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ALiVEmod

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Posts posted by ALiVEmod


  1. RFX0nkZ.jpg

    The next generation dynamic persistent mission addon for ArmA3

    Release 1.2.1

     

    CwtIKL6XAAAOt1C.jpg

     
    Critical Fixes and Updates, ACE IED compatibility, Side Mission improvements
    Following on from the amazing addition of the ORBATRON aka The Orbatterer, SpyderBlack continues to add fixes and updates to the only in game faction creator around. It's a seminal piece of work where wanna-be faction modders can finally make their OPFOR dreams come true. SpyderBlack has added the ability to customize unit ethnicity, language and insignia. Vehicles can now be further customized by specifying different crew classes for each turret. The entire ORBAT Creator has also received a visual lift and a bunch of new export options. All of this has been rounded out with some splendid general fixes to provide a smoother experience.
     
    Meanwhile we had several reports that the ALiVE helicopter pilot's level of service has been dismal. Everything from forgetting to drop off replens to not even bothering to sling load supplies were some of the main complaints. Apparently, even factions without helo's had access to OPFOR helo resupply, leaving many commanders in the field wondering if the Russians were up to something dodgy. Comrade Tupolov has contacted the various combat service supply units and given them a good bollocking. Helo resupply and logistics now reliably deliver to requests and factions can be limited so they don't resupply using someone else's chopper. 
     
    We had several requests to support ACE IED's in the ALiVE IED threat module and ALiVE Asymmetric Warfare options. Tupolov has implemented a system that supports most third party IED mods, as long as those mods are using vanilla "mines" as the base class for their IEDs. More feedback welcome on our GitHub.
     
    Command & Control also received some improvements. Aircraft can now assume a hybrid role of both Transport and CAS (using the CS_TYPE = "hybrid" value) when using the Combat Support module. There were also reports (thanks Shukari!) of HQ not using appropriate voice protocol for tasking (C2ISTAR), this has now been fixed. Don't forget about the cool "side missions", which include the following taskings (auto generated if you wish):
     
    • Assault on a military installation 
    • Defence of a military installation 
    • Assault on a civilian installation
    • Assassination of a HVT
    • Hostage Rescue
    • Combat Search and Rescue
    • Transport insertion
    • Seek and destroy enemy infantry
    • Seek and destroy enemy vehicles
    • Sabotage a military/civilian installation
    • Patrol an area (as an insurgent)
    • Destroy military assets (as an insurgent)
     
    Minor fixes include addressing an error that was only apparent when player persistence was turned off and players disconnected from a mission using persistence. Auto pause of virtual AI and relevant systems when there were no players on the server has also been fixed, ensuring AI insurgents don't spread across the map like wild fire. Minor updates include new ZEC composition updates (thank you ZEC!) and improved error handling when OPCOM factions have not been placed on the map.  Again, we had a bunch of people that didn't want to use ALiVE due to us overriding the vanilla ABORT button, so we've fixed that.
     
    Thanks to everyone for feedback both here and on our forum!
     
    Grab the latest version from ALiVEmod.com

    Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post)

     

     
    Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission.
     
    Release Highlights

     

    • Key updates to SpyderBlack's ORBATRON
    • Critical fixes to Helicopter resupply
    • Aircraft can now be both Transport and CAS for Combat Support
    • ACE IED and 3rd party IED support 
    • More Integrated ZEC and ZECCUP compositions into ALiVE (massive thanks to lsd/2600k!)
    • Fixed issue where auto pause didn't work when players left the server
    • Various minor fixes and updates (31 issues fixed or improved)
     
     
    More Maps?
    The momentum is really beginning to build with the indexing tools and we are cracking through the backlog. Instructions for using the Map Indexer can be found on our wiki
     
    Known Issues & Support
    Existing bugs are listed on Github here. Feel free to submit bugs (with repros) or discuss any issues or ideas on our forum at http://alivemod.com/forum/.
     
    Manual
    Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know.
     
    Are you using Linux?
    ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux- dedi-server
     
    Acknowledgements and Thanks
    Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort!
     
    Disclaimer
    We may need to prune the persistent database data from the War Room, eliminating data that is older than 6-12 months. The ALiVE War Room database is run on a voluntary basis at a cost to the ALiVE development team. No guarantees can be given on the mission data stored or the availability of the service. We apologise for any downtime that may impact your MP persistent missions.
     
    ALiVE has transformed my Arma 3 experience, how can I thank you?
    Please consider making a contribution to our server costs if you enjoy ALiVE! It costs us $65 per month to run our War Room website and the ALiVE Database servers and every little helps. Donate here http://www.alivemod.com/#Donate
     
    Special thanks to everyone here for supporting us with donations to the ALiVE mod development effort.
     
    Have fun!
    • Like 8

  2. RFX0nkZ.jpg

    ALiVEmod.com
    The next generation dynamic persistent mission addon for ArmA3


    Release 1.1.0


    Apex Features!
    We're as excited by the Apex release as everyone else and have been working hard to ensure ALiVE supports the expansion. This major release brings compatability with Apex and the Tanoa map as well as new features, major overhauls of existing functionality and several fixes and tweaks. ALiVE modules now allow mission makers to choose the APEX factions. The appropriate faction vehicles, weapons and supplies are spawned where necessary along with faction groups. ALiVE also includes a map index of Tanoa in order for ALiVE AI commanders to operate throughout the AO. Many thanks to the Bohemia Interactive and specifically their Tools Commissioner Julien Vida for providing us with a critical data export to enable this.

    Military Logistics Overhaul
    Tupolov has been elbows deep in the Logistics code. Military Logistics and the associated Player Combat Logistics requests have been reworked to be more streamlined and reliable. When the Virtual AI Commander requests Battle Casualty Replacements, the Logistics Commander will determine the best method of delivery to the front line dependent on the route and type of units requested. For example, if there is water in the way he will prefer airborne insertion using transport helicopters, slingloading light vehicles and dropping infantry.

    Combat Support Transport helicopters can now sling load light vehicles giving more flexibility to players. When placing the Transport module, mission editors can select whether the helicopter is capable of sling loading. Note that the ability to lift objects and vehicles is still dependent on the size and weight - a littlebird will not be able to lift a tank! A number of cargo boxes will automatically be added that can be filled with kit and underslung for convenience (we're aware that this may not be to everyone's taste but it's a placeholder until we figure out a slicker method of providing slingable transport crates). Before ordering a transport heli to pick up an object, players should take care to ensure the surrounding area is clear so the AI pilot knows which object to pick up. It helps to put a marker on the map over the object to be lifted to assist with accurate selection. As this is a new feature it is prone to bugs so please report any issues on our bug tracker on github.

    Virtual Battle Overhaul
    SpyderBlack has introduced the first part of a major enhancement to the virtual battles between profiled units. The relative strength of units is now taken into account in every engagement and virtual entities will take damage and casualties as the battle progresses, so even if they defeat the enemy they may be in a reduced state. The overall outcome is that virtual battles tend to be longer, larger in scale and players can immediately see the impact when units spawn into the visual world. Additionally, AI Commanders can now task air units to provide Close Air Support for virtual battles and future plans include the ability to request artillery and reinforcements from nearby units to assist in the battle.

    Intelligence
    We are working on developing more feedback to players to indicate what is going on behind the scenes in the Virtual world. Eventually this will take the form of an Intelligence Overhaul, reworking the rather disjointed map indications into a more realistic and comprehensive intel suite integrated into the C2ISTAR tablet. For now though, we have added some indications of when a virtual battle is taking place so players know where to go to get in on the action.

    More Maps
    Friznit has been working closely with members of the community to index more maps. The momentum is really beginning to build with the indexing tools and we are cracking through the backlog. New maps indices have been added for Diyala, Sugar Lake, Nogova, Sarugao A3, Bozcaada and of course Tanoa. We have also updated the indices for N'Ziwasogo v0.94, Al Rayak v0043. More to follow soon! Instructions for using the Map Indexer can be found on our wiki

     

    Download


    Grab the latest version from ALiVEmod.com
    Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post)


    Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission.
     

    Join the War Room Now!


    Release Highlights

    • Added BIS radio messages to Combat & Logistics Support Requests
    • Added ability to delete SITREPs and Patrol Report markers (Default Shift+Del). Reports will be removed from notes after mission restart
    • Military Logistics overhauled
    • Virtual AI battle mechanics overhauled
    • Added Map Indices: Diyala, Sugar Lake, Nogova, Sarugao A3, Bozcaada, Tanoa
    • Re-indexed: N'Ziwasogo v0.94, Al Rayak v0043
    • Enhanced Virtual AI spawning speed and fluidity
    • See full commit history on Github

      Known Issues & Support
      Known Issues list is on Github. Specifically:

      1. Slingloading is still a bit wonky in places. Disable it in the module options if you prefer to wait until we've spent more time on it.
      2. Tanoa Index occasionally spawns helis inside the terminal buildings. If it's a problem, disable ambient vehicle spawns at these locations for now.
      3. New Apex Gendarmarie faction doesn't appear to be spawning (defaults to CSAT). We're looking into it.

      If you find anymore please post them up on Github or discuss on our forum at http://alivemod.com/forum/.

      Manual
      Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know.

      Are you using Linux?
      ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux-dedi-server

      Acknowledgements and Thanks
      Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort!

      Disclaimer
      We may need to prune the persistent database data from the War Room, eliminating data that is older than 6-12 months. The ALiVE War Room database is run on a voluntary basis at a cost to the ALiVE development team. No guarantees can be given on the mission data stored or the availability of the service. We apologise for any downtime that may impact your MP persistent missions.

      ALiVE has transformed my Arma 3 experience, how can I thank you?
      Please consider making a contribution to our server costs if you enjoy ALiVE! It costs us $65 per month to run our War Room website and the ALiVE Database servers and every little helps. Donate here http://www.alivemod.com/#Donate

      Special thanks to everyone here for supporting us with donations to the ALiVE mod development effort.

      Have fun!
    • Like 13

  3. RFX0nkZ.jpg

    ALiVEmod.com
    The next generation dynamic persistent mission addon for ArmA3


    Release 1.0.7


    Updates
    This is a further maintenance update to fix a few issues related to the new author values. We squashed a couple of bugs and deconflicted keybinds with BIS and ACE map drawing tools. ALiVE Advanced Markers now uses CTRL+ALT+LEFT CLICK to add and delete markers.

    Map Indexing
    There are plenty of maps in the backlog awaiting indexing for ALiVE. The indexing tool is simple to setup and use and everything is done IN GAME! Our instructions for using the Map Indexer can be found on our wiki

    Are you using Linux?
    ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux-dedi-server


    Download

    Grab the latest version from ALiVEmod.com
    Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post)


    Note for server admins that this build requires the 1.0.5/6 @ALiVEServer package. Any old versions (i.e. before 1.0.5) should not be used and in most cases won't work or will crash.
    Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission. Don't forget if using 3DEN to set appropriate default values in your modules.

    Join the War Room Now!


    Manual
    Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know.

    Support Forum
    For direct support and feedback from the ALiVE dev team, join us on our forum at http://alivemod.com/forum/.
    Please avoid posting issues/questions related to bugs etc on this thread. Devs and support will answer questions on our forum.

    Release Highlights
    • Updated to accommodate new author values
    • Custom faction mapping added for UNSUNG A3 factions (UNSUNG_E and UNSUNG_C)
    • ALiVE Adv Markers keybind changed to CTRL+ALT+LMB
    • Fixed inadvertent UI font override
    • Fixed issue where Logistics helis did not RTB if players were nearby
    See full commit history on Github

    Acknowledgements and Thanks
    Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort!

    Disclaimer
    ALiVE is now GA. However, we may need to prune the persistent database data from the War Room, eliminating data that is older than 6-12 months. The ALiVE War Room database is run on a voluntary basis at a cost to the ALiVE development team. No guarantees can be given on the mission data stored or the availability of the service. We apologise for any downtime that may impact your MP persistent missions.

    ALiVE has transformed my Arma 3 experience, how can I thank you?
    Please consider making a contribution to our server costs if you enjoy ALiVE! It costs us $65 per month to run our War Room website and the ALiVE Database servers and every little helps. Donate here http://www.alivemod.com/#Donate

    Special thanks to everyone here for supporting us with donations to the ALiVE mod development effort.

    Have fun!
    • Like 8

  4. RFX0nkZ.jpg

    https://github.com/ALiVEOS/ALiVE.OS.git


    ALiVE.OS - Open Source 
    We kept ALiVE closed during dev to facilitate source management, version control and support for what we knew was going to be quite a complex beast.  However, we always intended to open up the source code once we had achieved a stable, feature complete release.  We are now largely content that we have achieved that, notwithstanding the bugs that we are still working on and new features that we would like to include.
     
    So as of today we have changed the licence from a restricted Creative Commons to an open GPL v2 for all builds after 1.0.5.1605051 (the latest official release) and put ALiVE in a public git repo for everyone to fork as you wish.  There are some caveats and everything is explained in the licence file but in short:
     
    1.  ALiVE is free software and may not be monetized in any way (that includes servers that try to get around it with "donations for perks")
    2.  You may release forks of ALiVE but please make it clear that it's not an official version to avoid confusing everyone.
    3.  We strongly encourage everyone to help develop the official Master version using git Branches and Pull Requests. Full details are on our Github wiki.
     
     
    Not So Frequently Asked Questions
    • Why GPL v2?  It's an older licence but many of the other big mods like ACE use it, so it'll facilitate code sharing.
    • What about ALiVE Plugin?  The War Room and its API Plugin (ALiVEPlugIn.dll and ALiVEPlugIn.so) remain on the closed Creative Commons licence for now.  There's a lot of propriety stuff in there and licensing is a headache but there's nothing to stop a clever person getting funky with sys_data and exploring local DB options.
    • ALiVEClient.dll used for map indexing and some future advanced features is also closed source. However, if you wish to contribute to either of these plugins please contact us and we can arrange access to the repo.
    • Mikero's Tools? They're needed for building and indexing maps but the ones we include are an older freeware version.  We strongly encourage everyone to buy the latest from Mikero's site.  Without his genius, ArmA modding would not be possible.
    Have fun!
    • Like 8

  5. alive_logo_bif.jpg

    ALiVEmod.com
    The next generation dynamic persistent mission addon for ArmA3

    Release 1.0.5 - Persistence Fix, Unit Blacklisting Help

    qoXZpc2l.jpg

    Updates
    A fairly small but important update this time, mostly to fix an issue with mission persistence that manifested after the last ArmA3 patch. We have also added a couple of new functions for advanced users to make blacklisting specific unit classes easier. Details are in the change notes below and on our wiki. Finally, you now have a chance of finding important tactical intel on enemy combatants - be sure to search them carefully!

    Map Indexing
    We've included new maps in this release thanks to indexing completed by community members using our indexing tool. Many thanks! The tool is simple to setup and use and everything is done IN GAME! Our instructions for using the Map Indexer can be found here - http://alivemod.com/wiki/index.php/Map_Indexing

    Are you using Linux?
    ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux-dedi-server

    Download
    Grab the latest version from ALiVEmod.com
    Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post)


    Note for server admins that this build requires the 1.0.5 @ALiVEServer package. Any old versions (i.e. before 1.0.0) should not be used and in most cases won't work or will crash.
    Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission. Don't forget if using 3DEN to set appropriate default values in your modules.

     

    Join the War Room Now!

    Manual
    Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know.

    Support Forum
    For direct support and feedback from the ALiVE dev team, join us on our forum at http://alivemod.com/forum/.
    Please avoid posting issues/questions related to bugs etc on this thread. Devs and support will answer questions on our forum.

    Release Highlights

    • Fix to persistence issue
    • Added chance of finding intel on enemy soldiers
    • Added index for Kapaulio thanks to psvialli
    • Added index for Ambramia thanks to noonanamous
    • Various performance and optimisation fixes

    Changelog

    - Repo updated 05/05/2016 @ 10:45 GMT
    - Latest Version set to 1605051
    - Release Build 1.0.5

    [X LIB] Added 2 functions to ease up unit detection for custom blacklisting (esp. to support the common request to remove AA units and groups). Details below:
    _groupTypes = [_stringToSearchFor, _side or _faction] call ALiVE_fnc_groupFinder;
    _entries = [_configPath, stringToSearchFor] call ALiVE_fnc_configFindEntries;
    Example:
    _groupTypes = ["AA", INDEPENDENT] call ALiVE_fnc_groupFinder;
    _objectTypes = [configFile >> "cfgVehicles", "AA"] call ALiVE_fnc_configFindEntries;
    those arrays can basically be easily read and copypasted to whatever blacklist you like (ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST, ALiVE_PLACEMENT_CUSTOM_VEHICLEBLACKLIST, ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST and ALiVE_MIL_CQB_CUSTOM_UNITBLACKLIST)
    [X LIB] Removed legacy code from ALiVE_fnc_inArea and switched to inArea command (incl. keeping pos-array, locations, and objects working)
    [X LIB] Fixed bug in ALiVE_fnc_RandomGroup which could cause a potential issue for random units on side INDEP (minor as fnc not used atm)
    [MAIN] Complete index of Ambramia by noonanamous. Index thanks to noonanamous!
    [AMB_CIV_PLACEMENT] Updated function to allow for use of custom indexes
    [MAIN] Full index of Kapaulio by psvialli. http://alivemod.com/forum/1975-saint-kapaulio-complete-index/0#p11288
    [sUP_COMBATSUPPORT] Fix to Synched Arty Object code error
    [MIL OPCOM] Improved - Allow different INTEL settings per side
    [MIL OPCOM] Added option for soldiers to carry INTEL on them. If they get killed they will drop a file, that has information about nearby objectives and installations. The probability can be adjusted on the OPCOM module.
    [sYS PROFILE] Fixed units were sometimes wounded or killed during the spawn process, esp. if they were spawned in mid-air! Also fixes group vanishing after unload from transport helicopter when ordered with player combat logistics! Improved some parts with lazy evaluation!
    [sYS_PLAYER] Fixed persistence issue where allPlayers is empty at mission start.
    [sYS_PLAYER] More TRACE to debug connection issue.
    [EXTENSIONS] Updated linux plugin to address thread issue


    Acknowledgements and Thanks
    Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort!

    Disclaimer
    ALiVE is now GA. However, we may need to prune the persistent database data from the War Room, eliminating data that is older than 6-12 months. The ALiVE War Room database is run on a voluntary basis at a cost to the ALiVE development team. No guarantees can be given on the mission data stored or the availability of the service. We apologise for any downtime that may impact your MP persistent missions.

    ALiVE has transformed my Arma 3 experience, how can I thank you?
    Please consider making a contribution to our server costs if you enjoy ALiVE! It costs us $65 per month to run our War Room website and the ALiVE Database servers and every little helps. Donate here http://www.alivemod.com/#Donate

    Special thanks to everyone here for supporting us with donations to the ALiVE mod development effort.

    Have fun!

    • Like 6

  6. sharpie7051 - By design we try not to despawn things like CAS as we strongly believe that in a realistic whole map scenario, an insecured airbase should constitute a risk to losing your CS assets to OPFOR attacks.  That said, due to the issues with BIS AI being unable to taxi, we may be forced to fake the landing by despawning aircraft and respawning them at the parking bay when they RTB.

     

    Heroes - this is almost invariably due to a bug in the mod's group configs causing ALiVE to failover to default CSAT units or equipment.

    • Like 2

  7. If ALiVEmod has the opportunity to sit down and play this, Antistasi is incredible and I haven't played it in a long time (meaning it's surly even more remarkable now).

    Specifically, if I recall (sorry Barbolani if I'm messing this up) but it has these amazing systems in place that's based around taking, holding and destroying key infastructure and the way the civilians are impacted by this is really something special.

    I've always wished ALiVE would put similar architecture in place, especially for conventional invasion/occupation commander scenarios where there really is no set objective other than killing bad guys.

    Take the weekend and enjoy this. You won't regret it.

     

    Well you never know, perhaps after Barbolani releases his 1.0 he might consider writing a module for ALiVE ;)  One can only ask!

    • Like 1

  8. The concept is really great.  I note you block ALiVE as an "AI mod".  For info, ALiVE does nothing with low level AI (unlike mods such as ASR, MCC, VCOM, AISS etc).  It should be perfectly safe to have ALiVE running alongside and benefit from things like the C2ISTAR Advanced Markers.  If ALiVE is causing issues, please let us know!

    • Like 4

  9. Just to elaborate on this:

    If by SP you mean alone with AI, definitely yes. This is how I usually play. But launching through SP using a full blown ALiVE mission would not really be recommended unless you guys changed something, correct (though it would be cool if that were to change eventually!)? He'd still want to run run LAN or a dedicated server right?

     

    Nothing wrong with running in SP alone.  The benefit of using a "local dedicated server" is that you can share it across cores, auto-balance onto Headless Clients, use MP respawn, and link up to War Room for persistence.  However, if you just want to plonk a few modules and play a generic, full map dynamic battle you can do that quite happily with SP only.


  10. hey

     

    1.  Yes - up to the AI whether they decide to fight each other though!

    2.  You can order the reinforcements to patrol the area or take up defensive position.  They'll not be ordered away by the AI Commander, though it's anyone's guess what BIS AI will decide to do!

    3.  OPCOM will register the town as secured by friendly forces / free of enemy and will move onto the next objective.

    4.  Via the C2ISTAR Command tablet - you can give waypoints and basic commands to Profiled units, during which time they will be exempt from OPCOM.  You can't completely take over from OPCOM though.

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