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Posts posted by tupolov
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I am new to ALiVE and don't know what the deal is but when I call in a convoy, the units either just sit there and do nothing or nothing happens at all. Is there something special you need to do with the modules or something?
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When I turned on the server and start the mission in the logs I found one here error associated with Alive
12:52:28 ALiVE [m_29|202] Module ALiVE_sys_player INIT 12:52:28 "THERE IS A PROBLEM WITH THE ALIVE PLUGIN!" 12:52:28 Error in expression <ect 0; _result = false; if ((typeName _value) == "ARRAY" && {(count _value) ==> 12:52:28 Error position: <_value) == "ARRAY" && {(count _value) ==> 12:52:28 Error Undefined variable in expression: _value 12:52:28 File x\alive\addons\x_lib\functions\data\fnc_isHash.sqf, line 40 12:52:28 Error in expression <_missionName]; private ["_res"]; if (ALIVE_sys_data_dictionaryLoaded) then { > 12:52:28 Error position: <ALIVE_sys_data_dictionaryLoaded) then { > 12:52:28 Error Undefined variable in expression: alive_sys_data_dictionaryloaded 12:52:28 File x\alive\addons\sys_player\fnc_player.sqf, line 134 12:52:28 ALiVE [m_29|202] Module ALiVE_sys_player INIT COMPLETE TIME: 0.00598145 12:52:28 ALiVE [m_30|201] Module ALiVE_SYS_viewdistance INIT 12:52:28 0:10:43.751 (0) [x\alive\addons\sys_viewdistance\fnc_vDist.sqf:55] -ERROR- L Alpha 2-1:1 12:52:28 Only one View Distance module can be used 12:52:28 ALiVE [m_30|201] Module ALiVE_SYS_viewdistance INIT COMPLETE TIME: 0.00195312 12:52:28 ALiVE [m_31|203] Module ALiVE_sys_crewinfo INIT 12:52:28 ALiVE [m_31|203] Module ALiVE_sys_crewinfo INIT COMPLETE TIME: 0.0010376 12:52:28 ALiVE [m_32|204] Module ALiVE_sys_playertags INIT 12:52:28 ALiVE [m_32|204] Module ALiVE_sys_playertags INIT COMPLETE TIME: 0.000976562
What does your plugin log say in the @ALiVEServer folder? Did you register your server on War Room?
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congrats on the release, any future plans about local database support?
Yes, there is. Actually it can be done today but the setup and config is a little complex. We plan on announcing further details soon :)
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I'm having some issues with Alive and ACRE2. I've tried a bunch of variations with different mods together with ACRE2, but as soon as I put Alive in the mix on the server I get quite a massive rpt-spam and ACRE2 stops working.
The main error I get absolutely flooded with is:
Error in expression < = diag_tickTime-2; waitUntil { [] call acre_sys_sync_fnc_perFrame_monitorFrameR> Error position: <acre_sys_sync_fnc_perFrame_monitorFrameR> Error Undefined variable in expression: acre_sys_sync_fnc_perframe_monitorframerender File idi\clients\acre\addons\sys_sync\XEH_post_init.sqf, line 25
This is a bit more info: http://pastebin.com/5SxDQ3hA
I can paste the entire log but it's about 7000 lines generated in under the 5 minutes I was testing and it's 99% of the errors generated is as above.
As you can see in the pastebin I'm running a dedicated windows server 1.54 stable running the latest version of Alive as per this thread, CBA 2.2.0.151130 and ACRE2 2.1.0.811
Is there anything I can do on my end?
Yes, this in your RPT is bad.
"THERE IS A PROBLEM WITH THE ALIVE PLUGIN!"
Test without persistence before doing anything else.
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Please note there may possibly be an error in the updated staticData.sqf that crashes Arma. Note that this has yet to be confirmed by anyone. Will update with more info once I find out.
I just tested RHS_FACTION_INSURGENTS on ALiVE 1.0. It does not cause a crash, however, for whatever reason ALIVE is not picking up these groups (and just substitutes other groups for insurgents). Will work with maquez to find out why the new RHS ALiVE data is not working with this faction. Other RHS factions work fine.
EDIT: It appears the insurgents faction is broken, please do not use for now. Using lowercase rhs_faction_insurgents will hang your instance of Arma. Fixed in dev, will be in the next release.
As usual, any hangs, crashes or lockups while using ALiVE should be reported to us when you can reproduce with ALiVE and CBA_A3 ONLY.
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Hi, Im just wondering how to activate the new static data that was added for RHS (does that replace logistic support vanilla arma 3 vics and static weapons for RHS ones?)
Also how do I edit the road block compositions? There are no options in the CIV objective module??
Thanks
Should work with RHS out of the box. You don't need to activate anything and it should use the appropriate RHS assets for logistics etc. See here http://alivemod.com/forum/1665-alive-staticdata-sqf-for-rhs-v0-4-0-1
To create your own roadblocks use the following code at init on the server:
ALIVE_compositions_roadblocks = ["YOUR_ROADBLOCK_CLASS1","YOUR_ROADBLOCK_CLASS2",etc];
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Hey ALiVE team,
Just wondering are there any plans to have an option to select the squad size maximum or does the unit add-on author have to do it on their end?
Currently LOL_AM squads have 9 guys in them which is to big for insurgency missions. I'm hoping for 2,3 and 4 man cells.
Thanks
Addon maker has to do it, or just config over theirs :)
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I am trying to use the CUP_O_TK_MILITIA and CUP_O_TK factions with alive and its giving me an error saying that its an incorrect faction and that it might use the default one? also i noticed that there is no icon for the units showing up in the list of mods when arma 3 starts however i can see the units in the editor.
The ALiVE team are aware of the issue and working on a fix. The CUP configs are correct, ALiVE just needs to be updated.
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Factions still seem to not be appearing in zeus ;(
Edit: storage doors not closing from inside.
What factions are not working for you?
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Is the LHD possible to spawn in the Eden editor? Last time I tried the Atlas one, it wasn't. Also, the manual still references the obsolete 2D editor, it'd be great if it could be updated if it does work in Eden.
Obsolete 2D editor? lol, still working fine for me.
Will look into it for Eden, but no promises.
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Its raining rain!
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exactly ) but how can it float in main branch if floating stuff is ATM only on dev? separate optional config?
TankX always floated as people said, but couldn't move.
CUP has addressed this issue with a scripted solution to ensure TankX amphibs can move in water.
BIS are attempting to address this issue currently in Dev with mixed results. We haven't been able to get their "fix" working to date, but there are many variables and params to play with and to test. The BIS dev work, currently sees the tankx stuff move at 1km/h which is unusable. So, we will stick with our scripted solution for now.
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Does anyone know offhand if they'll be compatible with ALiVE's classname system when they are done? My goal is to replace my (old) CAF Aggressors OPFOR with these but wasn't sure if your units are generally config'd to be ALiVE compatible?
Yes CUP has ALiVE compatible group configs for all factions
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Anyway, thanks to NeoArmageddon, some nice SFX for ejection seat for CUP aircraft.
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like the Harrier?
Harrier can't take off vertically (in game). It can land vertically but that is technically a STOVL aircraft (short take off vertical landing).
F35B is a V/STOL - Vertical or Short Take Off and Landing. I guess MV22 can do both too (although I'm not sure how much STO is used with the MV22), technically its VTOL (Vertical Take Off and Landing).
The game has a couple of options for the config setting vtol. The simulation differs between simulation = "airplane" and "airplanex". AirplaneX sim has issues with landing on carriers so we're not using it.
vtol = 0 is CTOL (Conventional Take Off and Landing)
vtol = 1 (V/STOL). Most aircraft won't have enough thrust (calculated via an aircraft's maxspeed) to take off vertically, therefore Arma 3 switches them to STOVL mode (no vertical takeoff). It appears that with this setting (1) Arma 3 really won't let you take off vertically (set autohover on and you go nowhere). You need to get some forward momentum before switching to autohover on and then executing a short take off. You can of course take off conventionally.
vtol = 2 Arma 3 actually uses this setting if it calculates a VTOL aircraft cannot take off vertically (STOVL). However, if set in config and you invoke a takeoff using autohover on, you will execute a very short take off, but not quite vertical. You can of course take off conventionally.
vtol = 3 Will force Arma 3 to "boost" the thrust of any aircraft so that it can take off vertically no matter what (VTOL). Any aircraft on land has it thrust vector set so thrust is applied vertically, increase thrust and you will execute slow short take off. Attempt to take off with auto hover on and you will indeed vertically take off. The general thrust of an aircraft with setting 3 seems to be greatly increased to ensure the aircraft gets airborne. "Conventional" take off isn't really possible as thrust vector is fixed downwards when landed.
For the F35-B, i guess setting 3 is what should be used, but it just didn't feel right. The overboosted easy VTOL, fixed downward nozzle and the clumsy short take off felt wrong. By implementing a vertical takeoff function with vtol = 2 setting, allows an aircraft to take off vertically, short take off or conventional take-off. No engine induced BOOST, so vertical take off is difficult. This felt right for the F35B.
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Also, this... VTOL and STOL on a single aircraft, not achievable in Vanilla (particularly from LHD).
I stand corrected. You can do VTOL and STOL with vanilla aircraft - but the half vertical/half STOL is nowhere near as nice as a conventional STO we now have :)
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No :)
Ok then. Yes. Yes it will.
Kudos to Chairborne, Varanon, Al Warren, Kllrt, NeoArmageddon and the rest of the staff for doing an awesome job getting momentum behind what is a pretty big effort!
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Will it get a retexture? The Arma 2 textures are......well.....let's just say they're not the best.
In a word, yes.
Also, this... VTOL and STOL on a single aircraft, not achievable in Vanilla (particularly from LHD).
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Also working on vertical takeoff from LHD.
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Awesome setup! Too bad it's still an early prototype body
New models all in good time :)
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Who ya gonna call?
and IRL
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The interior lights on the LHD only seem to work around you (if i stand at one end of the lower deck the other half is pitch black)
runway lights are fine. (Also, stairwells seem to be broken)
Is there a way to make the green lights on the lhd turn red when you open it?
Lights are limited by Arma engine.
Which stairwells? All seem to work fine for me. You may need to ensure you are lined up correctly or even press V to step up on some, but all should work.
Will look at changing the lights when well deck is opened - will check.
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Now you are just showing off!
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
You should not be using @ALiVEServer or the database functionality unless you have registered at ALiVE War Room.