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friznit2

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Everything posted by friznit2

  1. Are you running the Australia map in your mod line? There's some script stuff going on in that map which causes this error. No idea what it is.
  2. Thanks - Have raised a bug report and will take a look. flex242 - will try to repro. It's been working fine during testing. Linux Dedicated Servers: We found a blocking defect in the linux so plugin. An updated version is available in the standalone zip file in the War Room Server Setup page http://alivemod.com/downloads/@aliveserver.zip
  3. OK standby. I could swear I just tested this...
  4. alivemod.com The next generation dynamic persistent mission addon for ArmA3 Release 0.9.10 Major new features for ALiVE in this release: Headless Client, Linux Persistence, Command & Control Tablet, Group Manager We are very excited to release a completely rewritten plugin that supports both Windows and Linux dedicated servers. Massive thanks to Secure for his code magic and dedication over the last few months making Linux persistence a reality. Follow the instructions on War Room to setup your server. The latest plugin is REQUIRED for all ALiVE 0.9.10 servers, both Windows and Linux. The old plugins will no longer work. Meanwhile, Highhead solved one of our biggest challenges of how to spawn all ALiVE Virtual AI onto Headless Client. The option to use Headless Client for all AI Placement modules represents a huge performance boost for those who enjoy full scale dynamic campaigns with thousands of AI and lots of players in different parts of the map. The option to use Headless Client can be found in the ALiVE (Required) module. Highhead has also implemented a staggered spawn feature which reduced the stuttering that was sometimes experienced when a lot of units were deprofiled at once. In addition, Tupolov has been working to improve the Server Performance Monitoring suite, which now has the option to autorun on any mission even without an ALiVE module placed. This requires an optional pbo to be run on the server and of course you need to login to War Room and set up your server details there to see the stats. Thanks to Dwarden for the feedback! Some people have already seen SpyderBlack's fantastic Command & Control tablet, which enables players to create map overlays of operational activity, tactical intelligence and even take over control of the battle from the AI Commander. We loved it so much that we have fully integrated it into ALiVE and will continue to work with Spyder to develop it further. Alongside this, ArJay has been hard at work developing a Group Manager (for both Player and AI groups), which has long been a popular request by the community. Tupolov has made some enhancements to the IED module, allowing you to use custom assets for urban and roadside IEDs as well as clutter to help disguise them. He has also improved the Suicide Bomber code to make things a little more..."fun". We've also added ambient Sea Patrols to our Military Objectives (Civilian) module. OPFOR and BLUFOR will now execute both surface and subsurface patrols near strategic maritime locations. You will need to configure custom "Naval" groups to use maritime groups with mods that don't have them defined already. See the wiki for details of custom mappings. Finally, you will find another update to the ALiVE Menu system. We've tidied it up and now provide 4 sub menus - Player Options, Admin Actions, Commander Actions and Module Settings. Player Options allow you to configure your player experience, while Admin Actions give you some tools to help mission creation/management. Module Settings is new and we will building on this, allowing you to change module settings on the fly (where appropriate), such as the IED module for example. Commander Actions is available if you place the C2ISTAR module and gives you access to lots of tools such as Combat Support, Resupply, Intel, Group Manager and Task Manager. The rest of the team has been busy with fixes and enhancements - full change log below! 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. Linux Server Plugin Hotfix (16 Oct): We found a blocking defect in the linux so plugin. An updated version is available in the standalone zip file in the War Room Server Setup page http://alivemod.com/...aliveserver.zip Note for server admins that this build absolutely requires the new @ALiVEServer package. The old one will no longer work. 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 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 our forum at http://alivemod.com/forum/ Release Highlights Linux dedicated server support for ALiVE Data & Persistence Headless Client support for all Virtual AI Placement modules Player Command & Control Tablet Group Manager Enhanced Server Performance Monitoring White/Black list added to Military Logistics module Combat Support improved to work with arty & mortar addons AI Spawns staggered slightly to reduce stuttering Customize IED classes Sea Patrols New Menu Layout Changelog Work In Progress? This is essentially our 1.0 Release Candidate but there are a few things we'd like to fix still. Headless Client introduces several locality challenges with commands and War Room stats that we'd like to iron out. There is also an annoying button rsc error in arma3 rpt since the last patch that we need to squash. Elsewhere we're beginning to look at greater ACE3 support and integration. 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. ALiVE has transformed my Arma 3 experience, how can I thank you? Please feel free to donate! It costs us about $65 per month to run our War Room website and ALiVE Database servers. 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!
  5. Just me being premature (story of my life). Ran into a few issues with the release build which we're trying to figure out, hence the delay.
  6. Not exactly like an RTS but there's a Command Tablet in the next release which will enable you to set waypoints manually for any AI group on your side. Otherwise Zeus is the next closest thing though it only works with units that are spawned in and not ALiVE Virtual groups.
  7. You'll still need at least one Mil/Civ Placement module per TAOR, but not 10. There are lots of vids around showing how to make ALiVE missions already.
  8. The map and spawns work fine with those mods, but your mission crashes when I try and run it. I think you'd get better results if you simplified it massively - one or two Placement modules is usually sufficient per side to do what you need.
  9. BL/WL added to the module in dev. Due for release soon Meanwhile, you can do it via script: https://forums.bistudio.com/topic/159708-alive-advanced-light-infantry-virtual-environment/page-328#entry2915080 Details also on the wiki
  10. Running latest ACE3 hotfix from Github. Kill events are not being recorded - AI don't react to friendly kills and various scripts that rely on kill events (including ALiVE Data) are non functional. Is this a feature or an issue? Can anyone else repro and if so I will raise an issue on GH. Edit: rolled back to 3.2.1 and it's all working again, so definitely an issue with the 3.3.x
  11. Insurgents are recruited from the civilian population. It takes around 20 mins to coerce and equip a new insurgent so they can create around 3 an hour until they run out of civs to recruit. A town with 20 civs, left unpatrolled by BLUFOR, will eventually be terrorised enough that all 20 civs have been recruited (though we still leave 20 civs in town for the sake of immersion, Asymmetric won't recruit any more). Keeping civpop friendly by patrolling and killing insurgents will reduce the rate at which recruitment centres appear. Leaving them unprotected will encourage them to join the insurgency. You can reduce the number of civs available (either directly or by using TAORs to stop them spawning in some areas). Not sure if it's in release yet, but we've also implemented an option to pause Asymmetric (and other modules) when no players are connected or start Asymmetric with a number of insurgency sites already established so you have a bit more control on the rate at which it spreads. Edit: though checking the code we spotted a not entirely unrelated bug, so thanks for bringing it up!
  12. Yes, only one faction per placement module. Put down two Placement module, with as separate faction in each, then sync them both the AI Commander. You can get funky with different TAORs for each placement module too if you want - the AI Commander will know about every objective (he's synced to both modules) but you can control where each faction spawns initially.
  13. @jandrews1 - yes. Take a look at the Military AI Commander module in the editor. Simply add the classname of everyone custom faction you want that Commander to control ["faction1,"faction2","faction3"] in the override box. jeff_bis - ALiVE AI Commanders will never spawn 'new' groups, they will only request replacements for existing groups that have been destroyed (i.e. Logistics will deliver Battle Casualty Replacement and not Reinforcements). You can override this as a player by using the Player Combat Logistics interface, which gives you access to the same Logistics supply chain as the AI Commander (and the same Force Pool). With this you can manually request reinforcements (actual new groups) and hand them off to the AI Commander.
  14. https://forums.bistudio.com/topic/184725-new-map-gunkizli/ Added to the list. Issue with Faysh Kabur - ArmA3 crashes when I try to index it. I'll try and figure out why but if no joy then unfortunately it'll be impossible to index.
  15. It's been added to the ever growing list. Like all these maps, we'll wait until it's confirmed to be a stable release so we don't have to repeatedly index it every update.
  16. Nope, they're unrelated so work fine together. The only real conflict is shift-mapclick, which ALiVE uses for Adv Markers and ACE uses for rotating the compass.
  17. There's not much to see on our github repo - we don't use it in the same way as it's not an open source collaboration project (yet). The roadmap and issue tracker on Dev Heaven is still the closest thing we have to a publicly viewable progress tracker.
  18. Not sure about adv markers - wrestling with an issue with them in the dev version at the moment (I didn't realise how much I rely on them until they stopped working!). Player Combat Logistics will be greyed out if you don't have the logistics chain set up to allow resupplies for your side. You need minimum Mil Placement, AI Comd, Mil Log all synced up and then the player combat logistics module so you can ace
  19. It would appear our servers got flooded today so they got blocked by the provider (around 4x our normal traffic load). They'll be back up soonâ„¢, though possibly not until working hours tomorrow UK time.
  20. I should think so. Not entirely sure what it needs but I'm sure one of us can figure it out!
  21. Lamp posts are definitely a strategic assets in a world where the covenant has taken so much from our worlds.
  22. It'll be the Placement modules (Military or Civilian) which defines which faction is spawned for the AI Commander to use. You can switch this easily in the module if you prefer to use a faction with more armoured groups.
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