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highhead

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Everything posted by highhead

  1. and you placed the player persistence module with appropriate settings?
  2. there is a ) too much in !([ALIVE_sys_player_player_data), --> !([ALIVE_sys_player_player_data, ... havent tested it though...
  3. Thanks j_camel for you kind words and sharing your expierinces! Delta, patrolling works already by default if OPCOM is synced (as it issues patrolling orders to the troops), but there are some improvements needed, you can see details in the existing ticket! Drakenof, You can play ALiVE in SP, MP HOSTED, or DEDI. All variants work! In our internal testing sessions we tried out pretty much all variants up to 20 players on a medium hardware dedi (think friz posted details in the WIP read, dont know them by heart). For 5 players you dont need a rented dedi really, it will work as MP host too, or just run up a "local dedi", means you just start up dedi AND client on your local machine, or you run the dedi as background service of the notebook (= standard computer) of your girlfriend :) enjoy comrades
  4. polaris, the more units and objectives the more time it takes for opcom to analyse everything, thats why there can be warnings in analysis though. After the analysis happened OPCOM will start to move the MP placed groups around. If you placed editor placed units though and opcom didint control them, that is fixed in upcoming update (factions didnt get set correctly so OPCOM couldnt determine if those groups were his)!
  5. Polaris, the warnings in debug mode happen if opcom stays in a certains state for a calculated time, happens during analysis sometimes, but nothing to do with the amount of units. in fact profile system has a limiter you can adjust it on the profile module
  6. So I ran up the tutorial missions in editor and they are working as they should, beware - it took up to 3 minutes to initialise. Some of them have debug DIS-abled, f.e. mission_4! I furthermore got feedback that the tutorial missions were tested before and after release and even with the 0.5.12 update! tyler, "blufor_taor_1 over the same military camp", the vids are examples and may change during the alpha / beta stage! Check your modules for filterdropdowns and TAOR markersize please. laters :)
  7. If you had issues that profiled editor-units werent controlled by OPCOM then this is fixed in upcoming version :) ---------------------------- lawndartleo, if there are several instances of modules running (like several instances of OPCOM, Military placement, Civilian placement, etc.) this will take longer to initialise, if it worked once its unlikely it breaks suddenly! Give it some time to initialize! To make sure i will run up the tutorial missions to doublecheck!
  8. i dont think you will be able to complete it. But rumours say, that there are 2 civilians held as hostage somewhere in kavala. Im quite sure they are killed once you go spotted there, but maybe you manage to take out the guards quickly enough, after sneaking into fully occupied kavala :)
  9. "get the combat support screen up"! Get a Laser Designator (not a laser pointer) and try again (+ batteries if you actually want to lase something for the fast mover if on greenfor side, lol)! Report back if it wont work, comrade!
  10. Hey comrades! First, BIGUP to alla u MASSIVE, downloading and enjoying ALiVE! Second, I have to say after a hard time coding and fixing stuff, family and actually recalling that there was something like a RL besides beeing ALiVE I was able to go through all the comments only just now, so sorry in advance for me showing up so late! Third, Thankfully due to your feedback we got some stuff fixed quickly and therefore were able to deploy a hotfix! So grab that if you havent yet, esp. for enjoying the "Foursome" SP showcase! I noted down some stuff, while going through the messages and can reply to some of them: "I have some problems with syncing CQB module to a military placement module, faction: ind_F and a TAOR named INDFOR_TAOR_1." "It works fine for the military, but it seems like it might super-cede the civilian ones." >>> I tried to replicate it by any means, so i placed a CQB module, a sys profiles module, a marker named INDFOR_TAOR_1, a civilian placement module, a military placement module and set the name of the marker as the faction IND_F on both! First I did not sync the CQB module to anything (worked, all towns got populated as default). I then synced CQB to the civilian placement module (worked, only the civilian clusters in the marked area got populated)! At last i synced it to a military placement module (worked, only the military clusters in the marked area got populated - still much less as they are also much smaller and have fewer buildings)! So from my tests its working as intended - I can send you the mission if you are stuck! "Setting a custom key...." >>> You can define your own key by using Custom Key 20 in the settings, after restart of mission (or a disconnect/reconnect on a MP server) will apply the changes. Though hotkey combos like CTRL+%Key% seem to not work atm, I will look into that, just stick to single keys for now. "whats the difference in the occupation and invasion opcoms?" >>> Basically the amount of groups in attacking/reserving/defending sections and a different algorithm for determining priorities of objectives in the current state. "For the communications tower objective, we planted dozens of charges and the thing doesnt want to come down." >>> To replicate I planted 4 on the first BLU_G_F Objective "Destroy tower", that is called in the Foursome SP showcase and it came down properly, succeeding the mission as intended. Maybe you got a different tower than me, which one was it? All I can say on this one is, that we dont have any "you need to have charges, to bring it down"-limitations, nor is it bound to an order of completing objectives. Could also be a bad A3 config, as i for example wasnt able to bring down the hospital in Kavala either once. would a player-guided UAV spawn visually the virtual groups? if so, Tha could be used as FO to direct arty fire without the need of the player going into visual range. >>> yes, UAVs activate the view layer in a certain radius. Also sounds like an interesting approach, will have to check the balance on performance on this one! "African Conflict mod? Or do I have to place all the units I want in manually?" >>> Its correct that the factions need correct configs but still I will take a look and in case there is something not working as intended and provide a fix! "Hi i'm having issues with the placement of the Civilian Placement's." >>> Without contradicting Gunny, I will still look into it. We had even to filter objectives because with all the small ones we got literally hundrets of clusters that led to high loading times etc. For sure your TAOR marker is pretty small and very likely the according clusters centers (which are a bit more north) are not included in the marker, so thats why it works if you make the TAOR bigger. For a "small" war in Kavala I suggest that you f.e. divide kavala with 2 TAOR markers, put 2 civ placement modules up with different infrastructure types (f.e. fuel and comms or whatever) and hostile factions, 2 opcoms synced to the civ placement modules -> win! On a last note I need to say thanks to Rydiger! HAC/HAL is a diamond in the world of ArmA and an outstanding piece of work - OPCOM isnt comparable in functionality to HAC/HAL yet, though it does its job as its intended to atm! All the years and gazillions of hours that Rydiger put into it make it an outstanding AI controller and yeah I would love to see it integrated and in fact there are ways to do it! Still I came to the point myself where i saw that everything I did, would require major changes on Rydigers code and I simply was unable to change the HAC/BigBoss mechanisms to control virtual units without breaking it line by line and variable by variable. And to be honest, the last thing i wanted, was to provide a modified HAC version, that wasnt doing what it did already in RYDs version or even worse, would have been buggy and "degrade" RYDs work - HAC works very very well and just wouldnt have deserved that. I will link up with RYD to talk to him, maybe we can get something done without too much work that works out for him and us! But i already promised to bring HC support on release candidate and just failed (sorry), so i try not to promise stuff i cant stick to afterwards. So now im back to actually play som ALiVE! Eventually I will meet some of you out there! JPD Latersh... Highhead
  11. Hey dudes! Due to sleeping giants and young kids taking over the keyboards of their dads we have to delay the event a bit! We will ping you in here (hopefully in some hours) once we managed to have all nerds to be focussed :) See ya
  12. Hi comrades! We are going to have another game session streamed with testers and devs starting tomorrow 16.11. 0300 Chicago / 0900 London / 2000 OZ: Tune in on our stream! We will show off some stuff done lately! See ya
  13. https://www.facebook.com/notes/alive-advanced-light-infantry-virtual-environment/twitch-streamers/547655988636706
  14. Hey Comrades! Thanks for your replies and maybe someone watched the show, Thanks for that! Had to quit now as i have to code and fix some stuff! Krem, yeah.... LOL, this happens when you let teammates choose your callsign....! For those who watched, you can see how it performs :) This was hosted on my local untweaked dedi, with default settings limited to one 3.2 ghz core, with a regular UPC upload bandwith, plus xSplit running and streaming. - David, yeah we are on that, im curious about that too! Expecting to tweak stuff more with the results, for hardcore long term sessions. 4 days was our longest server session until now, with about 12 ppl at peak times. - HC support --> for sure, will be in the first release! For now, i need to code! Laters mates
  15. Hi Guys! Really loving the responses! We are currently in a hot testing phase before unleashing the beast! Let me just reply ad OPCOM / TACOM and virtual battles: - OPCOM (+ TACOM) and the genius HAC are different modules and not directly related. - Handling virtual battles is a thing of balance. Most probabilities are handled on one call "prior" to the battle. Outcome is pretty much already defined, when the troops meet and troop strengths of opposing forces, positions, assets etc. taken into account, but to handle the outcome a bit different every time, it is furthermore dicerolled against all that predefined values. To delay the outcome further is probably not needed, because the player wouldnt ever take a notice, since he is not around. Im glad about the feedback and will think about how to get it "slowed" down a bit! Again, im amazed of the response of you guys (and girls)! Enjoy A3 and we will keep you updated! HH
  16. highhead

    HETMAN - Artificial Leader

    ^This man has skills! Congratualtions on the release Ryd! Awesome! I also like HAL, just watched 2001 space odysee some weeks ago after a long time ;)
  17. highhead

    Simulation manager

    Basically its mainly disableSimulation that gives the improvement on perf. Issue is that they dont move too, hidden units will move but the impact on fps is less big, if there is any on server. If you just want units to "come alive" once you are in the proximity and you dont expect them to do anything before, its fine
  18. https://dev-heaven.net/projects/cmb/wiki you will love this :) get a dev hev account and pull it from Dev heaven GIT.
  19. highhead

    Simulation manager

    If there were no changes to it by BIS, this can pretty much f.... up a MP session. It can catch itself up in a loop during uncaching if you enter an air vehicle, which leads to the server dropping to 0-1 FPS. maybe they fixed it, just be aware if this happens. Also, be aware, that your units wont move anymore, or do anything if you passed scripts / waypoints, etc.
  20. the armaoa.exe looks up the modfolders in the location where its at but there is an easy way where you can have all your mods in your main A2 folder and still running the beta: http://forums.bistudio.com/showthread.php?101214-ARMA-2-CO-%28how-to-combine-ARMA-2-into-ARMA-2-OA-and-use-together%29 those cmd files reference your mod folders "static" like -mod=%_ARMA2OAPATH%\@Arma2NET; in opposite to running it via link -mod=@Arma2NET; (where it would look into the beta folder, and prolly doesnt find the @arma2net folder)
  21. Yo mate, do you have any special chars in your name or in your clan tag? please try to connect with a profile without any special chars in it.
  22. to be confirmed - eventually there could be issues with callExtension and win8 / win server 2012. Are you using one of those installations?
  23. Yeah, colonel is missing in the allowed ranks - saw dat a few days ago. Just add it in the appropriate array of support\modules\rmm_recruitment\addAction.sqf (or change your rank in editor) btw. 4.6 is finished (dont expect any further changes), and is only waiting for official 1.63 release (since there are some needed new commands for HC, that dont exist in regular 1.62).
  24. Dudes, check that video, made by DET7, survivaloperations.net:
  25. Fred, thanks for the reply! I will try this out! Im more than happy if it works since it will solve some of the issues i have with PVEHs. When i last tested this shizzle it wouldnt work for the life of me, so maybe there has been some changes on that, who knows! PS: Interesting, my name changed back from raggamafia to highhead (my old forum name, before i had to register to store.bistudio.com), so dont feel irritated
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