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friznit2

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Everything posted by friznit2

  1. Posting here in lieu of the feedback tracker while it's offline. Module defaults appears to be overriden in the Eden editor and now display the top item in the list. This impacts all third party modules (ALiVE, ACE etc). Repro: open editor, place a module that has a default item in list, observe only top item being displayed. Severity: Low. This can be worked around by manually selecting the item in the list.
  2. The overall aim of a conventional campaign is to take and hold ground. The various strategies and tactics employed are simply methods to achieve this aim. ALiVE merely simulates an AI Commander taking and holding ground in order to provide a credibly realistic battlefield environment in which players can employ whatever tactics they see fit. Ultimately though it's up to the mission maker to put the shine on it! If you want realistic objectives, start with Finding the enemy (recce using whatever available kit and equipment you have). Log their positions using Adv Markers and SITREPs. One you've identified key enemy assets (Command, Control, Comms, Intelligence, Logistics - C3I & Log), RTB to rekit and plan a strike. Then defend the location, retask some AI to hold the ground using the Comd tablet and repeat!
  3. CS would take care of it. Details of how to do it that way are on the ALiVE wiki. And yes, ALiVE automatically load balances between multiple HC's if they're available.
  4. I have just uploaded ALiVE to Steam. This is the official Steam release of 1.0 from the dev team so please don't flag it!
  5. @Moon_Child - are you using any AI mods (e.g. VCOM)? That kind of behaviour is often caused by AI mods taking over. Most AI mods have a setvariable option to disable them, which you can apply in the CS module init line.
  6. Gotta love ArmA3 and mods! The joys of trouble shooting. We did have an out of mem errors a couple of weeks ago from some horrendous mem leak, but it doesn't seem to have manifested again. We also almost always end up with terrible problems with server perf after a while when Zeus spawns stuff (with or without ALiVE running), so we strictly only use alternative spawning methods now.
  7. Running a campaign with ALiVE, ace, RHS & VCB custom addons with 30+ people and have had no issues.
  8. Yes, it hasn't changed. The maps may have though, and if they've updated the object id's it may have broken the indexing. Please let us know if that's the case. @twistking: ALiVE does nothing with the micro AI. There are good mods around for that which work well alongside ALiVE (ASR, AISS, VCOM, bCombat etc). For scenario building, ALiVE is best treated as an ambient battlefield tool - it'll give you lots of activity in a credibly realistic way (as far as we can within the limitations of the RV engine anyway), and the Virtual AI profiles mean that the battle continues even when the AI are despawned to save FPS (profiles have almost zero impact on server FPS). But we're still subject to the same game engine as everyone else when the AI are spawned in, and that's dependent on the capabilities of your PC, Server, mods, maps and number of players as with any other mission.
  9. @heroes - forceSpeed 0 works best. It prevents the AI from moving without disabling the AI script, so they'll still be able to turn and shoot. @Maquez - nice job! Yes no problem with you releasing the staticdata.sqf as a temp fix. Please clearly annotate in the file header that it is your temp fix (with a date) and not part of the core ALiVE (yet) to avoid any ambiguity going forward. I'll submit a Pull Request to our Github and get it rolled into the next update. Many thanks!
  10. That map hasn't been indexed for ALiVE so the Mil Placement modules don't know where the objectives are, hence the error. A list of working maps is here: http://alivemod.com/wiki/index.php/Supported_Maps
  11. Which map are you using? That usually means the map hasn't been indexed.
  12. 0.9.10 (0.9.10.1510131) downloadable on our website is the latest version. It's the Release Candidate for our final version in this iteration so you may see it referred to as 1.0RC, but don't let that confuse you.
  13. There's no new roadmap as such, since we're as feature complete as we want to be for this iteration and given real life pressures (due mostly to the creation of new little people) what dev time we have is dedicated to keeping up with the new bugs generated by changing mods, patches and...yet more maps. I'm still looking at ways to streamline the map indexing process - more on that soonâ„¢. The current dev plan is fix a couple of outstanding issues we've not yet resolved in the dev version and round off the plugin, then we'll be in maintenance only mode for a while.
  14. Please do not upload ALiVE to the Steam workshop (and especially without our permission). We have good reason for not hosting our IP on there at this time.
  15. BUS_MotInf_MortTeam should work fine. It's programmed to mount up and move. If it's not working then BIS has broken something yet again and we'll need to figure out how to work around it, yet again!
  16. Tsk, Savage you bad man. It'll be ready when it's ready :)
  17. It's entirely dependent on the the group configs set by whatever mod you are using. Nothing that you can do about that with ALiVE directly, it just spawns whatever is available. Edit: 5 million views on this thread :o
  18. Yes please submit bug reports on DH. They can get lost in the noise on the forums.
  19. If you have a lot of groups on your side, Group Manager can take a long time to load.
  20. Battle Casualty Replacements are not Reinforcements. The AI Commanders will only replenish dead groups using the Logistics chain. This is a very important concept to understand! If your mission starts with 18 groups, the AI Comd will eventually run out of groups to secure objectives. The only person who can influence this is the player by requesting Reinforcements (actual new groups) using the Player Combat Logistics interface (though they come from the same force pool as the AI BCR's). There are various reasons why this is the case: realism, performance, control, gameplay etc. You can override the behaviour using script to spawn in reinforcements - see the scrip snippets page on our wiki for some ideas. The only real difference between Occupation and Invasion is the number of groups the AI Comd leaves to defend objectives. Not sure if there's a way to change it on the fly - in theory it should be possible. Would have to ask Highhead.
  21. Looks like Mil Placement (Custom Objectives) no longer works on unindexed maps. To be honest I'd not tested it for a long time and a lot has changed. CQB, Virtual AI system and Combat Support all work and you need ALiVE (Required) placed for all of them. Some parts of C2ISTAR should work. Clearly without any objectives at all, there's nothing for the AI Commander to do so it won't work. There was a discussion a while back on the how's and why's of map indexing and why it's only possible for the devs to do this currently - not least because there are no map making standards and it's a very manual task to index them. I dearly wish we could outsource it because it's a dreadfully laborious job! The process dumps a list of all objects on the map, strips out everything that isn't a recognisable building, categorises the remaining buildings in the correct context that they are used by the map maker (this is the hard bit), detects clusters of military or civilian buildings and then generates relevant objectives of different size and priority from those. I'm not saying you should restrict your map building because I love the work all the map makers do, but merely to illustrate my point: the easiest maps to index use as few building types as possible, use buildings in the context they were intended (e.g. hangar2 as an aircraft hangar at airports, not as an industry building in the middle of a town), and don't mix too many civ and mil buildings types in one place. Some maps for whatever reason simply won't index, throw up errors or simply CTD. No idea why!
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