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friznit2

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Everything posted by friznit2

  1. ALiVEmod.com The next generation dynamic persistent mission addon for ArmA3 Release 1.3.0 Stability and Optimisation Continuing our current theme of stability and optimisation, this release includes a bunch of fixes and tweaks based on feedback and bug reports from our community. Highlights include an update to civilian stop & search, which makes them more compliant when arrested and allows them to be detained (for their own safety) without playing Houdini tricks when you're not looking. Infantry units now have the option to deploy boats when advancing across water features, making littoral assaults feasible. CQB units have the option to deploy static weapons in built up areas, including fixed MG posts and mortars. In the meantime we're working on a couple of new features including a revamped ambient civilian model and an AI Joint Force Air Component Commander. Follow our progress on Github! Release Highlights Infantry use boats to cross water (optional) Ambient CQB deploy static weapons (BIS factions only for now; set to 0 to disable) Improved civilian stop, search & detain Improved initial mission load times on dedicated servers Updated index for Clafghan; Kalu Khan; Kidal; Isla Duala; Panthera; Bin Song Tanh; Lingor Changed ALiVE tablet map to be more readable (thanks taro8!) Added alternative map cover for ALiVE tablet (thanks Asmodeuz!) Various fixes for Combat Support Many thanks to all those not mentioned here who contributed bug fixes, enhancements and map indexes! See full commit history on Github Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post) Join the War Room Now! 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. 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!
  2. That's pretty neat. Any chance you could bung in a Pull Request?
  3. Can you replicate with just ALiVE and CBA running? It's working fine on my dedi with various popular mods.
  4. That referring to compositions, not units. The optional Apex comps are in the Optional folder. Otherwise it's just saying it'll revert to default compositions.
  5. Yes indeed it should fix it! Thanks commy. You're right though, we really should stop using the old randPos function. I'm sure we'll get around to it at some point :)
  6. We have been made aware of an issue that causes ALiVE to fail init with the latest release of CBA. We're investigating!
  7. Glad you enjoy it! More fun things being worked on slowly and expect another maint release shortly (as per that RC posted on last page)
  8. If that fails, PM me here and I should be able to reset your password and send it to you.
  9. Not forgotten! I just need to get around to sticking it in (that's what she said).
  10. Not yet. We'll see how it plays in testing first.
  11. Do you know how to pbo files for ArmA3? You can use ArmA3 tools or any number of popular tools to do it. There are lots of guides around how to do it.
  12. @genesis92x Might be easier if you join our ALiVE channel on Slack so we can talk technical stuff with the devs - would be super awesome to get VCOM and ALiVE playing together nicely.
  13. All the camps have different class names now I think. Check the config viewer.
  14. The AI Commander needs ~7 groups available before he will advance to the next objective. On Invasion mode, he will send 4 groups to attack, keep 2 for defence and hold 1 in reserve. We cannot control the number of individual AI in the group, but a workaround to keep the group count high whilst keeping the overall AI numbers low would be to edit the faction's groups using the ORBAT Tool to make them all max 4 soldiers. The relative size of the opposition does not factor into the AI Commander's analysis at the moment. See more here: http://alivemod.com/wiki/index.php/Military_AI_Commander#Dev_Notes The zone (Tactical Area of Responsibility or TAOR) only defines the objectives for the AI Commander. ALiVE does nothing with the low level AI, so whatever the AI decides to do when is sees enemies is up to ArmA. In other words, there's no way with ALiVE specifically to prevent the AI from pursuing and engaging enemy units when it seems them, regardless of how close to the Objectives they are.
  15. Potentially 0730 hrs. This could get messy.
  16. Should in theory work on stable branch. Might have to poke the Tup. Anyway, we're all at an ALiVE hackathon in London tomorrow so hopefully we'll get a whole bunch of bugs smashed. Or we'll get drunk and achieve nothing. Who knows! We'll probably stream some ALiVE dev play testing at some point, conference centre bandwidth allowing. Keep an eye on Twitter if you're at all interested.
  17. Very unlikely to be released until the 64bit client is live, though there may be a test version around in due course if you're lucky!
  18. Have you got a Headless Client or Zeus module down near there? UAVs will also spawn profiles.
  19. It even says it's the official version in the description! :)
  20. ALiVE AI Commander only directs troops to take the next objective in priority order. What the AI decides to do on the way is up to the regular AI routines. If they spot enemy (or with some AI mods, informed by nearby groups) they will do whatever the standard AI would do, including potentially going outside the TAOR or into blacklisted areas. Recruited units won't be virtualised unless you run a script on them. You can do this manually using the ALiVE admin menu in game or by running the script in the recruitment code (see our wiki script snippets page for examples of how to spawn and virtualise units). Once the AI has taken control of an objective, they will send out clearance patrols in the vicinity of the area, so you should still see some movement.
  21. Thanks - spread the word! 1. This is default ArmA behaviour. You can only have one class of crew per vehicle. 2. Not at the moment but it's a good idea. I'll add it to the feature request list. 3. This is tricky - Spyder's been trying to figure it out for some time. In theory it's possible, just need to figure out the codez. Jarrad - odd one. I'll have to ask Spyder to look into it.
  22. Seems to depends a lot on the map and faction you're using. To test it's working OK, it's always a good idea to load up vanilla only (CBA, ALiVE) and run up a game on Stratis or Altis. With CSAT units I get tonks all over the shop.
  23. ALiVEmod.com The next generation dynamic persistent mission addon for ArmA3 Release 1.2 Compositions, Civilians, Abort Button and The Factionator/Orbatterer/Orbatron If you have ever wanted to make your own custom faction config but been scared by the complexities of CfgFactions, or tweak unit loadouts and groups configurations to remove all those pesky UGL units but didn't know where to begin, then you'll love this. SpyderBlack has really pulled it out of the bag and done some amazing work. The ALiVE Order of Battle Creator, also known as the Orbatterer, Orbatron or Factionator (we're struggling for catchy names) is a fully in-game graphical tool for creating and editing unit, group and faction configs, which can then be exported and used in missions or packed into pbo files as addon override. You need @ALiVE to use the tool but once exported, your faction override config can be used standalone (though obviously you'll need the original addons). Full instructions for how to use this new tool are on our wiki. Meanwhile Tupolov has been adding lots of new toys. With massive thanks to lsd/2600k, we have integrated his entire collection of ZEC and ZECCUP compositions into ALiVE. They will be used by Mil Placement modules as well as random camps and are fully supported by the Custom Objectives module. In addition, compositions can now be faction specific. Don't forget that we recently added support for mission level compositions as well. Of course you can also just place these amazing compositions in your mission, making ALiVE a one stop shop for mission making. You no longer need to use ZEC if you are also using ALiVE (we will keep ALiVE sync'd to the ZEC mod). Note that the comps that use Apex and CUP stuff are in the optional folder so you'll need to drag them into your main @ALiVE folder to use them. You will find 2 new tasks in the C2ISTAR module, also thanks to Tup. Combat Search and Rescue has you scrambling to find and rescue a downed heli crew before they get overrun by the enemy. Hostage Rescue is a race against time to remove a captured agent from the grips of the dastardly bad guys. Feel free to submit ideas on github or better yet, make your own tasks and submit them via a Pull Request! Finally, we had a bunch of people that didn't like how ALiVE overrode the vanilla ABORT button. Well we've figured out a fix for that at last, so for those of you that had push back from clan members due to this, do please let them know! Thanks to everyone for feedback both here and on our forum! 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 New! ALiVE ORBAT Creator Added 2 new tasks - CSAR and Hostage Rescue Fixed civ spawns on Tanoa (and other maps) Added support for Taviana A3 (thanks to KuroNeko87 for the index) Integrated ZEC and ZECCUP compositions into ALiVE (massive thanks to lsd/2600k!) Fixed Mission Abort button override Add diag_activeScripts to perf monitor (that's for you, Dwarden!) See full commit history on Github More Maps? The momentum is really building 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!
  24. friznit2

    No War Room [ALiVE] - WIP

    Really happy to see this finally coming together! A number of individuals have wanted more flexibility for persistence for a while so it's great that you have this working. @Pikey - sure we got it! It's just never been high on our list of priorities because we have focused our efforts on the War Room model. There are instructions on our github for setting up a local db using CouchDB, which will support all the normal ALiVE persistence locally.
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