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highhead

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Posts posted by highhead


  1. I appreciate the response. That's too bad, because it's not very fun to operate any kind of vehicle with the larger battalion sizes. Life expectancy is very short.

    As for =BTC= Revive, we run it and there are no conflicts.

    Hi,

    Re: Force composition:

    1. Group configs. Actually a big point why we chose the "addon way of life" (in opposite to having all codes in one big mission file) is to be able to define and alter configs that can't be altered through description.ext. So we can create our very own group configs if needed. we may find a way to enable that for the community. Still WIP and not really public though.

    2. Composition of MIL/CIV MP placed assets: Please remember, its still Alpha, so your feedback is very welcome!

    Of course there will be a higher grade of detail forthe force compositions as time moves on. F.e. Defining if there should be AA units, AAA assets, only tanks, no tanks, only jeeps etc. So this is definiatly on our list!

    Expect only the best :)

    And Enjoy


  2. guys,

    I am assuming by the comment from highhead above and my observations that the profiler 'breaks' units it profiles if they have actions in their init? for example, I set some units to call the ambientanim or ambientanimcombat function but after profiling they no longer have the animation set. also during the moment of profiling all lights go out or dim and then come back once the profile module is set.

    is it possible to correct this? the lights, etc. thing kinda kills the ambiance, and having to sync all those units to the profiler (regardless, do nothing with synced or profile only synced) is a bit of extra work. or is the only solution for units to not be profiled to maintain their init?

    thx!

    For now prifiled units only know about waypoints.if you want to run scripts on them, then dont profile them. Please log a feature request as this is prolly some more work! Esp. To maintain. We may have a solution for this though :)


  3. Thanks for this guys, nothing beats this for pure atmosphere, I can throw something together with my very limited editor skills, and it really feels like I'm part of something huge, there's nothing else like it. One question, regarding my aforementioned limited editing skills: I have Alive modules military placement and military civilian placement working, and they're doing what they should. I try to use moveincargo with my team in a chopper or a boat, but they seem to spawn in the same space as the vehicle ( and in the case of the chopper, fall to earth ) instead of in the vehicle. Is this a known issue, perhaps it's been replaced with something within ALIVE that I'm not aware of? Thanks!

    Hi Manfred!

    Very happy that you like it so much! For your issue, its pretty common and i ran into it myself already - simple to solve, just ensure that your units are not virtualized by the sys profile module (by setting the according param to "only profile synced units" f.e.)! If you have further questions dont hesitate to look here or join our skpye group! Overall , there is much more to come, very much community feedback integrated in the upcoming version, so prepare for the 0.5.6 release next week (probably some hours after BIS deployed the stable patch)!

    Enjoy

    Highhead


  4. Which module should be placed for saving in a mission? No Save is sucking hard...

    Put enableSaving [true,true] in init.sqf of your mish, or in an init of an editorunit (ensure its not profiled)! But beware that you will very likely run into out of mem crashes, this is why its disabled. Furthermore it wouldnt "save" all the module states either way, as why there will be what we call database persistence!


  5. Guys, can you help me out with a (full featured) user SP mission which I can edit? Some kind of infantry mission,,, whatever... Should have cqb. I have soo much difficulties with spawning cqb, and with OPcom and military objective (have never seen one). I may be fundamentally wrong in some points and wish to learn from a mission. TIA...

    Hi,

    I suggest you open the Foursome demo from the download package, you can also run it in editor/SP! It has all features in! Also its basically the same as the SP showcase.

    lasters


  6. This has been asked some weeks ago and i can't find an answer to it. I think this would be a very important feature for ALiVE to do so by adding this possibility to the profile system like "Only profile ALiVE units". So mission customizer can add ALiVE to missions like I&A, PO3 and others.

    I was trying to merge ALiVE with I&A the day before and failed. I&A places units with waypoints around the main and side targets, gives them waypoints and all was fine. ALiVE profiled the units and their waypoints until they reached the last waypoint. After that, ALiVE gave them new waypoints like "move over there and defend city X". Result was, i reached the main target and no OPFOR unit was there to be wiped. But the target can only be completed when all units (or most of them) are killed. Thats not possible b/c they are all across the map ^^

    If you dont want to profile any other units than ALiVE ones, just switch "only profile synced units" on the sys profile module. Pretty easy! Profiling lateron spawned units isnt implemented (yet).

    About pathfinding, and virtual units over water - pathfinding is all a matter of performance, but we are trying to find a fitting solution. The units wont be placed in water though, but on land!

    See ya on the battlefield


  7. Unit setCaptive true turns the unit to Civilian.

    Unit setCaptive false will make the unit join his own side again. If it does not then either ARMA or Alive is broken.

    I have however seen that sometimes after unit respawn the unit remains captive!

    Hi,

    Just as a headsup, ALiVE Combat support module checks for side of the player object. So if the player was captive he could only use civilian assets (of which we know how many of those are available in A3).

    I changed that to check for the models side and not side player to avoid that (will be available in the ALiVE upcoming update).

    However, "sometimes after unit respawn the unit remains captive" this would be an issue that isnt related to ALiVE, i suggest to replicate that and provide a sample mission for the mod author so he can take a look!

    thanks!

    Highhead


  8. Performance warning: Very large search for 1042321 (>300 m) 
    Performance warning: Search for 1042321: t_pinuss2s_f.p3d was very large (13890 m)  

    It's on Altis with Invade & Annex. ALiVE and I&A are up to date. I can run the profile system to cage the existing units and the I&A placed units without a problem. But this happens as soon as i set a TAOR-Marker, even if it's just 100x100m and the mil-placement module. I double checked it with the ALiVE showcase map without any modifications. Same problem here...

    Also on this server running is XMedSys and Task Force Arrowhead Radio. I will shut those down and retest it with the showcase...

    You have either not STABLE but DEV branch loaded or a deprecated version of ALiVE running. Its that simple. Update to stable and use latest ALiVE and you will be fine.

    Latersh


  9. Hey Oktyabr!

    Thank you for your feedback! As ARJay already mentioned we changed our init a bit and the modules are initialising before briefing now, so overall startup times is reduced heavily in upcoming update! To your questions, ad 1. atm not, Fast movers wont activate virtual units atm, as its to heavy on performance due to their high speeds - we plan to let tanks and AAA beeing activated in the near future, ad. 3. Combat support vehicles of a side are available to all players of this side, so if 2 friendly teams would be on different sides f.e. 1 on AAF (set friendly to BLUFOR) and the other one on BLU_F it works with the existing functionality for 2 friendly teams (different CS sides are possible out of the box, see Foursome MP Demo mish). Ad. 4. sounds like A3, very unlikely ALiVE.

    See ya on the battlefield!

    Highhead


  10. Few things I noticed while on Chernarus with ALiVE, could apply to Altis and other islands as well:

    - The military placement does some silly things with airport hangars. One is that it places quadcopters inside them in the middle, occupying a huge hangar with a small remote controlled copter. :D Other is that it might place a helicopter that is too big to get out from the door, like the AAF transport helicopter. In real life the propellers can be folded, but not in Arma. It would be nice if big helicopters were placed outside, so it would be possible to use them.

    - Opcom gives the player missions that require destroying a building that is apparently indestructible. This might be of course a problem with the building itself, not ALiVE. :)

    Hi!

    Thanks for your feedback, mate! About the dynamic selection of assets placed in hangars, yeah that will be tweaked! It's a balance between dynamically selecting items from configs without using static definitions, but this means that all the addon-configs need to be in some way standardized, and that is not always easy!

    About the undestructble buildings, I heard that before, but wasnt able to replicate it myself (i used 4 charges to be sure ;)!

    You are right, its an A3 thing but I may want to exclude those from the dynamic task generation until the player tasks module is coded entirely (these tasks are just workarounds to give players something obviously to do, because many of them feel lost in such a big open world).

    In both cases I would ask you to put up a short ticket on our dev heaven tracker (link is in first post), so we dont forget about it!

    Thanks!

    Highhead


  11. Hello yes didn't think this was a bug so didn't log it - just a "how do i get it to work 'cos I'm rubbish request" :) Let me explain what we are doing.

    Basically I've re-build our Arma 2 Insurgency server using ALIVE to control and generate the OPFOR units. FIA rebs as insurgents in all civi locations and CSAT mil units in the Military bases - with significantly more firepower at their disposal (the way I always wanted Insurgency to work :) )

    Only issue is I want to keep the "grids" lit up red to show players what their objectives are and equally the strength of the opfor they are facing.

    When I placed the Military Sector module it does flash up the red grids, but they fade away. I need them to stay and then refresh periodically to adapt to the force remaining within that grid.

    Hopefully that's something that I missed or is easy to do. If not I can add a tracker for it with no problem

    SJ

    Hey mate!

    Really really happy that you like it and I'm sure we can work out the marker refreshing! I was confused in the beginning, because the military sectors display module actually works like you want it to have. At least it should work like that :) I made a small video showing the refresh of the sectors, this is from the Foursome mission:

    Under load this can be slower for sure, but they shouldnt fade out completely. Update will be every few minutes.

    By the way I worked a bit on CQB and made it find much more buildings, i believe you will like that for your Insurgency Ops!

    latersh


  12. How do I get the Military/Player Sector Display to stay live.

    I.e. I need the red enemy sector markers to stay marked and not fade (until we kill all the bad guys !)

    Thanks

    SJ

    Edit: There is a module (mil sector display)! it will update the sectors with colors according to their occupation state. if you mean the Mil Intelligence module (that is seperate), yeah - that will fade out the markers after a while, would be a feature to put in an option for that!

    May I please ask you all (not only you serjames) for a favor! Please log all your issues, feature requests in our dev heaven tracker, there are just too many good ideas and wishes coming in, and we cant keep track of them all! The tracker is located here! Please understand that we cant do anything about wishes/features if they are not posted there!

    Thanks in advance!

    Highhead


  13. I have the CQB module in my mission, is the CQB module just to populate buildings or does it also make the AI patrol the streets? me and my group are looking for more street fighting but it seems a large majority of Alive AI spawn in fields surrounding the towns when the marker is placed over the town.

    CQB puts its units inside houses, its more of an ambient addition. Those units will then move around inside and outside and also visit nearby houses!

    So either that or the units in the fields were MIL/CIV MP troops.

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