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Posts posted by friznit2
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ALiVE_SUP_MULTISPAWN_INSERTION_%FACTION% where %FACTION% is whatever faction you are using such as BLU_F for vanilla NATO forces. So the markername should be ALiVE_SUP_MULTISPAWN_INSERTION_BLU_F. As a fallback, place a marker named respawn_west. This is the default arma respawn location and ALiVE will revert to that if the multispawn fails for any reason. Description.ext is correct.
Not sure about that second one - doesn't seem related. Profile data is normally saved to the War Room with the ALiVE Data module is placed. You don't really need that until/unless you want persistence, and that's always a bit tricky when you're running a 'local dedi' server because your IP will change often. Try without it for the time being.
Very happy that ALiVE has piqued your interest in editing. This is after all why we built it in the first place so I hope you get a lot of fun out of it :)
---------- Post added at 23:22 ---------- Previous post was at 23:19 ----------
Hi Savage!That would be great thanks! Also I am having a weird issue with an A-10 not taking off on the Rasman runway I have the azimuth set so its pointing directly down the runway but when I calling CAS it sort of drives around until it gets stuck without taking off. What am I doing wrong? lol They worked before
Thanks!
Try the other end? Runways and AI really don't seem to get along in ArmA, it's a never ending source of frustration. It's most often because the runways are not recognised by the AI pilots and they just think they're roads. I'm no map editor so I'm not sure how they're defined in the configs.
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OPCOM will only use 4 to 6 groups per objective and keep the rest of his forces in reserve. If you want to create a massive melee in the middle, try placing a few of additional custom objectives around the place, leave them 'empty' and set their prior/size the same. OPCOM should start to send more groups out to 'capture' these as well as the main map objective.
On a separate note, modern tactics actually take a lot of lessons from Blitzkrieg. Speed and aggression to get inside the enemy's OODA loop, if you must know! See recent conventional conflicts for plenty of reference material. That aside, we do plan to add some different commander personality/profiles in the future, so you could choose a more Cautious Commander or an Aggressive Impetuous one who commits all his forces at once.
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Good work LJH and gratz on the release. Looking forward to using this - hopefully see some good performance improvements in MP!
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Yes they should stay in the same location.
Edit: apparently I'm wrong. Roadblocks are currently not persistent. Feature planned!
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Yes absolutely - all those units spawned by ALiVE are managed by the Virtual AI System and persisted accordingly.
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RAINF - yes. That will help you diagnose whether the issue is the unit addons, the map, or ALiVE causing the problem. We necessarily test internally in vanilla only as there are so many addon combinations out there it would be impossible for us to test them all ourselves.
CommanderX - the wiki explains how persistence works. Destroyed vehicles/units will not get saved to the database and besides, they are cleared up by the Garbage Cleaner for performance reasons anyway. This is not a 100% savegame like in single player. Trying to do that simply crashes ArmA!
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Typically this is due to either a badly indexed map, a custom unit addon without any groups defined or your server is not set up correctly for data. The rpt file should help to narrow down what the issue is, otherwise you can try switching to a vanilla faction/map to troubleshoot where the problem lies. The next update will have a few more fail safes and hopefully give a bit more useful feedback for when errors happen.
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Hi guys and thanks SpyderBlack - you're on the money as usual! The Asymmetric Warfare mode for OPCOM needs quite a bit more work before it's in a stable enough state to be released. We are testing some elements of it and I'll be updating the wiki from time to time as it coalesces. OPCOM strategic enhancements, such as different commander 'personalities & preferences' are planned but it's not a core feature and is quite likely to be pushed back to a future iteration.
The "infinite loadscreen" bug typically happens when OPCOM fails at init, either because it can't find any groups to in the addon config or because there are no objectives in the TAOR. It's supposed to throw up an error to let you know what the problem is, but that's apparently bust in the current version. If in doubt, try loading the mission with vanilla units then add your favourite mod.
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If Chief is happy to let us I would be delighted.
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This looks very handy and something I had in mind for adding to ALiVE C2ISTAR at some point, but you got there first! Have you any plans to add more? Things like an Ammo/Casualty card would be useful.
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As many as you want - they just need to have different names.
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All the details are, as always, on our wiki: http://alivemod.com/wiki/index.php/Persistence :)
In short - assuming the database is connected and the ALiVE modules are down - just play as normal. For best results, you should use ALiVE's Player/Server Save & Exit buttons when you leave, because the standard BIS methods (Abort button) don't work very well. You can do what you want after that - leave it running (OPCOM pauses if no players are around) or shut it down, edit the mission, add more toys and restart from where you left off.
Custom triggers and variables cannot be saved to the database yet (it's technically possible but we don't want to go there just yet).
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You could make a script using the profile func. You'd either need to grab all the units in a trigger area (if Zeus can place triggers) or get near groups/units to a map click radius. Func needs to run on the server locality: [false, arrayOfGroups, arrayOfVehicles] call ALIVE_fnc_createProfilesFromUnitsRuntime;
Jman's example of spawning a group and profiling it is on the wiki here, albeit that's not using Zeus but it's a similar concept (ish)
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Been struggling with this today too. I may be shooting in the dark here, but editing missions with AiATP adds an addon dependency called "xxx_config" which the Lite pack doesn't seem to like much. This appears to be what's preventing these missions from loading on servers using the Lite pack. Manually removing the dependency from the addons={} array in mission.sqm is a workaround, or using the full 8Gb pack on the server I suppose.
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Assuming you're not running ALiVE Persistence or hooked up to the War Room, then you just need to restart the mission completely (#missions is your best bet).
If you've got your server set up with the War Room and ALiVE data, then persistence is working as intended across multiple sessions. To reset the mission in this case you need to change the filename of the pbo.
Incidentally, if you haven't registered your server on the War Room and are not using the ALiVE database, then you don't need to run @Aliveserver. But you should, full mission persistence and stats tracking is pretty cool!
Check out the wiki (linked in my sig) for more info.
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Please see the editor notes at the bottom of this Logistics Wiki article: http://alivemod.com/wiki/index.php/Logistics_Support
For AI groups spawned by Zeus, you need to manually profile them (Admin actions > Profile all non-profiled units). They will then get taken over by the AI Commander and treated like any other Profile for persistence purposes.
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Well after a good few hours of testing I think I can confirm your suspicion that there is a saboteur in the logistics chain. It only appears to happen to vehicles you request from a different faction that I can tell, as I have not been able to repro it when requesting BLU_F vehicles as a NATO Soldier, or when requesting Independent vehicles as FIA. While we dig around and try to find what's causing this, if you want an extreme IED threat I'd suggest restricting logistics to your faction only and maybe bring an Engineer along to be doubly safe!
I have created a ticket on DH and we'll have a root around to see if we can find a fix. http://dev.withsix.com/issues/76040
Edit: Tup's rewritten the VB-IED module to work around this issue. Will be in the next release.
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You're not getting pushback. We're as keen to resolve any issues as you are but I'm honestly struggling to reproduce it, so just trying to understand what steps you are taking. Without repro, we cannot begin to identify the root cause. I'm sure you understand.
I've just knocked up a quick ALiVE mission on Stratis - extreme IED threat, player combat logistics and all the other modules running as normal. I called in several vehicles of different types with different methods and it's all working fine - no random explosions. If you could send me a copy of your mission so I can pick it apart that would help. It could well be an edge case where a unique way of syncing modules is causing weird behaviour.
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Are you trying to say that VB-IEDs are seemingly being applied to civilian vehicles that are delivered by Player Combat Logistics. Is that correct?
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Snipah! 5000 replies ;)
Had to, sorry! :P
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It has in dev. It will be in the next update (Haze has been a busy bunny!)
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Quick sitrep, as I know people are anticipating the next patch, which is due soonâ„¢ (when it's ready). We're plugging away at it and have nailed several high profile bugs such as Combat Support filling all the FFV slots with AI (and helis now turn their lights off when on mission!) - thanks to Gunny for those ones! Tup's been working on mobile mortar teams, HH slaving away on the first iteration of our Asymmetric Warfare Environment (more commonly known as the Insurgency Module, although it's not really a single module) and we've also made a bunch of minor enhancement to make ALiVE handle better when things go tits up (the Infamous Infinite Load Screen, for example). We're keenly aware that we're behind schedule on the deadlines we set ourselves, but excuses being what they are: I broke my leg skiing, Tup broke his face (on a fridge), HH got sick and ArJay got laid (worst case of all really). Distractions aside we'll get there soonâ„¢!
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Or better yet, make the task descriptions clearer! I'll see what I can do.
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Just add the classname of the unit(s) you want to exclude to the ALiVE_MIL_CQB_UNITBLACKLIST and ALiVE_PLACEMENT_UNITBLACKLIST arrays. Don't forget the init.sqf stuff at the top of that wiki article. If there are AA teams, you may also want to include the groups in ALiVE_PLACEMENT_GROUPBLACKLIST


ALiVE - Advanced Light Infantry Virtual Environment
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
There isn't currently. It's on our radar as something that probably needs to be implemented at some point due to the AI's inability to actually drive. Added a ticket to DH: http://dev.withsix.com/issues/76063