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highhead

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Posts posted by highhead


  1. On 2.12.2017 at 4:25 PM, Nichols said:

    Seeing lots of broken modules with the newest Arma 3 update when trying to run ALiVE on it. If anyone has any ideas on what to do let me know. May have to roll server back to previous version as a fix for now.

     

    https://www.dropbox.com/s/ctweelmwy95k3w6/arma3server_x64_2017-12-01_12-28-34.zip?dl=0

     

     

     

    Hi!

     

    This ATO error should be fixed with this release! Also your plugin didn't load correctly, maybe check that if it's not intended!

     

    Enjoy!

    • Like 1

  2. Hi Tobur!

     

    Sorry for getting back to you so late, I'd always suggest to visit our forums on www.alivemod.com/forums if you cannot get further - it's all kicking all off there...

     

    About your issue. I haven't seen this error with any of my tanoan vanilla setup, so I thought it would be time to do some demo for a perfectly set up insurgency mission on Tanoa, with your factions CSAT pacific and Syndicate!

    Please download that mission, run it up and compare it to yours esp in regards to synced modules and faction/classnames: http://s000.tinyupload.com/index.php?file_id=84005196486004055624

     

    Also ensure to have latest ALiVE RC version running, the mission should be working with it: https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v1.3.0.1702201

     

    About another issue with current 1.68 branch: Please be aware, that BIS managed to ignore a pretty ugly bug with 1.68 reported since early A3 DEV branch that also affects some ZEUS settings! They have deployed an issue in Eden Editor that prevents you from selecting options on modules, depending on your selected resolution size! https://feedback.bistudio.com/T122322 - If you encounter that issue, the only workaround is to switch resolution sizes from small to normal and vice versa!

     

    Asides from that we are working to deploy a fresh version of ALiVE! Be prepared for some nice new features like simulated sea transport, deployed static weapons and many performance improvements!

     

    Have a nice day!

    Highhead

    • Like 5

  3.  

    Hi guys,

     

    Thought I would start to Index my Map as all towns are now in place just fixing up to do , but it has been indexing now for 50 min and seems like nothing is happening looks like it is stuck on Generating Sector Data. 

     

    • Open the ALiVE interaction menu (default key Right App Menu) and select Map Indexing  -- done
    • A cmd.exe window will launch (this is deWRP doing its thing)   --- done
    • Press any key when it says so.   -  done
    • To categorise objects, select all the relevant criteria for the displayed object then click next. Refer to the section below on Static Data for details.   --   never see anything 

     

     

    Any advice most welcome   :)

     

     

     

    Hey comrade!

     

    Looks like its still creating the sectors! Mind big maps can take very long, Altis takes over 2h if I recall correctly! I suggest you let it run and go for a walk in that time.

    Please let me know if its still stuck after that.

     

    Latersh ;)

     

    PS: did you set the setting for manual object processing on the module or it will fallback to the Altis/Stratis defaults?


  4. Hey guys, 

     

    I am playing the new MSO form ALiVE but I have an issue...

     

    I can't drag some buildings. Here is a list which are not working:

     

    • Land_fortified_nest_big
    • Land_fortified_nest_small
    • Land_camoNetB_NATO
    • Land_CamoNetVar_NATO
    • Land_MiscCargo1EO_EP1
    • Fort_RazorWire
    • Land_fort_begfence_round
    • Land_fort_begfence_corner
    • Land_fort_begfence_long

    Here is a link of these buidlings: http://imgur.com/a/66m1y

     

    Turrets. Ammoboxes and such stuff are working.

     

    In addition to what Tup said, ALiVE uses a different logistics system, that also takes into account size, weight, cargo space and much more. You can carry an ammobox and many static weapons but you won't be able to "carry" a bunker on your own. Those heavy objects need to be stored in a truck or ideally be lifted with a helicopter and put in a tight position carefully. There may be ofc some issues with A2 objects / 3rd party addons due to config differences, which im happy to look into.


  5. Seems like filter (select 4) in BIS_fnc_sortBy is broken :(

     

    According to: https://community.bistudio.com/wiki/BIS_fnc_sortBy

    _this select 4: filter (Code) [optional: default {true}]- code that needs to evaluate true for the array item to be sorted, otherwise item is removed
    _test = ["a","b","c","d","e","f"];
    
            _test = [_test,[],{
        
                diag_log ("sorting: " + str(_x));
                
                _x
            },"DESCEND", {
    
            diag_log ("filtering: " + str(_x));
    
            _x == "a"
            }] call BIS_fnc_sortBy;
    
    hint str(_test);
    
    //result: ["e","c","a"]
    //expected result: ["a"];
    
    //Log:
    //18:08:51 "filtering: "a""
    //18:08:51 "filtering: "b""
    //18:08:51 "filtering: "d""
    //18:08:51 "filtering: "f""
    //18:08:51 "sorting: "a""
    //18:08:51 "sorting: "c""
    //18:08:51 "sorting: "e""
    //Totally wrong... _x not threadsave?
    
    -------------------------------------------------
    
    _test = ["a","b","c","d","e","f"];
    
            _test = [_test,[],{
        
                diag_log ("sorting: " + str(_x));
                
                _x
            },"DESCEND", {
    
            diag_log ("filtering: " + str(_x));
    
            _x == "a" || _x == "b"
            }] call BIS_fnc_sortBy;
    
    hint str(_test);
    
    //result: ["f","d","b","a"]
    //expected result: ["b","a"];
    
    //Log:
    18:16:21 "filtering: "a""
    18:16:21 "filtering: "b""
    18:16:21 "filtering: "c""
    18:16:21 "filtering: "e""
    18:16:21 "sorting: "a""
    18:16:21 "sorting: "b""
    18:16:21 "sorting: "d""
    18:16:21 "sorting: "f""
    
    -------------------------------------------------
    
    _test = [1,2,3,4,5,6];
    
            _test = [_test,[],{
        
                diag_log ("sorting: " + str(_x));
                
                _x
            },"DESCEND", {
    
            diag_log ("filtering: " + str(_x));
    
            _x <= 3
            }] call BIS_fnc_sortBy;
    
    hint str(_test);
    
    //result: [5,3,2,1];
    //expected result: [3,2,1];
    
    //Log
    18:20:25 "filtering: 1"
    18:20:25 "filtering: 2"
    18:20:25 "filtering: 3"
    18:20:25 "filtering: 5"
    18:20:25 "sorting: 1"
    18:20:25 "sorting: 2"
    18:20:25 "sorting: 4"
    18:20:25 "sorting: 6"

    Acting totally weird, breaking every script that uses the filter!

    No workaround within the function, only pre-filtering the array before using that function works... :(


  6. Anyone have a working mission where they have 3 AI commanders on field? One occupying one invasion and one assymetric? With a working reinforcement i simply can not get it to work.

    Yo!

    So I just did an asymmetric threesome and it was working beautifully. Mind taking factions which have groups defined (at least under infantry).

    So what I had was

    MIL Placement OPF_F <sync> AI Commander Occupation OPF_F <sync> MIL Logistics (occupying Western Altis without NorthWestern part)

    MIL Placement BLU_F <sync> AI Commander Invasion BLU_F <sync> MIL Logistics (Eastern Altis, invading OPF_F)

    MIL Placement IND_F <sync> AI Commander Asymmetric IND_F <sync> CQB and IED module (NorthWestern Altis, invading OPF_F, hostile to all)

    amb civs additionally, hostile to INDEP.

    Working as intended, Reinforcements were requested and delivered after about half an hour beeing in the battle, asymmetric AI commander terrorized the shite out of the OPF held zones.

    what is the issue specifically?


  7. Author here, I have defined the groups as shown in your wiki, and added custom group categories in addition. CfgGroups config below:

    class CfgGroups
    {
    class East
    {
    	class IP_OPF_F_ST
    	{
    		name = "CSAT Snow Tigers";
    		class IP_Infantry_ST
    		{
    			name = "Infantry";
    			class IP_OIA_InfSquad_ST
    			{
    				name = "Squad";
    				side = 0;
    				faction = "IP_CSAT_ST";
    				class Unit0
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_SL_FST";
    					rank = "SERGEANT";
    					position[] = {0,0,0};
    				};
    				class Unit1
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_TL_FST";
    					rank = "SERGEANT";
    					position[] = {5,-5,0};
    				};
    				class Unit2
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_AR_FST";
    					rank = "CORPORAL";
    					position[] = {-5,-5,0};
    				};
    				class Unit3
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_GL_FST";
    					rank = "PRIVATE";
    					position[] = {10,-10,0};
    				};
    				class Unit4
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_FST";
    					rank = "PRIVATE";
    					position[] = {-10,-10,0};
    				};
    				class Unit5
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_LAT_FST";
    					rank = "CORPORAL";
    					position[] = {15,-15,0};
    				};
    				class Unit6
    				{
    					side = 0;
    					vehicle = "IP_O_Medic_FST";
    					rank = "PRIVATE";
    					position[] = {-15,-15,0};
    				};
    				class Unit7
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_A_FST";
    					rank = "PRIVATE";
    					position[] = {20,-20,0};
    				};
    			};
    
    			class IP_OIA_InfTeam_ST
    			{
    				name = "Fire Team";
    				side = 0;
    				faction = "IP_CSAT_ST";
    				class Unit0
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_TL_FST";
    					rank = "SERGEANT";
    					position[] = {0,0,0};
    				};
    				class Unit1
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_AR_FST";
    					rank = "CORPORAL";
    					position[] = {5,-5,0};
    				};
    				class Unit2
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_FST";
    					rank = "PRIVATE";
    					position[] = {-5,-5,0};
    				};
    				class Unit3
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_LAT_FST";
    					rank = "PRIVATE";
    					position[] = {10,-10,0};
    				};
    			};
    		};
    
    		class IP_SpecOps_ST
    		{
    			name = "Recon";
    			class IP_OIA_InfSquad_ST
    			{
    				name = "Squad";
    				side = 0;
    				faction = "IP_CSAT_ST";
    				class Unit0
    				{
    					side = 0;
    					vehicle = "IP_O_recon_TL_FST";
    					rank = "SERGEANT";
    					position[] = {0,0,0};
    				};
    				class Unit1
    				{
    					side = 0;
    					vehicle = "IP_O_recon_JTAC_FST";
    					rank = "SERGEANT";
    					position[] = {5,-5,0};
    				};
    				class Unit2
    				{
    					side = 0;
    					vehicle = "IP_O_recon_M_FST";
    					rank = "CORPORAL";
    					position[] = {-5,-5,0};
    				};
    				class Unit3
    				{
    					side = 0;
    					vehicle = "IP_O_recon_exp_FST";
    					rank = "PRIVATE";
    					position[] = {10,-10,0};
    				};
    				class Unit4
    				{
    					side = 0;
    					vehicle = "IP_O_pathfinder_FST";
    					rank = "PRIVATE";
    					position[] = {-10,-10,0};
    				};
    				class Unit5
    				{
    					side = 0;
    					vehicle = "IP_O_recon_LAT_FST";
    					rank = "CORPORAL";
    					position[] = {15,-15,0};
    				};
    				class Unit6
    				{
    					side = 0;
    					vehicle = "IP_O_recon_medic_FST";
    					rank = "PRIVATE";
    					position[] = {-15,-15,0};
    				};
    				class Unit7
    				{
    					side = 0;
    					vehicle = "IP_O_recon_FST";
    					rank = "PRIVATE";
    					position[] = {20,-20,0};
    				};
    			};
    		};
    	};
    
    	class OPF_F
    	{
    		class Infantry
    		{
    			class IP_OIA_InfSquad_ST
    			{
    				name = "Squad";
    				side = 0;
    				faction = "IP_CSAT_ST";
    				class Unit0
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_SL_FST";
    					rank = "SERGEANT";
    					position[] = {0,0,0};
    				};
    				class Unit1
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_TL_FST";
    					rank = "SERGEANT";
    					position[] = {5,-5,0};
    				};
    				class Unit2
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_AR_FST";
    					rank = "CORPORAL";
    					position[] = {-5,-5,0};
    				};
    				class Unit3
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_GL_FST";
    					rank = "PRIVATE";
    					position[] = {10,-10,0};
    				};
    				class Unit4
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_FST";
    					rank = "PRIVATE";
    					position[] = {-10,-10,0};
    				};
    				class Unit5
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_LAT_FST";
    					rank = "CORPORAL";
    					position[] = {15,-15,0};
    				};
    				class Unit6
    				{
    					side = 0;
    					vehicle = "IP_O_Medic_FST";
    					rank = "PRIVATE";
    					position[] = {-15,-15,0};
    				};
    				class Unit7
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_A_FST";
    					rank = "PRIVATE";
    					position[] = {20,-20,0};
    				};
    			};
    
    			class IP_OIA_InfTeam_ST
    			{
    				name = "Fire Team";
    				side = 0;
    				faction = "IP_CSAT_ST";
    				class Unit0
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_TL_FST";
    					rank = "SERGEANT";
    					position[] = {0,0,0};
    				};
    				class Unit1
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_AR_FST";
    					rank = "CORPORAL";
    					position[] = {5,-5,0};
    				};
    				class Unit2
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_FST";
    					rank = "PRIVATE";
    					position[] = {-5,-5,0};
    				};
    				class Unit3
    				{
    					side = 0;
    					vehicle = "IP_O_Soldier_LAT_FST";
    					rank = "PRIVATE";
    					position[] = {10,-10,0};
    				};
    			};
    		};
    
    		class SpecOps
    		{
    			class IP_OIA_InfSquad_ST
    			{
    				name = "Squad";
    				side = 0;
    				faction = "IP_CSAT_ST";
    				class Unit0
    				{
    					side = 0;
    					vehicle = "IP_O_recon_TL_FST";
    					rank = "SERGEANT";
    					position[] = {0,0,0};
    				};
    				class Unit1
    				{
    					side = 0;
    					vehicle = "IP_O_recon_JTAC_FST";
    					rank = "SERGEANT";
    					position[] = {5,-5,0};
    				};
    				class Unit2
    				{
    					side = 0;
    					vehicle = "IP_O_recon_M_FST";
    					rank = "CORPORAL";
    					position[] = {-5,-5,0};
    				};
    				class Unit3
    				{
    					side = 0;
    					vehicle = "IP_O_recon_exp_FST";
    					rank = "PRIVATE";
    					position[] = {10,-10,0};
    				};
    				class Unit4
    				{
    					side = 0;
    					vehicle = "IP_O_pathfinder_FST";
    					rank = "PRIVATE";
    					position[] = {-10,-10,0};
    				};
    				class Unit5
    				{
    					side = 0;
    					vehicle = "IP_O_recon_LAT_FST";
    					rank = "CORPORAL";
    					position[] = {15,-15,0};
    				};
    				class Unit6
    				{
    					side = 0;
    					vehicle = "IP_O_recon_medic_FST";
    					rank = "PRIVATE";
    					position[] = {-15,-15,0};
    				};
    				class Unit7
    				{
    					side = 0;
    					vehicle = "IP_O_recon_FST";
    					rank = "PRIVATE";
    					position[] = {20,-20,0};
    				};
    			};
    		};
    	};
    };
    };

    And the complete addon config for reference: http://pastebin.com/YsD9J0fA

    Seems like there are no groups defined for faction IP_CSAT_ST, which is the faction which is also returned from the actual units. Seems like the faction used for cfgGroups is differend: IP_OPF_F_ST


  8. My group used ALiVE last night with pretty good results. After using the Asymmetric AI Commander two things came to my mind;

    The addition of a "Civilian Stop" command if you are within a certain distance of a civilian. Running them down for intel is very annoying and time consuming. Maybe even have a percentage chance they will not stop tied to their current aggression level.

    The ability for AI controlled by the Asymmetric Commander to "go quiet/civilian" if there are to many enemy forces in the area and then the ability to return to insurgents when the enemy passes. Maybe they create a cache with their weapons in the nearest house they can recover later.

    Love this mod guys.

    Hey mate!

    Good input, i think I read it before somewhere - will do a civi stop as a start!

    have a nice day


  9. I've detected this issue with Leights Opfor. Haven't tried with a different faction/mod yet. I have to say I've been using ARS_AI but I don't know if it could change that particular behaviour.

    Hi, Just started up a mission on stratis with OPF_F on roadblocks, and AI was manning static weapons as it should! Havent tried LOP but suggesting to switch faction to vanilla to see if its that!

    ---------- Post added at 20:22 ---------- Previous post was at 20:07 ----------

    Also working roadblocks (ambient as well as dyanmic asymmetric) with LOP_ISTS, do you run a persistent mission?


  10. Hey dudes!

    I posted that also into the Leights OPFOR pack thread, and I believe it should also be put in here:

    If you are using ALiVE or ACE3 with Leights OPFOR pack (i think its used by many ppl actually) its you need to do the following:

    The latest CBA RC7 Hotfix 2, v1.1.23 has an optional PBO:

    1. Move the cba_enable_auto_xeh.pbo and its signature file from the CBA optional folder to the CBA Addons folder

    2. Restart Arma.

    LOP doesnt support CBA XEH which can cause several issues like civilian actions, or menu items missing, ACE interaction not working etc.

    laters


  11. Hi!

    I think it was posted on another page already but to use ALiVE or ACE3 with this addon, you need to do the following:

    The latest CBA RC7 Hotfix 2, v1.1.23 has an optional PBO:

    1. Move the cba_enable_auto_xeh.pbo and its signature file from the CBA optional folder to the CBA Addons folder

    2. Restart Arma.

    Would be cool if this pack would support the CBA XEH fully and the CBA Devs can help you to resolve that!

    Enjoy


  12. Getting really into the Asymmetric stuff, pretty much how always wanted OFP to play out. I notice almost all of the local civilians, politicians, muezzin's etc start running when you get within a few feet of them even if youve won over their affections. What do you guys think about adding a couple layers before they break such as if player is pointing gun in there face rather than having it lowered -negotiations go down hill pretty fast when faced with that body language. Also, maybe a few conversation like animations played, a slow methodical one if things are going well, a faster more expressive one if they are pissed. Finally just have them walk away with them sprinting away being more extreme and a real red flag of danger and uncertainty.

    hey thanks for feedback!

    Totally agree! This feature was added pretty at the end of the asym dev cycle, will improve it in those regards.


  13. Hi, I just made an Alive mission for SP, but after I export it as SP mission, and trying to save I got a crash, something about memory not enough I think... I understand Alive was made with MP persistence in mind, so maybe there are a lot of thing to track of. So maybe you guys can give a few pointers how to make it SP friendly?

    Hey mate, also Hi Froggyluv!

    Nice to see the "ol' dogs" in here! Dynamic scenarios were always a PITA to persist in ArmA/OFP. SP save tries to put down gigs of data and therefore crashes in most of the cases due to ram issues, also if it finally worked, the scripts werent in the same state, basically SP save just doesnt work and is disabled. We are using a database approach with callextension since MSO in A2. It also works if you want to play alone - setup a Warroom account (ofc its free) with your local IP and just run a local dedicated server (ergo the arma3server.exe with the same mods inclusing @ALiVEServer as arma3.exe). Connect to it: Win, you can even assign separate cpu cores for the server and the client, improving performance massively and taking of the load of your client. I really suggest you do that, thats also how I play most of the time -> Local dedi and client on same machine.

    enjoy


  14. A quick question on the force Size. the Platoon(30) Does the 30 stand for the amount of groups or individuals.

    Its calculated by the force composition you choose and should give a rough estimate of the individuals!

    ---------- Post added at 16:17 ---------- Previous post was at 15:54 ----------

    I have the required module down, virtual ai system, player options, military ai skill and dynamic weather. And obviously the player combat support etc. But I have no AI commander down I will try that now.

    Nothing at all happens with the jet, just sits there and yes I use this jet on all missions, just for some reason now it wont work and I cannot make sense of the rpt file either lol

    Even with mil ai commander and cust obj down it still doesn't work :(

    ---------- Post added at 12:53 ---------- Previous post was at 12:48 ----------

    Which class are you using in the class field on the synced Transport/Cas/Arty module, or which vehicle are you syncing to the main combatsupport module?


  15. So is this essentially impossible to use unless you have a GOD rig? I can't really seem to use it beyond a very small battle without experiencing frame issues in which I end up going to about 20 fps. More ment for being placed on a server right?

    Of course you can play ALiVE in SP. Technically it doesnt matter, in SP all serverside operations are done on the players machine, simulating a server and client in one go. I do that all the time.

    What you are very likely expierencing is the classic A3 performance issues with too many real AI present at the same time, as A3 only uses one main thread and only 1 CPU for AI operations.

    http://forums.bistudio.com/showthread.php?147533-Low-CPU-utilization-amp-Low-FPS

    I suggest to set up your missions in a way, that if you teleport around on the map for a test, that there are at max. 100 AI spawned at the same time, you may need to test the perfect matching numbers for your PC. Virtualized groups dont matter, only the real AI (spawned ones) count. We also have an AI limiter integrated, but i prefer some testing of my missions before and putting in the numbers with the settings on the module. In addition you can run a local dedicated server which results in even better performance for the client.

    ---------- Post added at 07:52 ---------- Previous post was at 07:21 ----------

    Another asymmetric question about the IED module sorry. The wiki notes seem to read that you sync an IED module to the AI commander module and then also place another one unsynced for random IEDs over the taor. I'm finding that we're seeing and error from Alive in the rpt file to the effect that you can only place one IED module. Can someone please advise if the statement in the wiki is correct and the error is in fact a warning or is there a bug in asymmetric at present that doesn't allow two IED modules? Debug seems to indicate that the second is true but I can't be certain.

    Thanks,

    Stonehouse

    There can only be one IED module. Either sync it to AI commander (non ambient, used dynamically by the asym AI commander on certain occupied areas then) or dont sync it (will be ambient IEDs according to the module settings then).

    Hope that helps


  16. If it doesn't create any negative impacts for anyone, is there any chance of getting a hot-fix for the persistence issue? We're finding that all our Alive insurgency missions don't persist past server shutdown so we either have to leave the server up (which is tricky as it's at one of our member's workplace and can get shutdown for real world reasons outside our control) or basically can't finish a mission. Don't get me wrong we're having fun anyway but it'd be nice to finish a map if we can.

    By the way, the guy who runs the server wanted to know if it was possible to get a server script do an Alive server save and exit on a running mission? He was hoping to automate some of the stuff and wanted to avoid having to join the mission to shut it down properly.

    Thanks,

    Stonehouse

    Hey mate!

    Which persistency issue are you referring to specifically?

    I have a mish with Leighs OPFOR (including RHS) on Kunduz running with persistence and it saves virtual AI, all the asym installations and also cleared CQB sectors fine etc. without errors.

    I assume you have the Warroom server setup correctly done and using the Database module? Are you getting any errors in the server RPT and/or the ALiVELog?

    thanks


  17. How do you 'Stop & Search' the civilians described in assymetric warfare? I played as AAF, and the assymetric AI is the Blufor FIA. When I walked up to a civilian, nothing happned, no action menu or anything to search or whatever... Is there something I did wrong somewhere?

    But put down the ALiVE ambient civilian population and placement modules, right? :)

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