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highhead

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Everything posted by highhead

  1. But put down the ALiVE ambient civilian population and placement modules, right? :)
  2. Ad 1. no clue, would have too look at the mission. Which bit isnt working btw. Is there an error? Ad 2. a. C2ISTAR module will display map intel according to your settings also for asym. b. Toggle OPCOM installations in admin actions (prolly should rename it to AI commanders installations). c. Talk to civis (you mentioned it) Ad 3. You shouldnt kill any civis or the town will get hostile towards your side. Anything more detailed would spoil the gameplay prolly. If you really need to know, shoot me a PM. ---------- Post added at 17:07 ---------- Previous post was at 17:01 ---------- Its about the building, and if "the IEDs on the tables and stuff still remain" ist an A3 (config) issue, if a table isnt destroyed by explosives going off near them. Will take a look though, if i can simply remove them somehow, without having to implement some dirty workaround.
  3. Yeah blowing up the facilities will lower the hostility level of the civilian settlement towards your side and raise it against the insurgents side, also they are taken out of the insurgents infrastructure after destruction. If you patrol the area, and clear it from enemy forces also the hostility value will be lowered towards your side and raised against the insurgent sides. If the hostility level towards the insurgents of a settlement area is exceeded a certain threshold then the insurgents will destroy all their facilities and rush off. In short, there are several options!
  4. Hey mate! It depends on what setting you got for "helicopterspawn range" on the AI modules (virtual AI system, civis and CQB)! enjoy ---------- Post added at 09:17 ---------- Previous post was at 09:15 ---------- Not sure how, cuz INd_G_F never had groups defined!
  5. Hey guys! Watch ShackTac's ALiVE Session here: Enjoy!
  6. WoW..... Dont be harsh on me, but I need to re-read that and get into myself before i can give an intelligent answer! ---------- Post added at 19:16 ---------- Previous post was at 19:15 ---------- correct, also depending on amount of civis, a town with more civis will create more insurgents than a small one
  7. Yo Spyder! Sorry, really no clue where that comes from but if I may have a guess its something related to some version mismatch! Try to allow only same mods as server and see if it continues - we have had a session for about 7 hours with Kellys Heroes and 8 ppl constantly JPDing and didnt have any hickup. Really wanting to help, so if you have it nailed down some more i would love to look into it some more! Enjoy mate
  8. Hey mate! I agree totally! But believe me, either this or "nothing"! I dont expect an Insurgents force to build an IED factory in the outside, where you simple can spot it from the next hill! This wont happen in reality. So I took the sour pill to find a way to spawn "dynamic" furniture inside of buildings. And thats really a hard job without compromising performance. If you come a across a "blocked" entry, simply use the ALiVE logistics (ALiVE menu -> Player logistics -> enable actions) and move it away :). Of course im working on getting it more perfect, but its just not as simple as it "looks". I hope this helps
  9. Hi Parakon! If you are only using ALiVE and CBA, then upload the mission (including some readme.txt, of what you wanna achieve) somewhere - i will take a look at it! Always there for you
  10. put in init.sqf, to compile your personal task list: waituntil {!isnil "ALIVE_autoGeneratedTasks"}; ALIVE_autoGeneratedTasks = ["SabotageBuilding"]; Possible types: "MilAssault","MilDefence","CivAssault","Assassination","TransportInsertion","DestroyVehicles","DestroyInfantry","SabotageBuilding" ---------- Post added at 20:13 ---------- Previous post was at 20:12 ---------- Theres the ALiVE Insurgency Redux in the Demo folder, everythings in there :)
  11. Yo! Good workaround! Happy it works! Without spoiling too much of the "deeper" functionality which is essential to gameplay, Asym AI Commander has all the objectives in his list, if they are synced to it. The commander will calculate the priority of an objective and the appropriate orders based on several factors like size, friendly or enemy troops in the sector, overall sector hostility, and some more. An unguarded town is very likely to become a recruitment center, where the HQ is probably not located downtown but in a peripheral area of the town. Occupied objectives will very likely be terrorized by Insurgents and to build bombs and IEDs they set up IED factories, and so on.
  12. About Blacklisting, see above! About the planes, its sadly a BIS issue, they placed the hangers in the wrong direction ;) http://feedback.arma3.com/view.php?id=22177 I get around that by manually placing some planes and virtualising them until they got it fixed.
  13. Hi! Its working in SP and Host because in this case your PC is the "server" and the "client" at the same time! A dedicated server is a separate "process", therefore you need to do it serverside! And to see the result on the client, you need to send the data back to the client over the network: example (execute in debugconsole "GLOBAL"): [] spawn { GlobalForcePoolVariable = nil; if (isServer) then { GlobalForcePoolVariable = [ALIVE_globalForcePool,"BLU_F"] call ALIVE_fnc_hashGet; PublicVariable "GlobalForcePoolVariable"; }; waituntil {!isnil "GlobalForcePoolVariable" }; hint format ["Supply level: %1",GlobalForcePoolVariable]; }; written from top of my head, so may be faulty, but i think you can get the idea! For people with questions about custom Blacklists: Put the ones you need in the init field of the "ALiVE require"-modules init field (or any modules init field, i prefer this to have it in this) Define your custom strategic house classes for CQB (rest will be regular houses): ALiVE_MIL_CQB_CUSTOM_STRATEGICHOUSES (edited) Exclude custom unit classes from CQB: ALiVE_MIL_CQB_CUSTOM_UNITBLACKLIST Exclude custom unit classes from beeing spawned in CIV/MP Modules: ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST (edited) Avoid some vehicle classes to beeing spawned by CIV/MP Modules: ALiVE_PLACEMENT_CUSTOM_VEHICLEBLACKLIST (edited) Avoid certain group classes of beeing created by CIV/MIL MP modules: ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST Example (don't use the classes below, should only be an example): ALiVE_MIL_CQB_CUSTOM_UNITBLACKLIST = ["O_G_soldier_AA","O_G_soldier_AA_1"]; ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = ["O_G_soldier_AA","O_G_soldier_AA_1"]; The gamer Agard also provided an example how he managed to exclude AA groups completely: http://alivemod.com/forum/985-aa-unit-blacklist/0 Enjoy!
  14. Yo! There are gazillions of errors in this RPT and the only ALiVE related ones are not gamebreaking in any way, only some unit-data in a virtualised group was corrupt. This wouldnt result in a crash. Not sure why you believe its an ALiVE related issue, because it can be any mod listed here -mod=modpack/@CBA_A3;modpack/@ASDG_JR;modpack/@BWA3;modpack/@Gorka_uniforms;modpack/@RHPACK;modpack/@RHSAFRF;modpack/@RHSUSF;modpack/@RH_acc;modpack/@ace-le;modpack/@JS_JC_FA18;mappack/@AllInArmaTerrainPack;mappack/@Bornholm;mappack/@Helvantis;mappack/@isladuala;mappack/@panthera;mappack/@Namalsk-lite;mappack/@fdf_podagorsk;mappack/@fallujah;mappack/@AlRayak;servermods/@ALiVE;servermods/@ASR_AI3 Even if you use vanilla units, it doesnt mean you run vanilla, Therefore you should run -mod=@CBA_A3;@ALiVE;@ALiVEServer to rule out whats causing your issue! I also suggest you use the latest ALiVE Insurgency REDUX instead of InsurgencyRevived that is shipped with the Demo folder! I will ping Hazey to either update the mish or remove it, so there arent thousands of versions floating around. Hope this helps!
  15. Hi! Just ran a mission on dedi for 4 hours, not a single issue! Which mods are you using? enjoy
  16. CBA hotfix is available as promised! Enjoy!
  17. Hey mate! Might be worth just waiting a couple of hours, I just "heard" update to CBA is inbound soon! Otherwise ill get you a link tomorrow, have to rush atm! Night gents!
  18. well this sounds exactly like the issue :) but if it happens to you STILL after following my advices in the former post, then its a different one and probably not ALiVE related! PS: could you please try that (and maybe even use the former CBA version) and tell me if that worked?
  19. Well I checked threethousandgazillion lines of code to find that it can happen in those cases: - debug "yes" on Asym AI commander ----> Happens on server/SP / temporary fix: Leave asym debug off. - placing an ALiVE Spotrep (strg + marker and selecting "Spotrep"). ----> Happens only on client/SP. Temporary fix: Disable Advanced markers on ALiVE required module or tell your players to not add a spotrep. - Sabotage mission ----> Revert to older CBA This also means that other cba dependend mods/scripts may have the same issue - in all those cases reverting CBA to 1.0/1.xxx fixes it for now! Please tell me if that helps for the minute! thanks
  20. Yeah thats exactly it, but should only happen with debug on Asym AI Commander set to "yes", so leave it off. And it very likely happens in the "Sabotage" mission. And as you say, its coming back suddenly after some minutes, but the leaving of players is a coincidence. Im sure the hotfix will be in next CBA update, and I have made a workaround in ALiVE Dev. You can also just use the former CBA official (think it was 1.0.9) serverside.
  21. Hi guys! There has been a change to CBA_fnc_Replace lately, which under certain circumstances froze the game. I have been in contact with Vipermaul and as CBA is really an awesome team, they found the issue within an hour and provided a hotfix to test. I don't know when it will be public but in the meanwhile its not dramatic for ALiVE as its only happening with debug on asymmetric MIL AI commander after about 30 minutes in game. Just leave debug on asym off (should be either way imho, its also default). Havent read further in forums yet, will return latersh! see ya on the battlefield
  22. Hey guys! There are two ways to use the MIL IED module. You can sync it to an ASYMMETRIC AI Commander or just leave it as an ambient module with appropriate settings (unsynced). To test it, leave it as ambient module and turn on debug to see in which locations they have been placed -> you get trigger markers, and if you step inside they get created! Handling all the gazillion mods out there is a hard job. For normal I would say "test without mods" but if the vehicles are there in editor but not on the server then there is something strange happening. I would go and check if the mod is correctly installed on the server (and all pbos are there). To check your mission quickly in Multiplayer locally, just run it up as MP Host, see if it works there and then go for the dedicated server. ---------- Post added at 17:04 ---------- Previous post was at 17:03 ---------- Thank you a lot for your ongoing support, sir! More to come, as an example I just optimized furniture placement in the inurgents installation. Just trying to nail out all the stuff that gets caught after the first release! ---------- Post added at 17:09 ---------- Previous post was at 17:04 ---------- Thats something we maybe should check in the Skype (or Slack) - Channel. Can you provide the server RPT and @ALiVEServer log (located in C:\Users\{user}\AppData\Local\ALiVE) please? Thank you!
  23. Hi, If you are talking of bringing the ALiVE menu up, then use custom key 20 to bind any key you want on it. Just restart mission in SP or reconnect in MP after you bound it! enjoy! ---------- Post added at 18:00 ---------- Previous post was at 17:52 ---------- Hi! Place.... - Required ALiVE - Virtual AI system - Military AI commander set to CSAT - Military Placement module with faction set to OPF_F synced (F5) to the CSAT AI commander module - Custom military placement at your compound set to your faction (f.e. BLU_F) and prio 9999. Also synced to the CSAT AI commander module. thats it :)
  24. Hi! The number at the marker shows the hostility level, positive hostility value will show red, negative will show green. The current orders are shown right beside the number (like factory, recuit, etc.)! Friendly civilians can ofc also attack Insurgents, esp. if there is presence of friendly troops in the same sector and the hostility level allows it. I have come across this also when BLUFOR troops were inbound on defend an objective, suddenly the civilians grew balls :) enjoy
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