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Everything posted by highhead

  1. 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!
  2. Hey Maquez! Sorry if this caused you frustration. It's sometimes tedious work to get something to work as expected! If you have your new mission ready, and it is still happening (or re-occuring) please post the mission folder as a zip (seems its vanilla) and I'll have a look at it! Thanks for your patience! HH
  3. 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
  4. personally I'd like to see a CBA hotfix as its rather a bad bug in a rather "highly" used function. If that doesn't happen I will try to fix all randPos occurences where there are quite a few ones...
  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. 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?
  7. 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.
  8. @JaeC: "Can HC connect mid mission and have ALIVE use it?" Yes, Its coded in a way that it supports multiple headless clients (round robin AI distribution) and if a HC, that carries AI disconnects, the AI will be switched back to server and then will be re-distributed. If there is no HC everything will be on server until it reconnects again.
  9. Oh, that made me lol About that multiple IEDs near the roads, i think those are charges placed by Insurgents who have been on an ambush mission and not by the IED module directly! I will take a look!
  10. !! UPDATE 2012/12/27 !! !! MULTISESSION OPERATIONS v4.55 released !! Introducing... - VEHICLE KEYS - TUP LOGISTICS - ADMIN TOOLS - PXS SATCOMs - MGO ATTACH - AMBIENT CONVOYS - CREW INFO - TAVIANA and ESBEKISTAN missions Fixed... - over 160 bug fixes and improvements (see Changelog.txt) IMPROVEMENT UPDATE 4.55 - VARIOUS BUGFIXES AND PERFORMANCE IMPROVEMENTS - REDUCES RED CHAIN/DESYNC - PERF IMPROVEMENTS ON LONG TERM SESSIONS - MINIMIZES SCRIPT LAG - BETTER ENEMY CREATION & DISPERSION - COMPATIBILITY WITH GBL AIM (Adv. Interaction Module) - MANUAL PERSIST (PDB) - GPS GUIDED LOGISTICS-DROP UPDATE 4.5 Full Database Persistence provided... - PLAYER STATE incl. gear and damage - VEHICLES - OBJECTS - ENEMY LOCATIONS - CQB COIN Module - TEAM MARKERS - TASKS - AFTER ACTION REPORTS - ADVANCED KILL STATs - LOGISTICS[/b] Get the latest 4.55 Missions AND MSO Code Base here Requires CBA Documentation You need ELITENESS to depbo these missions What's New for v4.55? - Various performance improvements and bugfixes (see changelog) Core - Thanks to Jman we have 2 new features that will allow you to view peeps in your vehicle and even lock it - Full persistence provided with PDB - Better menu layout sorting - Added custom locations for CLAfghan and Esbekistan - Admin tools - lockable vehicles - Bug fixes Support - MGO Attach allows you to put on your favorite scope if near an ammo crate (ACE) - PXS SATCOMs provides uplink to satellite images (SATVIEW) - TUP Logistics brings you resupplies to the battlefield - CREWINFO provides better overview of the vehicle you are in - Bug fixes again... Enemy - Complete Recode of Dynamic Enemypop for PDB - Changed AI movement to FSM to clear up scheduled environment and increase performance - Optimized EnPop modules to run smoother - Ambient convoys - and again some dirty bugs fixed on the fly... Missions - Example missions (Vanilla, ACE & ACEX) include: Takistan, Zargabad, Chernarus, Utes, Taviana, Esbekistan, Clafghan, Lingor, Qom Province, Hazar Kot, Celle2, Tigerinanne, Tora Bora, Podagorsk, Eden. What Is MSO? Multi Session Operations is a modular mission framework giving you a unique free-roaming gameplay experience in a populated dangerous environment. Essentially it is a collection of scripts that create a persistent, living scenario in which the player operates. Unlike regular missions that have pre-scripted objectives, MSO procedurally generates dynamic enemy forces that are unpredictable and (semi) random. Players have to think beyond the mere tactical level and build up the intelligence picture, carrying out recce patrols to identify enemy locations and conduct deliberate attacks to neutralise them. Everything is persistent, including equipment, ammo, vehicles and even player lives. MSO is designed specifically for Dedicated Server use, but you can also run it Singleplayer or as Host. Many thanks to DevilDogGamer! Recommended Settings / Performance / Startup Due to the dynamic nature of MSO and its reliance on scripting to generate ambience and dynamic enemy, it can be resource intensive. The default settings are the recommended ones for most maps. If you have a large map with lots of locations (Chernarus) or a large number of players you will want to consider disabling or dialling down ambience or enemy. If you enable ALL the modules, please do not ask us why it performs so poorly. :) Recommended startup procedure and server environment: - For a stable gameplay experience it is highly recommended to allow only clients that use same addons and patch as server! - On MSO startup wait on briefingscreen until initalization has passed "Completed" state (MAP -> MSO -> INITIALISATION), this can take a few minutes! - Try to avoid startups with more than 20 players at once, better startup alone, and let players join in when init is complete! Feedback, issues, bugs Please check on dev heaven for an existing bug and report any issues here. Note: This is probably our last official release for the common MSO framework 3.x - 4.x, because we are working on a project that we internally call "MSO Next Generation". Without telling too many stories, our team is moving towards new shores and we are eager to provide you with a prototype in the upcoming months! Credits Thanks to: - MSO development team: Wolffy.au, Tupolov, Highhead, Jman, friznit, WobblyHeadedBob, zorrobyte, HateDread, kieran, Ryan, Kolmain - PersistentDB dev "team" - JMan, Scott W, Firefly - Antipop, Rommel, Militant, Scarecrow and Australian Armed Forces (AAF) - Ryan (Rye) and Snakedoctor from the Praetorian Guard (PRAETOR) - Friznit, Tupolov, DaveP, Gunny and Volunteer Commando Battalion (VCB) - Krause, Beta, Sandiford, JollyResq - United Operations (UO) - Fogu, VRCRaptor, Bl1P, Dikkeduif, Kremator, SCAJolly, Katipo66, vengeance1, Dingbat, CebAlmighty, Jayc-astv, 16AA, VCB and AEF clans for testing - Alef and Sickboy for CBA conversion for A2Free - Xeno and Mikero for their Mission Builder Script - Spyder for Object Network Update (ONU), LoyalGuard for ARMA Electrical Grids (AEG), ArmaIIholic and Highhead for World In Conflict (WICT), LurchiDerLurch for AC130 CAS - Robalo, USMCWall, Muzzleflash, Wobbleyheadedbob, Hatedread, Zonekiller, VoW Widow, Swedge, Lonestar, SBSMac, Prymsuspec, zGuba, Fireball, Nou, Jaynus, Norrin for bits and pieces we got from you - CWR² team, IceBreakr, Shezan, Commander, Old Bear for making your mods and islands MSO friendly - Roy86 for Patrol Ops 2 Module - Enigma for Weather Module - PXS for Satcoms - DevilDogGamer for his MSO videos and ongoing support! - Military Gaming Development Team for MGO Attach - Glowball for AIM support
  11. 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?
  12. yeah, they dont match and therefor it wont work yet
  13. 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
  14. Hey mate! Good input, i think I read it before somewhere - will do a civi stop as a start! have a nice day
  15. Hi mate I tried to replicate this, but if the markers are disabled on the ALiVE Required module, they won't come up with CTRL + LMB for me at all, also checking the code they wont run at all, are you sure you have the latest version? Can you please check version in RPT? thanks
  16. 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?
  17. Hi Frogman! Try to filter for ignore small-medium size objectives on the civilian modules and try to lower CQB values, it can take quite some time to initialise a big map but everything over 5 minutes should indicate there is something set too high. Also check RPTs for errors and shoot over an .rpt file if there is an issue! Enjoy!
  18. 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
  19. highhead

    Leights OPFOR Pack

    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
  20. 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.
  21. 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
  22. 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 ---------- 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?
  23. 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 ---------- 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
  24. 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