highhead
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Posts posted by highhead
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Hi guys,since recent patch,i noticed the option in profile module to spawn profiles around player in plane.
Does that infact spawn all profiles on the ground now when i do a fly by?am i reading that correct?
Also i beleive i while back you guys said that wasnt implimented because it would be very stressfull to the game or soething along those lines.If i use it and set the spawn distance to a thousand say,should i expect major lag or slow downs or anything of the nature?
Thanks
Yeah thats why its off (0) by default for jets. But if you want jets to spawn the troops, just set to your preferred spawn distance :)
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Hey guys, loving Alive and pretty awed by the possibilities it opens up.I'm trying to use it to add ambient Civilians to some towns - but when I try they're all spawning as OPFOR (edit: to be clear - they're still Civ units but they belong to OPFOR. They have red diamonds when I do 'show markers' and any Blufor units engage them on sight).
I've read the wiki and seen that it's not fully implemented yet, and that a workaround (which I'm using) is to use a CQB module. In a fresh mission, I have only myself (a BLUFOR rifleman), a marker on my town, and the following Alive modules: Alive Required, Admin, Profile, and CQB. The CQB module has the marker in the Whitelist box and Civ_F in the Faction boxes for Strategic and Regular structures.
Is this behaviour (the Civs being spawned as Opfor) me missing something obvious? Or is it just a limitation of trying to use CQB for ambient civs for now? It's pretty frustrating (and kind of disturbing) to have some Blufor troops who are meant to be stationed in the town to protect the populace start stalking from building to building executing civvies in their homes instead.
CQB module wasnt intended to spawn CIVs, so default was EAST. Fixed in upcoming update!
---------- Post added at 16:06 ---------- Previous post was at 16:05 ----------
Not sure if this is answered or explained. Can anyone tell me how to get Persistence to work? I want to be able to save loadouts, end then load them if a respawn resets your gear.Place player persitence module, and save / reset your player loadout via ALiVE menu!
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Thank you very much for this addon! Really adds to the immersion and helps people design even better missions! Your work is really appreciated!
Highhead
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Oktyabr, A2/OA factions do work in AiA - I tested BIS_TK and INS factions.
There is an issue with the AiA BLUFOR factions though, as you described - please make a ticket on our tracker (if there isnt yet).
I really suggest you stick to the Agressors units!
laters
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Alive team,I may have stumbled upon why my placements where not initilizing the last week and hence Alive,not working for me.
Just wanted to report this as im not sure if you have a page to keep track of conflicting mods,or scripts.But i beleive Norrins revive script,and Alive are conflicting at mssion start somehow, both your mod and the script seem to work only half of the time.
I just read somewhere else that someone else experienced something like this a while back.
Maybe others are too.
Hey mate,
isn't Norrins Revive an A2 revive script, is there a ported A3 version?
if its a script and no mod, you could upload your mission to our tracker though I can't promise to look into it, as we got some other tasks on the list atm!
thanks mate
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Just a small visual glitch with the latest stable, @alive seems to cause some scrollbars in the GUI to appear completely white.There was a change by BIS on the scrollbars in the stable of a week ago. All looks fine on our side. Can you please open a ticket with a repro mission, thanks!
---------- Post added at 10:10 ---------- Previous post was at 10:08 ----------
Hey guys. BTC Revive stopped working on one of my ALiVE missions last night, after updating to the latest ALiVE version from the website. It also stopped the Base and Mobile Spawn revive points from working as well (they were previously working).I'm also running the Dynamic Civilian Life script in this missions. init.sqf file looks like this...
[] execVM "DCL\init.sqf"; call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf";
Anyone know the reason?
This is the ALiVE thread, if you got issues with other mods/scripts etc. that we have not explicitly stated as confirmed working and supported then please tell the mod/script makers of the "offending" script that isnt working anymore.
Thanks
---------- Post added at 10:13 ---------- Previous post was at 10:10 ----------
On the N'Ziwasogo map when running side missions for fun me and my friend can never complete the mission to destroy the house that uses Land_Mil_House from Arma II. The author modded it to include a conex possibly from Arma 3 that runs cables out to a radio tower there is also a fuel tank that is indestructible at same locations. When you blow up the building the conex and the fuel tank is still there and the mission never completes. You all have made a great mod thank you. At the airfield building ID's 900 and 902.Some buildings seem to have broken configs, so they cant be destroyed. If its a BIS builidng then open a ticket on their feedback tracker, if its a 3rd party addon then please tell the addon maker! You can also turn player tasks off if it doesnt work on your custom map.
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Not tryna clutter the thread,just tryna understand how this(and mods in general function,as iv had issues not getting this to work recently)Didnt realise there was a limit to posting,im new here.so apoligies i know you guys are really busy and you do this in you free time.Thanks for the explanation
Mate :)
Don't feel "new" or "noob", thats not what its all about! Its about having fun and gaming and the community, so its fine! Just join our skype channel, because I see you really have many questions and im sure we can answer them more easily there, and there are more people that can help!
me
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Alive team,you mention in your update something about a fix to profiling independant side?
Could you explain what was wrong to begin with?
cheers
I will answer you this one, but If you really want to get that deep, then join our Skype channel and please don't clutter the thread, mate! INDEPENDENT side has always been working, it was a minor fix, as on some occasions again the issue with independent sides came up, side _object will f.e. return GUER on an independent unit, whereas that side doesnt work if you want to apply it back (f.e. creategroup GUER won't work; only EAST, WEST, INDEPENDENT/RESISTANCE, CIVILIAN).
enjoy
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We are happy to release the latest update for ALiVE! Its working with the new stable update that was released today!
Its a smaller update this time, but we also included some new maps and improvements:
- Updated for new stable patch
- Nziwasogo http://www.armaholic.com/page.php?id=24455
- mbg_celle2 http://www.armaholic.com/page.php?id=16585
- smd_sahrani_a2 http://www.armaholic.com/page.php?id=22209
- CQB: Added Whitelist option https://dev.withsix.com/issues/73803
- CQB: Added Spawn distance fields to modules (Ground, Helicopter, Jet) https://dev.withsix.com/issues/73748
Full Changelog:
[MAIN] Updated Version to 0.5.6.1401291 (new public stable)
[CLUSTERS] version update to match hotfix
[CIV_PLACEMENT] added spec ops weighting and included groups from spec ops
[MIL_PLACEMENT] added spec ops weighting and included groups from spec ops
[CLUSTERS] indexed Nziwasogo http://www.armaholic.com/page.php?id=24455
[CLUSTERS]
- MGB_celle2 http://www.armaholic.com/page.php?id=16585
- smd_sahrani_a2 http://www.armaholic.com/page.php?id=22209
[MIL_CQB] Reduced dominant faction search radius***to 250
[MIL/CIV PLACEMENT] Fix for undef var error if no locations were found
[sYS_PROFILE] Fix for INDEP side
[sUP_COMBATSUPPORT] Fixed CAS firing at enemy while at base on ground
[MIL_CQB] Added Whitelist option https://dev.withsix.com/issues/73803
[MIL_CQB] Added Spawn distance fields to modules (Ground, Helicopter, Jet) https://dev.withsix.com/issues/73748
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.
Special thanks to everyone here for supporting us with feedback and bug report and of course to our dedicated testing team!
See ya on the battlefield!
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Thanks, unfortunately the locations are quite a way apart, so while we're attacking on town, the other will profile. As soon as we clear that town it'll trigger. Bit of a pain to have to add editor units to all locations but at least I know what needs doing now.Now for another question, I've only just found ALiVE so forgive me if this is obvious, but I couldn't find any hints in the documentation. Say I have a civilian placement for opfor with Occupation selected. They do their stuff in several towns. My player unit comes in and kills them all in one of the towns. What happens? Does the town "flip" to our side? Will the Opfor now try to retake to the town? Will units from one town reinforce another? So a single engagement could leach all the AI on the map into a single location over a long time span?
To your questions:
OPCOM controls all virtual troops. Also your player has a virtual data storage and is selected by OPCOM as a controllable group.
If a location is attacked then also nearby troops will be pulled in to assist! And if you kill all units in a town OPCOM will send troops to secure that town afterwards. The town also flips to your side. But in addition the enemy OPCOM will recognize it has lost this position and will send available troops to retake it, depending on its priority (if it has a really low prio and there are other positions with higher prios to be retaken, then OPCOM will choose the other ones first).
Hope I could help!
Enjoy
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Thats fair enough-sorry for clogging the thread just been unable to upload today.Gunny i try to upload and its telling me "affected version" is invalid. I assume thats the version of ALIVE,i put in the number of the version still dosent work.
Never mind didnt need it after all
Hi,
@Redarmy, please find your fixed mission here --> http://dev.withsix.com/issues/73838!
@All: As you can see we try to get our tickets done, so if you want to have something fixed or a feature please log it on the tracker
enjoy comrades!
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Redarmy, im still missing your ticket incl. Your mission on our tracker :)
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Yeah cheers man thats nice of ya.where and how do i upload this now?
More testing it seem MP is ok mostly,but CP seems to not spawn and/or delay MP from doing so.[/QUOT
I want to add i started making another mission in editor. Now all placements spawn in this one,but for some reason the opcom (invasion) is send ONE group to each enemy placement instead of the normal three.
Tell me the truth lads...is my game bolloxed or something?
make a ticket here, with repro steps please!
https://dev.withsix.com/projects/alive/issues
thanks
---------- Post added at 18:34 ---------- Previous post was at 18:33 ----------
For the life of me I can't get the CQB module to work at all. Be it Military or Civ I sync it up with, it still doesn't seem to be adding any soldiers in the houses.I've successfully done it before. But now for some reason it just won't work. I've been placing down stuff like I've done from the beginning, I even consulted the tutorial videos, but no luck.
Any ideas or something I've missed in this thread?
remove, replace, set to complete map, 2%, no blacklist markers, then go from there!
will work, fi sure
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haha No argument here the AI are something else entirely. I saw one drive repetadly into a sandbag today until the veihicle stoped functioning,then watched the driver hop out in combat mose aswell as others around him,then run over a friendly landmine and explode!!Speacking of the AI,I recently downloaded Bcombat mod.Its amazing how it improves ai in combat.Now i wrote a msg here few days ago regarding cp and mp not spawning on 2nd and 3rd attempts.Its continued to happen even after two fresh install,and me deeting all my mods bar spetsnaz weapons/textures by massi.
well bcombat was the last mod i removed not counting spetsnaz and my mp and cp are not consistently spawning.Im really baffled and tryna figure out why?
Has ANYONE had this occur yet with new update?
Have i installed every thing correct? Regarding the cpp file where is that meant to go as im not 100% sure but iv put it everywhere and tested.
Trying all week to get t bootom of this,not tryna be a pester to anyone but any insight would be appreciated as it seems im the only one with this issue.
Hey, if you removed all 3rd party mods from the mission, then I suggest to make a ticket on our tracker, where you upload the mission! I can take a look at it then! Definitatly there is something wrong with either the mission or your setup. I'm sure we will find out!
Im here to help you :)
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zuff, Occupation / Invasion chooses objective priorities and amount of attacking/defending/reserving troops. The units will attack each others if you set up the mission correctly. Otherwise they will just patrol around!
hlfritz, i invested 3 hours in analysing your mission! Actually you use BIS_fnc_AmbientAnim with call in init fields and that leads to some strange behaviours like, items of the UI duplicating! Not happening otherwise! I changed all BIS_fnc_ambientAnim calls to spawn in your mission and its working without a hitch (BIS needs to sort out their tasks though). Download it here!
Enjoy comrades
---------- Post added at 12:48 ---------- Previous post was at 12:44 ----------
trying to work put the CQB module i have it placed and linked to my TOAR but they seem to spawn well outside and do not really go into the town and pop the buildings ?https://www.dropbox.com/s/85udhqa789opthy/2014-01-25_00002.jpg
Hey, check your skype ;)
There is actually no CQB at all (if you enabled debug there will be green/red markers)!
If you want to limit CQB to a certain TAOR, you either sync the CQB Module to the MIL/CIV PLACEMENT module (!) of that TAOR or you can use blacklist markers! I also added a whitelist option (but thats in the next update)!
and check your skype ;)
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hlfriz!
-For Combat Support, that entry now shows up twice in the menu on dedicated server. it only has one entry on preview in editor.
--> Tested and can't confirm! Ensure you haven placed the module twice!
-I can confirm that tasks are shown as completed when the mission starts on dedicated server. however, I have 3 tasks and 2 of them get completed with the third one left to complete.
--> We don't do anything with user made tasks. PLEASE, before you suspect ALiVE in this thread do some searching - its BIS.
Actually the only tasks that work are the ALiVE tasks.... http://feedback.arma3.com/view.php?id=17010&nbn=2
-Military Intel module might be broken, not sure yet. before update I do recall seeing the side chat intel messages, and now I get nothing. in editor preview I did get color coded sector display for enemy only at beginning of mission, but no side chat intel. after the initial sector intel faded due to time it never was refreshed. playing mission on dedicated I got nothing, but I may have just missed it.
--> Intended and not broken. No more sidechat cluttering. Only markers.
-I also noted I have a unit set with ambient animation at base where players start and in editor preview all is fine. when running mission on dedicated server the animation goes away although the script still takes away the weapon (had it set for NONE for equipment).
--> also not ALiVE, open a tracker on the ArmA3 Feedbacktracker please!
Thank you, Sir!
HH
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Redarmy, i just tested it! its fine, please remove 3rd party mods, and make a ticket on our tracker, please attach the mission then! Make sure you redownload the mod from alivemod.com too please, if you havent yet.
Thanks
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This sounds like a natrual option to have, I'd be interested.The strong point of ALiVE is that its very flexible!
Yes its possible! just put a MIL/CIV MP down with a TAOR marker of your choice, set param to "objectives only" instead of "place troops". finally sync your CQB module to it -> win!
Enjoy
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We are happy to release the latest update for ALiVE, which includes some of the new gucci features we’ve been talking about in here over the last couple of weeks. There have been over
200 improvements, new features and bug fixes committed to our code repo since the last update about a month ago so we highly advise you to grab the update!
Major highlights for this this release include:
- Hugely decreased initialisation times. ALIVE now initialises before the mission briefing screen.
- Added support for many A2 maps and the A3 Map Pack
- Added support for some popular customs factions (eg. African Rebels)
- Full support for AllInArmA Iron Front 44 in (oh yeah…!)
- Combat Support now features artillery, a SITREP function, shared allied assets and vehicle respawn
- Option to enable view for helis/jets/grunts (ranges configurable on module)
- Many ALIVE_CQB improvements including a density setting, support for ArmA2 buildings and a better spread of positions
- Several performance optimisations (especially POC-functions and Garbage Collector)
Full Changelog (Only click changelog if you really dare to....):
- Release Build 0.5.6
* 1401211 changelog
[MAIN] Updated version to 0.5.6.1401211 (public release on new stable patch)
[PRESETS] Updated static presets for new stable build 1.10.114486
[sUP_CS] Implemented compatibility with radios (ACRE, TF) http://dev.withsix.com/issues/73747
[MIL_OPCOM] Added check for online players to not clutter map on persistent scenarios http://dev.withsix.com/issues/73636
[MIL_CQB] Added more unfitting unit-types to blacklist
[DEMO] Foursome Demo updated with new module settings
[MIL_OPCOM] Updated Demo with new module settings
[MIL_CQB,MIL_OPCOM,SYS_GC] Removed Inconsistency in moodule param input fields (["String1","String2"] -> String1,String2)
- Build 0.5.6
* 1401141 changelog
[MAIN] Updated Version to 0.5.6.1401141
[MIL_OPCOM] Updated Foursome showcase with new module setting
[DEMO] Updated Foursome demo with new module setting
[MIL_CQB] CQB density module option. Enables a better control of spread of CQB positions.
[sUP_CS] Various:
- Added Respawn for CS Transport and CAS.
- Fixed bug with duplicating assets
- Build 0.5.6
* 1401111 changelog
[MAIN] Updated Version to 0.5.6.1401111
[MIL_OPCOM] Updated Foursome Showcase with new modules, Changed intro text
[DEMO] Updated Foursome Demo with new module settings
[sys_profile] Fixed profiles beeing deleted when group leader was deleted (poof issue)
[sUP_COMBATSUPPORT] Implemented SITREP functionality for assets
- Shared assets enabled (= BLUFOR can use planeZ),
- Radios enable ability to call in CS
[[clusters] A3 map koplic and A2 map FATA indexed
[mil_intel] made sector display refresh time module param
[sys_profile] added options to profile system:
- enable / disable heli or jet spawning of profiles including individual radius settings
[MAIN] Rewrote getDominantFaction for better performance
- Build 0.5.6
* 1401061 changelog
[DEMO] Added Iron Front 1944 demo - ALiVE the Grind
[DEMO] Updated Demo with GC settings
- free hostage objective (at Pyrgos cemetary)
- intro for JIP players fixed
[MIL_OPCOM] Updated Showcase with GC params
[sYS_GC] Several fixes to GC
- optimized workflow
- added hardlimit option to module (incl. fallback to ensure rev. compatibility).
[MAIN] Excluded playerProfiles in ALiVE_fnc_getDominantFaction to fix dominantFaction falling back to player
[sYS_PROFILE] Fixed editor-converted units didnt get isPlayer set
[sys_player] Added client side variable to player object
- indicate when player has finished: f.e. waituntil {player getvariable ["alive_sys_player_playerloaded",false]}.
[sUP_CS] Fixed assets vanished during ghosting (setcaptive true / civilian assets still intact)
[MIL_CQB] Added Land offices to strat types (tbd: integrate static data)
[MIL_CQB] Fixed CQB not initialising on client (due to former registry only executing init via "start" on server)
- fixes Blacklist markers not removed on dedi
[sUP_COMBATSUPPORT] Fixed UAV RTB to correct airport added uav typeof in FSM
[MIL_OPCOM] Implemented feature "custom objective"
- Build 0.5.6
* 1312301 changelog
[sYS_PROFILE] Rebase of conflicting profileSimulator.sqf from develop - contents is the same but the formatting was different
[clusters] reindexed iron front maps
[data] made a system to add custom building lists and blacklists on a per map basis, for iron front to use its own building names for discovery.
[fnc_analysis] fixed staszow data
[sys_profile] hardening
[sys_registry] module nuked removed all trace from modules
[various] removed sys_registry traces, reinstated module startup var
[various] made flags in sys_profile so a user can override blacklist and config mappings
[mil_cqb] put in commented out code to enable overridable blacklist and building list
[various] put in dumps for inits to see order more fully
[clusters] generated for 4 iron front maps
[sys_profile] config mappings for Iron Front factions:
- LIB_LUFTWAFFE
- LNRD_Luft
- LIB_PANZERWAFFE
- LIB_WEHRMACHT
- SG_STURM
- LIB_RKKA
- LIB_USSR_AIRFORCE
- LIB_USSR_TANK_TROOPS
- LIB_GUER
- LIB_US_AIRFORCE
- LIB_US_ARMY
- LIB_US_TANK_TROOPS
[sys_profile] config mappings for A3 user made factions:
- drIrregulars - http://www.armaholic.com/page.php?id=23308
- mas_afr_rebl_b - http://www.armaholic.com/page.php?id=21897
- mas_afr_rebl_i - http://www.armaholic.com/page.php?id=21897
- mas_afr_rebl_o - http://www.armaholic.com/page.php?id=21897
- mas_ukf_sftg - http://www.armaholic.com/page.php?id=19345
- mas_usa_delta - http://www.armaholic.com/forums.php?m=posts&q=21125
- mas_usa_devg - http://www.armaholic.com/forums.php?m=posts&q=21125
- mas_usa_rang - http://www.armaholic.com/forums.php?m=posts&q=21125
- mas_usa_usoc - http://www.armaholic.com/forums.php?m=posts&q=21125
- SUD_RU - http://www.armaholic.com/page.php?id=18836
[MIL_CQB] Adapted comment
[MIL_CQB] Missed to remove blacklist markers in CQB
[MIL_OPCOM] Updated SP Showcase with new settings
[DEMO] Updated Foursome with new CQB module
[MIL_CQB] Added module option for selection of dominant faction or usage of static factions
[MIL_CQB] Implemented Blacklists on module (including default values to ensure backward compatibility and tested multiple Blacklist markers too)
[sYS_AISKILL] Updated module default values
[DEMO] Updated Foursome with spotTime 0.5 and removed obsolete CIV Placement and new MIL MI
[MIL_OPCOM] Performing first cluster analysis in postinit, immensly speeding up OPCOM on mission start, reduced regular analysis iteration to 5 minutes (was 2 minutes before), Updated Showcase with new MIL MI module and speeded up intro
[clusters] added sangin a2 user map
[sys_profile] added global server variable for mission makers to read once ALiVE map profiling has taken place. eg: waitUntil { sleep 1; !isNil "ALIVE_profileSystemInit"};
[sys_event_log] Event log handling system created. Generate events and log them to the event log. Listeners will receive events they are subscribed to.
[sys_profile] added events for profiles killed
[mil_opcom] added events to TACOM fsm
[mil_intel] complete restructure to use as an event listener. Changes to module options, no longer to be synced to opcom, only 1 required per mission.
[MAIN] Added functions ALIVE_fnc_isModuleSynced and ALIVE_fnc_isModuleAvailable
[VARIOUS] Better checks for Init
[sYS_PROFILE] Init before briefing screen, excluded from registry
[sYS_GC] Init before briefing screen, changed function priority
[sYS_AISkill] Init before briefing screen, excluded from Registry
[MIL_OPCOM] Init before briefing screen, excluded from registry
[MIL_PLACEMENT] Init before briefing screen, excluded from registry
[MIL_Logistics] Init before briefing screen Excluded from Registry
[MIL_MI] Init before briefing screen, excluded from registry
[MIL_CQB] Reverted registry change, Init before briefing screen
[CIV_PLACEMENT] Init before briefing screen
[profiles] priority fun
[adminactions] added option to enable profile system debug
[placement] proper fix for multiple blacklist markers
[placement] fsm init tidy up
[sys_profiles] fsm init created
[sys_profiles] player profile fixes
[placement] fix
[placement] FSM POWER
[placement] reverted blacklist fix
[sys_profile] fix for civilian profiles https://dev-heaven.net/issues/73452
[placement] fixed multiple blacklist not working bug https://dev-heaven.net/issues/73378
[sys_profile] cleanup
[sys_profile] player profile improvements
[grp_a3] - Added troop carriers with sections of infantry. Aligned rarity values with other categories
[DEMO] Updated Demo with new VD settings
[sYS_VIEWDISTANCE] added setviewdistance to maxvd if current VD is above max setting
[sYS_VIEWDISTANCE] added Disable Terrain Grid Code if min and max the same
[sYS_PROFILE] WIP: Player profiles
[sYS_PROFILE] fixes
[sYS_PROFILE] removed debug
[sYS_PROFILE] player groups for testing, fixed bug in allowing INDEP side to spawn.
- Build 0.5.5
* 1312191 changelog
[MIL_OPCOM] Updated Showcase with Artillery
[DEMO] Added Artillery module
[MIL_OPCOM] Updated Showcase with new 2% module setting
[DEMO] Updated Foursome with new 2% module setting
[MIL_CQB] Made CQB compatible with A2 maps, improved CQB to use more buildings and added 2% param, CQB spawns for ground troops only now (to improve performance), fixed bug where no enterable buildings were selected, fixed no house for group found (finally).
[sYS_PROFILE] Slowed down virtual combat! https://dev-heaven.net/issues/73436
[sys_player] Fixed CBA bug by replacing it with native BIS function :), manual player save now works without error
[MIL_OPCOM] Added debug output for profile-count and objective-count! Raised threshold when warning kicks in and changed output back to hintsilent
[MIL_CQB] Added type of locations where CQB will be available (towns, all map, will be overwritten if synced to a MIL/CIV MP).
[sUP_COMBATSUPPORT] fixed standby sidechat mp
[sUP_ARTILLERY] TYPOOOOOOOOOOOOOOOOOOOOO
[sUP_ARTILLERY] fixed sidechat messages on dedi
[sUP_ARTILLERY] Changed default ARTY Asset to MBT
[MIL_CQB] Fixed baaaaad error in CQB on clearing houses (thanks Jman and Tup)
[sUP_CAS] Removed duplicate folder of SUP_COMBATSUPPORT
[sUP_ARTILLERY] Added correct FSM and put back correct map_p
[sUP_ARTILLERY] Added Artillery Module for testing
[sys_player] changed to use CBA globalexecute. Bug oustanding with CBA
[sys_player] Fixed issue with items disappearing after changes were made post disconnect. Fixed ammo count issue.
Download: Grab the latest version from ALiVEmod.com or PlayWithSix
Some screens and vids...


Some fun in IF:
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
We are currently hard at work deploying SYS_Data, SYS_Statistics and SYS_Performance to our closed testing group. These provide website integration with ALIVEmod.com and performance monitoring with ASM. They are also a very important step to achieving global mission persistence, which all being well should follow soonâ„¢. We will keep you posted as always!
Special thanks to everyone here for supporting us with feedback and bug report and of course to our dedicated testing team (Savage CDN, Kremator, Sacha Lightert, Haze esp. tested this release very well).
We are really happy that you found all those bugs. (No, really we are!)
Stay tuned for more!
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Hey Comrades!
In preparation of todays patch im gonna post some videos of an ALiVE Insurgency session that Tangodown.NL did on friday!
enjoy!
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I didn't look up the thread now, but someone wrote how to use the different input fields on the module param fields as there were slight incomsistencies like on some modules ["OPF_F","BLU_F"] and on others OPF_F,BLU_F. I changed that yesterday, so all inputs are now streamlined! Thanks for the one who posted that (i really would have forgotten about that)!
Latersh comrades!
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Vezer, we moved the init to be processed completely prior to starting the mission which is actually much quicker and as it should be and also was intended to be. Will be available shortly after stable patch on tuesday (hopefully).
Polaris, force composition refinements are defo on our list!
See ya comrades
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Rodger that, im getting it now, i should have used valleyofJPD as reference... all good, thanks!Hi!
Also the Foursome demo is pretty a good starter package, just depbo and take a look how its done in there!
Enjoy!
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Morning Dudes :)
Actually I'm really happy on every feedback we are getting! I just would ask you kindly to move the security discussion indeep-tech-talk into PM, since many people in here are not that much into IT and just dont know what this is all about. Also I agree with wildfire, that the average troll is just one step away of a serious discussion in these regards - seen too often on other threads already. Don't get me wrong, im happy on serious feedback, but please lets discuss that privatly!
see ya laters comrades!
Highhead


ALiVE - Advanced Light Infantry Virtual Environment
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Hi,
Logistic convoys are not yet implemented, though vehicle groups and tank platoons move around the island as regular inf troops do too!
Simulation of virtual units doesnt do sophisticated pathfinding for performance sake but the vehicles are put to view on near available roads, and continue to move on the roads. This is something we are doing research and WIP on. For the infantry in motorized groups not boarding vehicles we already have a ticket.
I suggest you place some vehicles in editor for now, give em some waypoints and just dont virtualise them.