may be problems when it comes to legalities. I hear a lot of people in the community use YouTube and cut the sounds through Audacity but I don't know if we're supposed to follow any rules? Or maybe since I'm not charging for my missions and the sounds are free to listen to on YouTube I can use a small sample of someone's else's music without worrying about licensing? Where do you mission makers get your music sources from?
  2. U.S. and Afghan Special Forces take a combat role clearing Taliban cells along a trade route, known as Lythium, between the provinces of Badghis and Bala Murghad Afghanistan. As a traditional ALiVE Insurgency mission, the idea here is to replicate a long-term persistent campaign, going out on patrol, talking to the locals, clearing and holding towns, and destroying the enemy resources. For more insight on how to play, please read the how-to-play instructions in the mission briefing area. For a more in-depth analysis of what the bells and whistles of an ALiVE Insurgency entails, here is an excellent breakdown from the ALiVE wiki: http://alivemod.com/wiki/index.php/Insurgency Although solo play is encouraged, the mission should ONLY BE run on a local hosted server. If you want to use a dedicated server, grab the PBO from the link below. Features include: CAS and logistical support The full suit of ALiVE features including suicide bombers, IED's and VBIED's AI Recruitment Helicopter and ground vehicle resupply triggers The Muslim Call to Prayer Ambient civilian traffic Multiple bases and outposts to choose from for respawn Intelligence on dead bodies Zeus Game Master for Admins Mods: CBA* ALiVE* Spyder Addons* Community Factions Project* CUP Weapons* CUP Units* CUP Vehicles* JBAD* Lythium* Note: * means I'm subscribed to the Steam Workshop version of the mod. Saving your progress: This mission uses a local saving feature, which is accessed in the esc menu and initiated by the "server save and exit" function. To continue your save, simply act as if you're starting the mission over again and your data will load automatically. To start the mission over, change the PBO name or execute "call ALiVE_fnc_ProfileNameSpaceClear" in the debug menu. This mission should only be played on a local hosted server, even if you're playing alone with AI. If you want to play the mission on a dedicated server, for now, unpack the mission, open the Data module, and change the local saving option to "cloud." Download Link: https://www.dropbox.com/s/ryowpa41cu5rbfg/Battle_of_Lythium_CFP.lythium.pbo?dl=0 Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=964769969
  3. With the insurgent threat in the region rising, US Special Forces embark to Takistan to join the Afghan National Army in eliminating the Taliban. Although solo play is encouraged, the mission should only be run in LAN or on a local hosted server, which allows you to save and load your progress. Features Include: CAS and logistical support The full suit of ALiVE features including suicide bombers, IED's and VBIED's The Muslim Call to Prayer Ambient civilian traffic A shooting range with Virtual Arsenal Multiple bases and outposts to choose from for respawn Headless client support Intelligence on dead bodies Zeus Game Master for Admins As a traditional ALiVE Insurgency mission, the idea here is to replicate a long-term persistent campaign, going out on patrol, talking to the locals, clearing and holding towns, and destroying the enemy resources. For more insight on how to play, please read the "How to play" section in the mission briefing area. For a more in-depth analysis of what the bells and whistles of an ALiVE Insurgency entails, here is an excellent breakdown from the ALiVE wiki: http://alivemod.com/....php/Insurgency Mods: CBA* ALiVE* Spyder Addons* Community Factions Project* CUP Weapons* CUP Units* CUP Vehicles* CUP Terrains Core, CWA and Maps* Recommended but not requires: Advanced Rappelling* Advanced Towing* Note: * means I'm currently using the Steam Workshop version of the mod. Saving your progress: This mission uses a local saving feature, which is accessed in the esc menu and initiated by the "server save and exit" function. To continue your save, simply act as if you're starting the mission over again and your data will load automatically. To start the mission over, change the PBO name or execute "call ALiVE_fnc_ProfileNameSpaceClear" in the debug menu. This mission should only be played on a local hosted server, even if you're playing alone with AI. If you want to play the mission on a dedicated server, for now, unpack the mission, open the Data module, and change the local saving option to "cloud." Steam Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=959690876&tscn=1498795007 Download Link: https://www.dropbox.com/s/mwei9pmdup7deh8/Inshallah_CFP.Takistan.pbo?dl=0
  4. No. They are not configured to BI faction standards (no clue why BI didn’t enforce this since it’s official DLC).
  5. @redarmy I’m not too familiar with MACC myself. But if there’s an odd issue like this and it seems unintended maybe a ticket on our Github with a vanilla repro is a good idea: https://github.com/ALiVEOS/ALiVE.OS/issues
  6. 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?
  7. ALiVE has updated just an FYI. Hopefully this at least fixes all the urgent bugs. Thanks for the reports everyone.
  8. 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?
  9. 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.
  10. 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.
  11. 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).
  12. 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
  13. Teleporting isn’t really a reliable testing method. If the APC naturally despawns, then respawns, will this issue occur?
  14. @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.
  15. @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.
  16. @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
  17. 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?
  18. @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.
  19. 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
  20. @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
  21. @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.
  22. 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?
  23. 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.
  24. Thanks! Yep seems to be ALiVE related and not due to ORBAT. Internally @marceldev89 I think already fixed the Nyx. Thanks for the report.
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