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Everything posted by tupolov
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should not be a problem at all, just don't change the PBO name or mission name. http://alivemod.com/wiki/index.php/ALiVE_Data#Resetting_Stats_and_Persistence -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There's a bug currently with slingloading that can cause confusion for pilots. RTB them and try again. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We're balancing out the new APEX factions in the next release. -
ZEC - Zeus and Eden Templates / Building Compositions
tupolov replied to lsd's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Already done. Will share with you.- 73 replies
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ZEC - Zeus and Eden Templates / Building Compositions
tupolov replied to lsd's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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ZEC - Zeus and Eden Templates / Building Compositions
tupolov replied to lsd's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks like cfgGroups won't let us go that deep, so might need to combine categories. Certainly I think Eden only allows Category - SubCat - Entity So might have to be Civilian Civilian (Desert) Civilian (Woodland) Civilian (Pacific) Airports (Large) Airports (Medium) Airports (Small) etc? Actually trying to move all your stuff over to that config now. Will let you know how I get on.- 73 replies
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ZEC - Zeus and Eden Templates / Building Compositions
tupolov replied to lsd's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey lsd, So we use compositions extensively in ALiVE and it would be great to get a standard config/organisation of compositions across the board. Given you are the world leader here ;) it would be cool to set some standards for the community (and BIS!) We use scripted methods to spawn compositions, so a standard for cfgGroups would be great. Generally think it would be good to keep the the original BIS structrue CfgGroup > Empty > Civilian/Guerilla/Military but add another level to identity environment such as Desert/Woodland/Urban/Pacific etc, which would allow the inclusion of CUP and APEX as well as deal with other terrains that introduce new objects. Then have composition type followed by size, finally config classname includes mod name, composition name and optionally faction name. I was thinking of the following: CfgGroup Empty Civilian Desert Airports Checkpoints_Barricades Construction Communications Fuel General Heliports Industrial Marine Mining_Oil Power Rail Settlements Large MODTAG_NAME[_FACTION] (i.e. classname is ZEC_ShantyTown or ZEC_ShantyTown_CUP_C_TK) Medium Small Woodland Urban Pacific Guerilla Desert Camps Checkpoints_Barricades Communications FieldHQ Fortifications_Bunkers Fuel HQ Marine Outposts Power Supply_Support Woodland Urban Pacific Military Desert Airports Camps Checkpoints_Barricades Communications Crashsites FieldHQ Fortifications_Bunkers Fuel Heliports HQ Marine Outposts Power Supply_Support Woodland Urban Pacific We could also add Military (1940s) Military (1960s) as a way to handle different era's i.e. Iron Front and Unsung. Thoughts?- 73 replies
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ALiVEmod.com The next generation dynamic persistent mission addon for ArmA3 Release 1.1.1 APEX Fixes and Enhancements! This is minor release to fix a number of issues identified in 1.1. Key amongst them are refinements to the new slingloading feature - you can choose how many boxes spawn (including none) and selecting objects for hook up is much more intuitive. Variables for slingloading have been added for manually placed transport helis (see Combat Support wiki for details). Civilians have migrated to the new land known as Tanoa and will now show their faces when asked. Spyderblack's mini-mod that splits up the factions lumped into CIV_F is included in this release, so you can specify which civ faction you want to spawn. We have also added support for mission specific compositions. Note that if they are named the same, mission defined comps will take precedence so you can effectively replace any standard ALiVE comp with your own at the mission level. 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) 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. Release HighlightsAdded example APEX Getting Started mission Fixes & Enhancements to Sling Loading Fixed civ spawns on Tanoa (and other maps) Added support for mission specific compositions Gendarmarie faction mapped so it works with ALiVE Aircraft will no longer spawn inside control towers or terminal buildings on Tanoa Added IND_G_F, CIV_F_EUROPE, CIV_F_AFRICA, CIV_F_ASIA, and CIV_F_TANOA factions See full commit history on Github More Maps? The momentum is really beginning to build 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! -
Quick feedback 1. Love the style and ambience of the campaign alongside Tanoa, kudos! 2. SP doesn't really work with just one person (average player might get super frustrated) - should have the option to enable AI for the 3 open slots 3. SP needs a save, the respawn system kinda sucks for SP 4. SP needs access to time acceleration - some parts felt like walking simulator after a while 5. You are gonna get a bunch of people whine about the "AI can see through trees!"
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Disappoint. :(
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VTOLs don't support slingloading? Would be good if VTOL_base_F inherited the slingload config attributes even if they don't slingload today.
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We're working on slingloading for player and AI resupply and transport to aid getting around. We plan to try to also implement support for vehicle in vehicle resupply/reinforcements using the new VTOLs too. Of course once the Tanoa map is available in PBO format (or we get the data from BIS/another method) we will index Tanoa and include the new factions in ALiVE. Longer term we're working on a system to allow virtual AI to navigate across water etc. realistically. -
Quick feedback: 1. Be able to force this off from server side, so that no player can turn it on. 2. Be off by default and toggled on by a player using a keybind. 3. Be configurable in settings client side so that client can have it on by default (unless forced off by server) 4. Admin can override server setting in game 5. Don't link this feature to Difficulty settings. Some milsim groups use radars, some don't - regardless of difficulty settings.
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Please add a keybind to toggle squad radar on/off
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
tupolov replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lol quite. ALiVE is open sauce now, so anyone could plug in TPW stuff to ALiVE (as long as its credited to TPW) :) We have neglected our weather module, I wrote code to take actual real life weather data (from an online service) so it can be used in game. We kinda stopped development though because Weather MP sync in A3 was broken. I believe that has been fixed. Along with TPW weather effects, this would be an awesome weather module.. Clearly, other modules like the ambience and civilian stuff would really add to what we are doing in ALiVE Ambient Civ module. Obviously would need to work out what would run clientside, what would run on clients but be MP friendly and then any system that would need to be enhanced to work in MP. Was the realism stuff included in ACE already?- 5767 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
tupolov replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It would be awesome to see TPW, ACE and ALiVE working together in an MP scenario...- 5767 replies
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Believe its already been posted but: 7) On CSAT VTOL Smoke effect from the rear Turbines does not follow the VTOL animation (because it's impossible to animate particle memorypoints in general, apart from weapon smoke memory points) Please fix this as we can use it for CUP assets such as Osprey and F35B. :) Oh and also Tracked vehicles still don't move correctly in water :D This is an island environment right?
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tasks are strategically linked, so all tasks will have an impact on the overall battlefield. http://alivemod.com/wiki/index.php/Command_%26_Control#Tasks -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ALiVEmod.com The next generation dynamic persistent mission addon for ArmA3 Release 1.0.6 - Compatibility with Arma 3 1.60 Updates This update primarily addresses several issues caused by the Arma 3 1.60 update. Thanks to MarcelDev89 for his map index of Da Krong map from the Unsung mod. Map Indexing As stated, we've included one new map in this release thanks to indexing completed by community members using our indexing tool. The tool is simple to setup and use and everything is done IN GAME! Our instructions for using the Map Indexer can be found here - http://alivemod.com/wiki/index.php/Map_Indexing 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 Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post) Note for server admins that this build requires the 1.0.5/6 @ALiVEServer package. Any old versions (i.e. before 1.0.5) should not be used and in most cases won't work or will crash. 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. Don't forget if using 3DEN to set appropriate default values in your modules. 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. Support Forum For direct support and feedback from the ALiVE dev team, join us on our forum at http://alivemod.com/forum/. Please avoid posting issues/questions related to bugs etc on this thread. Devs and support will answer questions on our forum. Release Highlights Now compatible with Arma 3 1.60 Minor fixes to Intel map and intel objects Added index for Da Krong thanks to MarcelDev89 Minor performance and optimisation fixes Changelog 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 ALiVE is now GA. However, 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! -
Ditto, we'd love to remove drawing from ALiVE too :) We would love to have scripting available so we can access the marker/drawing state, delete any drawings and create drawings based on the previous "saved" state. Drawing should be available on the briefing screen as well as normal map. Drawings should be limited to unit, group, faction, side or global from a "broadcast" perspective. Drawings should be editable. Should be some form of "permissions" to edit or delete a drawing (i.e. user and admin only). Ability to toggle drawings on/off. Thanks!
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Fixing bayonets has long been a moment when many a warrior prepares to face the sharp end of warfare, close quarters combat. I have previously provided a WIP addon demonstrating melee and bayonet combat. With the help of Spartan at VCB I've been able to start getting more bayonets in game along with appropriate bayonet attack, all now configurable using CBA's improved keybinding solution. Short barrel support and now with bipods too..
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Is it true to say that Enfusion is an evolution of the Enforce engine which was acquired when Black Element Software merged with Bohemia Interactive? Hopefully Enfusion is taking the best parts or Real Virtuality 4 and Enforce to create the nextgen engine for Bohemia.
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you even 0p3r8? -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
When using Poseiden to view RPT logs with lots of spame, it makes it very quick to spot where ALiVE starts :) -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
tupolov replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You'll need to implement your own solution for that as its not part of the mission today. The mission is there as an example to customize, its missing a few things. We'll post a new version soon.