Jump to content

wolffy.au

Member
  • Content Count

    570
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by wolffy.au

  1. alivemod.com The next generation dynamic persistent campaign for ArmA3 Release 0.9.5 Fixes & Enhancements This is a further incremental update to prepare the ground for 1.0 release and fix several outstanding issues and features. Some of the more high profile issues have been fixed, such as Combat Support helicopters now turn their lights off when on task, FFV positions are no longer filled with AI, mobile mortar teams are now supported and the Military Intel Section is back in business providing valuable information on the battlefield situation. Linux server admins should note that everything is now in lower case, although a working connection to the War Room database is still awaiting help from a friendly C++ dev. Any volunteers gladly welcomed! Meanwhile, a lot of changes have been made in the background to prepare for the much anticipated ALiVE Asymmetric Warfare Environment, which will simulate a complex Insurgency and Counter-Insurgency scenario. Unfortunately this is not yet ready for general release and we'll post more details in due course. However, bundled with this release is Hazey's awesome ALiVE Insurgency Revived based upon the same concept as the ever-popular ArmA2 mission, which really shows off the power and flexibility of ALiVE. Check out the MP missions folder in the download. More details in his mission release thread here. 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. Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix and ArmAholic. Note that this build requires the latest ALiVEPlugIn.dll for @ALiVEServer. A separate download link to match Linux server versions will added shortly. War Room Most of the ongoing War Room work is focussed on stability and robustness of the system as it sees more and more use every day. Many thanks to all those providing feedback and troubleshooting issues with the data feeds. You will soon see a significantly more enhanced Server Performance suite built into the War Room with some very powerful analytical tools for server admins. Even if you're not running persistent missions, we strongly encourage you do use the ALiVE Database module to record server stats so we can build a benchmark and provide everyone and BIS with invaluable performance data. We have added a new 'mission' that automates high quality image capture of any addons you have loaded so they can be uploaded to the War Room. Instructions are included in the demo folder. If you have missing images on your War Room profile, run this up and let us know so we can upload them for you. Join Up Now! Manual Please refer to the ALiVE Wiki. All the info you need should is there. If anything is missing or unclear, please let us know by submitting a ticket on our Development Tracker and we'll look to fix it. Support Forum For direct support and feedback from the ALiVE dev team, join us on Skype or sign up to the forum on our website: http://alivemod.com/forum/ Release Highlights New Maps: indexed Helvantis, Isla Duala & Borhholm (again) Combat Support: fixed heli lights blackout and FFV turrets no longer occupied by AI Combat Support: added support for custom init lines in CS modules Combat Support: added support for mobile mortar teams ALiVE Required: added option to disable persistent markers Virtual AI System: added module options for speed of profile movement Military AI Commander: provide more user feedback in the event of init failure (to resolve the 'infinite load' issue) Several fixes to Military Intel, Virtual AI System, Logistics and AI Commander Exorcised the saboteur from the Player Combat Logistic system Changelog Disclaimer ALiVE is still in BETA and subject to change. We may need to clear persistent database data from the War Room before major updates but we will try to let you know well in advance if this happens. We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker. Work In Progress We are hard at work on the Asymmetric Warfare Environment, popularly known as the Insurgency Module although it's technically not a single module but a whole new game mode. We have a working system already but there is a way to go before it achieves our final vision. Our main theme at the moment is to ensure ALiVE is a intuitive and robust as we can make it for general release of 1.0 We'll be taking a long hard look at the outstanding feature request list and make some decisions about what we can realistically achieve for what will be the official gold version, but we're determined that Asymmetric Warfare will be in there! We will of course continue working on future enhancements after that. Thanks To Special thanks to everyone here for supporting us with donations to the War Room. Database hosting isn't free and the overwhelming popularity of ALiVE means we are using rather more data than we originally anticipated. If you want to contribute to keep the War Room ALiVE (see what I did there) then please find the Donate button at ALiVEmod.com! Have fun!
  2. Download: http://creobellum.org/node/21 This mission is to demonstrate the use of AI unit caching when not within player or enemy range. The caching script works by reducing squads when they are outside a specified distance from the players, so that entire squads will reduce to a single unit to save on CPU when they are not near the player. The option to disable caching for particular groups is also available. Testing: Without AI Unit Caching Start: 592 AI Units, FPS 26, 192MB 2 mins: 592 AI Units, FPS 17, 193MB With AI Unit Caching Start: 592 AI Units, FPS 30, 191MB 2 mins: 51 AI Units, FPS 33, 135MB For the purpose of this demo, we are triggering at 100m but the suggested minimum would be 1000m. Use the radio commands to teleport and camera functions. Will cache all groups at the start of the mission Will cache dynamically created groups during the mission Handles multiple sides Will trigger squads of different sides when within range Will ignore group if object variable set Will ignore triggering by ambient civilians Created by: (AEF)Wolffy.au [CTB] Usage: Put the following in your INIT.SQF file: 0 = [1000] execVM "modules\CEP_Caching\main.sqf"; Where the parameter is the trigger radius where the units will reassemble. Change Log: v2.3 - Changed from SQF to FSM - Removed initial 30 sec delay - Added statistics to report log - Wait 30s or 10% AI increase to refresh cache v2.2 - Added: Ensure playable groups are not included in caching - Changed: Increased default caching delay from 30s to 120s - Changed: Updated Teleport script - Changed: cachingDisabled test group disabled by default Version 2.1 - Added group setVariable ["crB_disableCache", true]; to disable caching on groups Version 2.0 - Added Completely restructed the init component to automatically add all groups and new ones as they are dynamically created - Changed Trigger distance is now a centralised parameter - Changed trigger activation code as inspired by RMM_Reducer - Changed groups from all sides can be cached - Changed groups will trigger when approached by groups from different sides or playable units Version v1.3 - Added CEP Unit Caching and radio functions to demonstrate their use. Thanks to: CEP Unit Caching by Myke RMM_Reducer by Rommel Visit us a http://creoBellum.org Developer notes: Here is a list of nifty components to be found in this mission. CEP Unit Caching by Myke - This code is originally from Myke's ARMA I Coop Essentials Pack. I have heavily modified it and it now supports vehicle units and dynamic group creation.
  3. Download: http://creobellum.org/node/183 Some other work I've recently done is trying to get custom CityCenters to work. These are useful if you're trying to populate "empty" towns when using ALICE2. To use these, first you need to patches, found in the CA folder in the demo missions. Just copy the CA folder to your mission directory. To place a custom CityCenter, use the GameLogic/Location objects in the editor, name the object (eg loc_1) and place the following in the INIT: this setVariable ["name", "Lighthouse"]; this setVariable ["demography", ["CIV",0,"CIV_RU",1]]; You only need the Demography setting, if its anything other than Takistan Civilians. Then in your ALICE2 and Ambient Civilian Vehicles modules inthe Editor, place the following in their INIT: this setVariable ["townlist",[[],loc_1,loc_2,loc_3]]; this setvariable ["debug",true]; Use the Debug flag if you want to see markers of all the civilians and vehicles. Lastly, you will need to override the BIS_fnc_locations function with my patched version. In the Functions module, add the following to the INIT: BIS_fnc_locations = compile preprocessFileLineNumbers "CA\modules\functions\systems\fn_locations.sqf"; The HouseEffects hack basically lights up windows in houses at night and chimney smoke, when playing on Utes or Chernarus. Changes made: Fixed a number of syntax bugs in ALICE2 and SYLVIE Added ability for ALICE2 to spawn units in ALICE1 buildings (AIDoors on Utes/Chernarus) Added debug on ALICE2 Traffic Fixed ALICE2 Traffic despawn only when players are not around Fixed debug markers of custom locations in BIS_fnc_locations
  4. First post updated for v0.6. Congratulations team!
  5. Hey all - I'm seeing my name get thrown around a bit in this thread, so just some quick clarifications. http://forums.bistudio.com/showthread.php?97372-Cached-Units-with-Vehicle-Support-v2-0 Date: April 3, 2010 That code hasn't been maintained for almost 4 years. To be very clear, the above script is not the same mechanism used by ALiVE to avoid the AI count limit, so please do not confuse the two projects.
  6. wolffy.au

    ArmADev Eclipse Plugin

    Great to hear man! Early access tester here if you want one! :D
  7. wolffy.au

    ArmADev Eclipse Plugin

    Hello Alwarren! The last time we spoke, I PM'd you when I realise now, I should have just posted here. You said previously you were looking for an efficient way of keeping the syntax highlighting up to date, and maybe add a parser to the SQF editor so that syntax errors can be detected? Is there any updates on this? As I think I said in the PM, we heavily use Eclipse and your ArmADev when coding with ALiVE. It would be awesome if it could pick up what we still use SQUINT for which is forced-reformatting and code audit hints for simple errors and best practices. Would love to see more work from you with this plugin! And thanks for all your efforts so far - excellent job!!
  8. Guys, we've just released a hotfix - Release Build 0.5.2 * 1312021 changelog [MAIN] Fix for module function init error seen with Requires ALiVE [uTILS] Added compression exclusion of sqm files (Showcase fix)
  9. SpectreRSG - we have to wait for Highhead to answer that one. Assume = Ass + u + me :D You are assuming incorrectly - ALiVE works perfectly fine in the editor/SP.
  10. That's on the to do list to convert to a map grid reference. As an aside, its [[x,y],objective size] - but that probably doesn't mean anything to you anyway.
  11. Just like MSO - all units need CfgFactionClasses and CfgGroups to work. That's the only way ALiVE can work without having to create custom settings for every single unit mod available. If the mod author has no idea what we're talking about, send them this way - I'll be happy to explain. We plan to start a thread in the mods area to encourage unit mod authors to use cfgFactionClasses and cfgGroups in their configs. I have created factions and groups for units before, but if the author doesn't merge the configs back into their original work, they potentially become obsolete after the current release.
  12. BIF Mods - can you please lock this thread. Thank you.
  13. Introducing ALiVE, the next generation dynamic persistent campaign for ArmA3 Developed by the team that brought you Multi Session Operations (MSO), the Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario, including command, combat support, service support, logistics and more. Main Features ALiVE features the revolutionary Virtual Profile System that supports thousands of units operating simultaneously across the map with minimal impact on performance. Unlike older caching systems, Virtual AI groups will continue to move, operate and fight and will seamlessly spawn into the visual game world when players are in range. ALiVE identifies key military, industrial and civilian installations automatically for any map. It uses an advanced, multi-layered AI Operational Command structure which assesses the strategic, operational and tactical situation across the battlespace, analyses the relative strengths of enemy and friendly forces and issues missions accordingly. The result is a fluid, dynamic and credibly realistic battlefield as forces modelled on real world Combined Arms doctrines fight for key objectives. The second generation Persistent Campaign system automatically retains mission critical data on an external database without any user installations required - no need for complicated MySQL databases, it is all handled completely automatically! ALiVE have created and fully integrated the ArmA3Live.com Battle Monitoring system, which tracks operations in near-realtime and provides powerful analytical tools to review every kill and every shot fired. ALiVE also provides a variety of popular Player Support utilities such as View Distance, Respawn and Revive Manager, Long Range Communications Rebroadcast for ACRE and an integrated Support Radio Suite for AI controlled Combat and Combat Service Support. The intuitive, easy to use modular framework means mission making with ALiVE is quick and easy, even if you have never opened the editor before. Simply place modules down and play. ALiVE can be used completely stand alone or as part of more complex missions and scripts. Coming Soon to an Internet Near You!
  14. Thanks Foxhound - really appreciate the speed you put us up on Armaholic!
  15. Plenty of testing been happening these last few days. Not long to wait boys...
  16. Yes, SP missions will not be a problem. I believe most if not all modules are already working within the Editor, which means they work fine in SP. The current list of modules are: Admin Actions - includes things like teleport, debug, etc AI Skill Crew Info Dynamic Weather Garbage Collector Player Persistence - for reconnects and server restarts Revive View Settings Profile Systems - a virtual layer for AI to minimise server impact Combat Support AI CAS Combat Suport AI Transport CQB Military/Civilian Target Identification OPCOM (Operational Command) Military Intelligence (works with OPCOM) Military Logistics (enemy resupply) Military Placement (positions the occupying enemy prior to the mission starting) Military/Player Sector Display They are placed in the mission editor and synchronised where required. Yes you can create your own addons dependent on ALIVE. Bearing in mind, we choose a license that requires any changes to ALIVE itself to come back to the project for all to enjoy. We have API documentation for SQF. I'm sure we can have the web API documented in a similar fashion. Hard to say - we need that bug fixed from BIS (http://feedback.arma3.com/view.php?id=12433) for player persistence and we're trying to provide simple OPCOM oriented player tasks. Then is a general tidy up of any quick fix bugs from closed testing. Bear in mind we have been working on ALIVE for about a year now. All dev team members do their best to work on the project when real life permits them. Almost all of us work, some of us have families, others are studying, so we all have to juggle our time to make the magic happen.
  17. I don't think you are using them correctly. I asked AEF to provide me with a representative on Skype as this us not the place to discuss usability, considering its closed testing and you dont have the manual.
  18. Technically there is no reason why that couldnt work. Highhead is working on OPCOM player tasks, but realistically you would form part of the entire faction, which is what OPCOM is about - Operational Command.
  19. From early on in MSO, we decided to use CfgGroups for that exact reason. I have collaborated with many add-on devs to Implement these for all to enjoy. As for maps, let's call that continuous improvement. From the announcement of Altis, it became clear the old system was not going to work. After a discussion with Mikero, a system to efficiently "read" maps was born.
  20. Yes, I've spoken with LoyalGuard previously about this. He is using a similar system we use to discover Electrical Grid objects, so I'm really hoping we can collaborate further to integrate the two mods even deeper.
  21. Guys, if you want player persistence in the near future, can you please up-vote this bug http://feedback.arma3.com/view.php?id=12433 Without it, we cannot restore items in uniforms and vests.
  22. I promised you AEF boys you could test it, hit me up and I'll sort you out. :)
  23. I first wrote about OOSQF in Sept 2012 on the MSO Developers Blog. Its a bit clunky - yes. But it serves its purpose in the way we code cleaner and more reliably. And puts us in good stead when/if BIS release Java support for ARMA.
  24. Here's a teaser post for the techheads. Why an Addon? One of the strongest drivers moving to the next generation of MSO was an lower entry level for any mission editor. ALiVE is entirely based on Editor Modules, ensuring that no coding skills are required by default while still providing the ability to customise settings if you like to get under the hood. To do this, it needed to be an addon. Technical Innovations From a technical standpoint, there are some major innovations in ALiVE you don't find in MSO. Firstly, we are using Object Oriented SQF, to assist in componentising our work, facilitating automated testing and quality control checks. All maps are indexed so that we can find any type of object including those you can't find through SQF. This allows us to perform map scans for automated strategic target discovery on any map. We use a virtualisation layer called Profiling, whereby we simulate AI movement, tested with over 4,000 units. We automatically initialise enemy forces in strategically important locations to simulate an occupying force. The use of JSON and NoSQL databases to performance tune persistence in cloud environments.
  25. Great to see LoyalGuard - I'm really glad I was able to assist. Can't wait to give it a try and integrate into our new mod!
×