highhead
-
Content Count
764 -
Joined
-
Last visited
-
Medals
-
Medals
-
Posts posted by highhead
-
-
Hello Comrades!
ARJay made a WIP footage of some modules that are currently in development and will be deployed to our testers in the next weeks!
Civilian Population & Convoys
- Convoys moving from secured objective to secured objective behind the front lines.
- Various functions of the civilian agents: Gather, movement, campfire, housework, houselights, sleep, rogue, suicide bomber
be aware that this is still in development stage, but already gives an impression about what is inbound
-
And indeed it does.Had some troubles of my own with almost everything to get the stuff working with the mission and the editor side stuff, but now everything is running smooth.
How complete would you say that the compatibility of ALiVE with Iron Front is currently? Or is it intended "as is" from here on? Asking because of my own observations on this: it feels that map like Staszow is missing high priority Military placements and low priority (of 0) placements are an individual house on the outskirts of towns. Is there anything that can even be done about such behaviour? I'm just guessing here that how the modules recognize a military or civilian placement is somehow hard-coded or bound to actual models in the game world eh.
Can info be found from somewhere if it's possible to make an AI squad to use their transport for long travels between the base and an objective they're headed for (talking about AI that OPCOM is commanding)? Short example: LIB_WEHRMACHT is created with mechanized weighting, so there they have a halftrack for transportation but don't seem to be using it when attacking.
Hi,
Integration with IRON FRONT is working, but there are still some things to be done, like better indexing of IF maps and getting some configs to work properly (f.e. Air groups are not yet working prfectly and as you mentioned some motorized mechanized groups are not using their vehicles as they should). Its nothing we are focusing on at the moment, but feel free to open up a ticket on our tracker, so it doesnt get lost, please!
thanks
Highhead
-
I tested the CQB Debug several times.The green and red dots that say something with strategic and stuff are visible at mission start. When I then check the spawns with the admin module it shows me markers on the map in a surrounding of 1km (my setting). When we then Enter the compounds there is nobody, after a bit they spawn like HELL and also right next to us. Thats a big problem!!
Mission shouldn't be overloaded.
Only mods used:
- Nato and Russian Weapon Pack
- a3mp (the Alive work with these mods)
- xMedSys
- Alive
and some scripts
- Road side IEDs
- BTC Logistic
- DAPMAN
- and some other small ones!
If you insert with a heli, and havent set spawndistance for heli, theres something what we call the black hawk down effect. terrrorists will run out of there houses and lynch you!
i have 300 CQB sparen positions covered all over altis, they are activating withing 3-2 seconds in the foursome demo (just take a look on how to).
PS spelling errorz
-
bump because of importancewe would really need a repro mission with your mod and ALiVE!
if you could upload it, i will take a look!
PS: just read further, yeah could also be an error due to syncing/grouping in an unintended way
-
Have I missed a conversation regarding the Explosions (vehicles burning) and the damage/lag that is generated within a small radius around the burning wreck? Not 100% sure this an ALiVE issue but it looks like I am only experiencing this lag/game freeze and character damage when I have the ALiVE addon running.Anybody else having these or similar issues?
Thanx in advance :)
Hi,
Look at this mate, its not ALiVE :)
http://feedback.arma3.com/view.php?id=16580
http://feedback.arma3.com/view.php?id=9080
http://steamcommunity.com/app/107410/discussions/0/648814841982913785/
-
Stupid question.. i keep searching but cant seem to find an answer. Im trying to play the showcase (only one i can get to work) how to i bring up the tablet? I use the action key and it just brings up the ADMIN menu.. but what about the actual tablet to call in air transport etc?Hi,
Grab a laserdesignator from the crates at the main base
and enjoy...
-
We are happy to release the latest update for ALiVE, which mainly adresses usability issues and bugs, that - thanks to you all - have been stated in here, on our bug tracker or by our closed testers.
Furthermore it enables the possibility to run ALiVE on the unofficial "perf"-server binaries and A3 DEV branch (e.g. ZEUS)!
This release is meant to be a service release, so its not that huge, see our changelog for further details!
simple pic of ZEUS with ALiVE from DEV branch:

Please click on spoiler for changelog:
- Release Build 0.5.8
* 1402211 changelog
[MIL/CIV PLACEMENT] Changed version-mismatch-check to only warning and not quit (to provide support for "perf" server binaries, and dev branch incl. ZEUS).
Mind you still get a warning, but MIL/CIV MP modules and OPCOM will work! Take into account that we cannot and will not provide any support for anything other than A3 stable branch, A3 DEV is highly unstable!
[sUP_COMBATSUPPORT] Fixes & Features:
- Callsign not displayed in chat
- ROE and RTB not set correctly after Insertion was used
- Grid References are now stated
- added ability to use TFR backpacks
- Changed lowest possible insertion height to 5m
[MIL_CQB / CIV & MIL PLACEMENT] fixes & Changes:
- TAOR and Blacklist broke in SP and HOST, if several MIL modules (CQB/MP) shared the same marker
- Changed name Density to Probability on CQB (as its less misleading)
- Changed name Whitelist to TAOR on CQB (to be in line with MP modules)
[MIL_CQB] fixed:
- Civilians spawned in as EAST
[sYS_ADMINACTIONS]
- integrated CQB debug (toggle)
- changed activating virtual profile debug to service bus async method (fixes freeze and _idvx script error)
Download: Grab the latest version from ALiVEmod.com or PlayWithSix
Disclaimer
We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker here.
Work In Progress
SYS_Data, SYS_Statistics and SYS_Performance are now in the second testing iteration, Tupolov is highly engaged with the testers feedbacks on sys_data!
Also currently in the works are Virtual Profiles & OPCOM Persistence, Civilians, Revive, and Realtime Maps for the ALiVE Warroom!
Special thanks to everyone here for supporting us with feedback and bug report - and of course to our dedicated testing team!
Stay tuned for more!
-
Romeo, im not going to discuss that any further but but here is smething to read for you https://community.bistudio.com/wiki/AI_Sub-skills
The setunitability is defined first to set the defaults, and then the sekskill array kicks in to defines the detailed values you enter there
---------- Post added at 08:55 ---------- Previous post was at 08:50 ----------
HeyIm having similar issues getting reinforcements to spawn like you. On a 'big' full map battle (with 200-400 units) I think they start spawning in sooner.. but in my small mission everything kind of stalled like you say.
Ive been trying placing some non-profiled units groups along with Mil/Civ placements in ALiVE missions... seems to spice things up a bit and keep the battle active and moving. A few helis and a few infantry groups with waypoints.
Still love this mod.. just a bit of trial and error to make some really impressive missions.
Really happy that you like it! ALiVE enables very flexible methods to set up huge impressive and immersive missions with a few simple clicks - its a dynamic modular mission framework, that doesnt restrict you, so a little tweaking of your missions will still has to be done by you!
-
Let me see if I get this. To make it simple I will use only one skillset. I set my aimingaccuracy to 0.25. I set minimum ability to 0.05 and my maximum ability to 0.05. This gives me a range of 0.20 through 0.30 for aimingaccuracy per unit. Is this correct?Or from the later post two down the minimum ability and maximum ability sets the two BIS sliders somewhere in the range you set then the skillset array works off of the two BIS settings (SKILL and AIMING)?
the aiming values will be applied after the ability, what exactly do you want to achieve with the settings?
-
Greetings, I have searched through the thread and have actually found this question being asked a few times but no response. I asked it as part of a three part question above. Since it is the question I really want the answer to the most I will ask it again here for the last time. What do the Minimum Ability and Maximum Ability fields do in the AIskill module??? I would greatly appreciate a response. Cheers!Comrade, it is setting setUnitAbility on the unit! SetSkill Array is applied afterwards to fine tweak the settings. Actually if you want to get that deep i suggest you join the skype group!
-
By the way, Perf Binary 5 render ALiVe unresponsive and is tagged as 1.10.114486 while its actually 1.10.114.700.Hi,
Im aware that some of those perf bins have a strange versioning, and sorry, nothing we can do about borked unofficial and unsupported version builds by BIS! I personally told dwarden on the very first "perf" server bin already that they should match the stable build, to not conflict with any versioning (that again has to be done to get around their frequent map object index changes). in upcoming update i have altered the warning so that ALiVE won't exit but just runs on, still the warning needs to be there
ALiVE always supports latest stable build, which is 114700 and available via steam! If someone missed the latest A3 hotfix i suggest to get that.
---------- Post added at 08:54 ---------- Previous post was at 08:13 ----------
Hi all,I updated my client to Alive v1.10.114700 all my missions run fine on my box when I host them. However I also updated my dedicated server by completely removing the files and installing the updated ALiVE v1.10.114700 however anytime I run a server it says my (client) version of ALiVE is v1.10.114700 is incompatible with the server that shows aan older version 1.10.114486 (i think may be wrong). I restarted that server but not the whole box since we have three other servers running and TS.
Has anyone ran into any issues like this?
hey,
to ensure its allright, we checked the latest arma3server.exe - it has also the 114700 version build.
Seems like you didnt get the latest update or running a serv binary with a different version build, switch to dev branch / download / switch back to stable / download to reset your arma3server.exe file to latest version.
-
Is there a method to test for either alive profiles or sector ownership? I have multiple player respawn points in my mission and would like to limit them by occupation (i.e. can only use as long as area is under blufor control). Using vanilla AI could use a trigger to detect that opfor were not present but since most of my opfor are alive profiles this won't work. So in a nutshell I need to find a method to disable a blufor respawn location as long as there are opfor (and/or opfor profiles) present. Being able to disable if opfor "own" the sector the respawn is located in would also suffice, restoring the point if/when blufor again take possession. Is there a way to do this?Thanks in advance!
oktabyr, i posted it several times, but just for you ill do it again:
custom objectives and trigger script snippets - actually exactly the one you are looking fpr - to be found on our wiki :)
scavage, you crosspusher :)
-
Sure, my error:seems like the arma3server.exe is outdated, should be 1.10.0.114700. switching to a3 dev branch /download / back to stable / download / should update the server exe.
-
Jepp, same error here!build number / version pls?
-
@SavageOf course i m aware your comment was a suggestion but..for me it's a game-"changer"
For now we are playing an ALiVE INSURGENCY version where all job gets done by CQB module
and having Vanilla AI is something out of scope for us.
I really THANK YOU..because without your comment i would have been really difficult to recognize troubleshoot the
strange behavior i m getting from AI.
So..bumping (in a way) my previous post..i m really interested on how to make the handling Server side exclusive :)
Hi!
My intention is to make an option on the different modules where to spawn the AI (server, client, HC)!
This will happen most likely when we are implementing HC (after persistence)!
CQB for the moment chooses clients that are near and have less ai hosted locally than another near client! plans are to autoswitch locality if fps drop or client disconnects. give us some time, its still in 0.5.x :)
-
Since the most recent ALIVE and BIS updates, my unit has not been able to play ALIVE on our dedicated server. When we launch a mission, ALIVE complains that the BIS executable is an unsupported version. Oddly, we are all able to connect to that server and ALIVE missions run just fine on our local machines.Any ideas?
The server very likely runs either a different server binary (f.e. the unofficial "perf" test server binaries) or A3 dev branch, whereas you are on latest stable (correctly) and (only) get that warning, when connecting to a server with a different version than the supported one! Thats intended, as we can't support different versions floating around, due to possible map object index changes - and its only a warning for clients! If ALiVE is running fine, then the server uses our closed testers branch version, where we enabled running A3 DEV build & and other server binaries on own risk and for testing and development reasons only.
-
Just to clarify - I never survived more than about half an hour before having to restart - it gets pretty hairy out there. :eek:I think i may have found the source of the problem.
I realised that since having arty support working completely fine, I had added a BIS support requestor synced to player and to a supply drop (virtual) module.
I tried deleting the supply drop stuff and voila, ALiVE arty was back available again.
So you might want to look into the possibility that the ALiVE and BIS support modules do not "play nice" with each other.
I was going to raise a ticket with a repro mission but when i created a new simple mission last night for that purpose i didn't have the same problem. :confused:
I went back to my main mission, deleted the BIS support modules, recreated and resynced and the problem is gone.
So if it should happen again, I have a solution to try.
If you want me to add as an issue on devheaven i would be happy to but as I couldn't provide a reliable repro mission, I decided best not to for now.
Thanks to undead for the tip about increasing marker size a bit, I will give that a whirl.
Mate, "I never survived more than about half an hour before having to restart"
--> I really suggest you run up a local dedicated server (or Host, but dedi is just better) even if you want to play alone (instead of SP)!
a. The mission wont end, you will just respawn and can play for days.
b. the clientside FPS is a gazillion times better, as you offload some of the heavy calcs to a seperate process (arma3server.exe)!
As for incompatibility with BIS support module, we would really need a repro mate, otherwise im not sure what to do about it.
-
Maybe i have to study and still understand alive at a decent level but what do you mean with profiled units and medium scaled scenarios ? What i see is that alive fill anyway all the map with target and friendly and enemy units. Myabe the size of units depends from how many military placement i put on map and from their size ?As ALiVE doesnt restrict you in placing MIL/CIV MP modules keep in mind: if you are using a huge of amount of MIL/CIV MP modules which again create a huge amount of virtual groups, you can also overload the engine. With too many "real" AI created near the players you will impact performance heavily - and you all know the good old ArmA AI performance issue, there is no magic on that. So try to keep a an eye on amount of MIL/CIV MP modules and density of virtual groups (f.e. use more TAOR markers on one MIL/CIV module instead of using a seperate MIL/CIV MP module per TAOR marker / Filter small + medium CIV objectives). See our demo missions for examples.
---------- Post added at 21:57 ---------- Previous post was at 21:56 ----------
Hi Sorry for that.I´ve reported some days ago that the Combat Support Helis doesnt land at the US Carrier in Utes.
Savage reccomended me to put some visible helipads there but without good results.
It seems that the helis doesnt recognize the carrier nor the helipads there, I´m getting:
"Unable to comply at the desgignated coordinates"
Mi question was if you have the opportunity to check it?
BR
Sorry, i think gunny mentioned that the carrier surface is not detected correctly (as water), and im not sure if we got any time to look into that specific issue soon mate - we must #advance#
---------- Post added at 22:02 ---------- Previous post was at 21:57 ----------
This might belong as a general plea made in mission editing but since ALiVE is the main reason I want to do it I thought I'd ask here first, in case anyone else has done similar.I got ALiVE to place profiles and start up quite quickly at mission start but there is still quite a bit of stutters and lag in the first 60 seconds or so after it begins (not all entirely due to ALiVE, I'm sure). Similarly, players joining immediately often get a few seconds to see a few TAOR markers on the map before ALiVE has a chance to remove them.
Is there a way to create a delay before players actually spawn into the game, so the server has a moment to get settled first? I've been searching the forums but I'm not sure what is the best search terms to use and I end up with hundreds of meaningless results...
I have onLoadMission = **Please wait, the mission may take a few minutes to load***; to warn the players... now how do I actually create that extra "stare at a screen doing nothing" time?
Thanks!
With a correctly set up misson, everything initialises before briefing, so they wont see flashing markers.
For an intro, you can easily put a blackscreen in init.sqf on mission start, with some zoom on player - see our demo missions, in this case again the Foursome!
---------- Post added at 22:07 ---------- Previous post was at 22:02 ----------
...
this mod is insane - brilliantly insane. :-) thanks for the great work.
have another small problem... access to arty support (had it working fine alongside transport and CAS) kind of disappeared after play-testing a few hours.
the battery still shows up in the support dialog but with no further options and it doesn't say combat ineffective.
tried resyncing the module, restarting Arma3, deleting the arty support module, recreating and resyncing. basically everything i could think of.
even went to visit the battery and theres a mean looking self-propelled howitzer sitting at the module location.
Oh, how i needed its help sometimes!
any further ideas?
Happy, that you like the mod! I havent noticed anything like that but honestly, I very likely havent tried to call in Arty after several hours! Will have an eye on that, thanks for the spot.
---------- Post added at 22:10 ---------- Previous post was at 22:07 ----------
Hi guys!We have some error spamming our server .rpt and i think it could be related to one of the alive modules. Anyboy have any idee what it could be or where to search/test?
Not all units are profiled, and we are running a separat spawnscript for all vehicles. Im not shure if it that could be the reason.
All military placements on opfor side is running force weighting: random
had been awesome if one of in the ALiVE team would had time to take a look.
(think the "soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?" error is related to our vas mod. i think)
Any feedback is appreciated here :-)
Tnx.
.rpt error here (server been running in 3 days):
If something is spamming your RPT, dont post the log without code spoiler tags in here please! Please help us keep it structured and upload your vanilla ALiVE mission (ideally with some repro) to our tracker please!
---------- Post added at 22:13 ---------- Previous post was at 22:10 ----------
Hey!Thanks for the Alive Mountain War mission.. I really like the full scale battle aspect. This mission also runs very well despite the amount of profiles on it.
THANK you!
For trying out our mod, and getting back to us!
-
I'm sure this has been asked before however I can't seem to find anything. I am trying to create a military FOB and have it surrounded by H-barriers with Mil_HQ and Mil_Patrol_V2's and have it be picked up via a military placement module yet I can't seem to get it to work. Any tips or tricks for base building to work with ALiVE Military placement modules?Hey comrade!
Its very WIP, but if you just started, first thing you should do is check our WIKI: http://alivemod.com/wiki/index.php?title=FAQ
You can define a custom OPCOM objective by doing so with http://alivemod.com/wiki/index.php?title=FAQ#How_do_I_define_a_custom_objective_for_OPCOM.3F
Just place your guards manually if you want to have it guarded!
hope I could help!
-
I'll have to wait for the next update then I guess because I am only using one BL marker for each module and every module has its own BL markers. I've tried many different things:1st example:
One BL marker for first MP. Second BL marker for second MP.
2nd example:
One BL marker for first MP. No markers for second MP.
In both cases the first MP still spawns all over the map, even in the designated BL marker.
please post your mish to our tracker, i will take a look at it! This has been well tested and a core feature thats working without a hitch for me, so im sure i will get it working, just remove all addons please and post to our tracker!
-
sorry to report the same issue as JaySmizzle, screenshots: http://imgur.com/a/tG5tQ#2Ensure one BL marker is used by only one module and every module has its own BL markers! With upcoming update you can also share BL across modules! PS you can also make a ticket on our tracker, just make sure your mission has only CBA and alive so we can reproduce it!
-
I bailed on the video after 2 mins. Is there something interesting you are showing with Alive here?yeah, you can visualise and control all the ALiVE units (not only ZEIS ones), AND you missed the nuke (fixed some stuff) :)
LOL tup, crosspush :)
-
Comrades!
Imagine bigger...
-
All that is running is Alive and CBA. And all the missions are ones linked via your main post, including those with no other requirements other than CBA and Alive on the vanilla maps. Every mission linked on that page causes crashes, including the Alive Foursome. (If I recall the name correctly)My specs are Intel I5 2.8Ghz, 8GB Ram, 1GB Nvidia 560TI GPU.
Mate, its not ALiVE causing the crashes, we run it for hours and dont encounter any crashes.
Ensure your setup of A3 is correct (and you dont have corrupt files), and you don't run into memory issues.


ALiVE - Advanced Light Infantry Virtual Environment
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
oh! I like that one!