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highhead

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Posts posted by highhead


  1. Comrades!

    Slowed the virtual combat, will be in upcoming update!

    For immserive COIN Ops i pesonally believe there need to be civilians, and thats deathinatly on our list for the upcoming months!

    For now you can either just use the CQB module, which actually populates civilian and strategic buildings with the faction of your choice, but furthermore you easily can do "guerilla warfare" - it takes not even 10 clicks to set that up: 1 SYS Profiles, 1 MIL MP (BLU_F, Bat. 400), 1 CIV MP (OPF_G_F, Bat. 200), 1x CQB (reg. OPF_G_F, strat. BLU_F). You can even choose different objective types (fuel, comms, power, etc.) on the CIV MP module! But thats it, not even a marker needed and you got a nice civil war going on.

    Latersh


  2. wildfire,

    I believe i posted it already somewhere in the last 50 pages -> In Multiplayer, the CQB units spawn on nearest clients for performance sake, meaning the AI skill module very likely wont affect them at all as it runs on server (we need to investigaste some more). I like the idea of having the option of placing several CQB module instances, though over the long term, CQB module should be taken over by OPCOM and TACOM. This will for sure be discussed internally some more!

    About the bases beeing attacked immediatly, thats intendend, OPCOM analyses which strategic objectives need to be taken, and sends out its troops.

    Do you think there should be a delay of some sort? Or what kind of mission do you want to build?

    thx

    Highhead


  3. Hi comrades, the groups that move over water because its the direct route to their destiantion spawn on land still. Pathfinding is a pretty intense calculation on cpu, i tried once to create boats if they are on water but failed to get to find them the nearest coast without having really high impacts on performance thats why it is as it is now. Expect improvements on this in the upcoming months.

    You can have one opcom control several factions as lomg as they are from the same side, this is also why there are several faction dropdowns on the module. Just as a headsup :)


  4. its very easy to have the profiler not virtualise the editor placed objects.

    just set the dropdown to "Only profile synced units" on the profile module and dont sync anything to it! to be sure everything is doing its job i went through the dropdown entries and tested them - units/vehicles didnt get profiled and also werent virtualised or spawned/respawned. they were just fine. please check your version, and module settings and/or upload a repro mission (cba, alive) to our dev heaven issue tracker

    pugs, one ML module per OPCOM that you want to reeinforce, and your good to go ;)


  5. I have a small problem. Whenever I start a game in a squad but not as its leader I'm unassigned from it. Is there a way to prevent this from happening.

    EDIT: I also hope you guy will implement the new fog system for the dynamic weather :)

    EDIT 2: Trying to spawn Arma 2 factions with AiA and US units spawn as hostile :confused: ( Didn't try other AiA factions yet but I presume its the same with them )

    Ad. Squad - Your squad was virtualized by the profiler, but real players won't be virtual and thats where you got unassigned. Set the dropdown of SYS PROFILES module accordingly (f.e. "Only profile synced units") to solve your problem!

    Ad. 1. - New fog system is already implemented in dynamic weather. In addition, there are several epic improvements for dynamic weather module by Jman inbound!

    Ad. 2. - We tested with AiA and didnt see that, please open a ticket on the dev heaven tracker with a repro mission that only has ALiVE (incl. CBA) and AiA in!

    latersh

    HH


  6. Hmm. Most likely I do something wrong, but...

    Whatever settings I use, OPCOM modules for two sides and ML/MI modules won't start.

    I have even drawn a pentagram:

    https://dl.dropboxusercontent.com/u/57455736/pentagram.jpg

    But still get an error:

    https://dl.dropboxusercontent.com/u/57455736/error.png

    Mission is here. Can anybody help me, please?

    thanks comrade!

    I will have a look at your mish in a few minutes after i finished my work!

    latersh


  7. Drakenof, about the debug console.

    Open debug console with the ALiVE key (win app key, or rebind a key of your choice to custom user key 20 and restart). In Editor preview you can press esc and the debug console appars. there is a big input box on the top and several line input fields below (those are the variable checkers) -> copy that code snippet in there!

    Hope i could help, mate

    HH


  8. glad you said that . just reminded me.. we cannot get ALIVE to work on our dedicated... I was under the impression that this was build around Dedi? can someone chime in here.. I have been super busy, and time right now to search thew the whole thread, i have not.. but i havent not seen any mention if anyone else is having problems on a Dedi server. anyone else have any intel then can scoot my way?

    actually its working on all localities (SP, host, dedi), is playable as all factions (at least vanilla ones for now), im just running the fresh server binary (see here) with it and its great. Most of us do it, so if you got support issues I suggest you join our skype channel (linked in first release post). We are glad to help!

    HH


  9. Welp, i'm giving up.

    Every single mission i make with ALiVE ends up in a stuttery, low FPS, mess. Valley of JPD ? 30 FPS max. Tutorial mission 9 ? 29 FPS if i'm lucky. All that running on an overclocked 3770K with a 690 GTX / 32gb ram.

    The mod is probably not the culprint, anyway, ArmA 3 is an unoptimized fucking mess since forever and it's not going to change. I'm done. I just can't stand this shit anymore.

    Have you tried running a local dedicated server and connecting with your client to it yet?


  10. Attention Soldiers!

    We worked hard to provide you an updated version for the new A3 stable patch!

    Please refer to the first release post for further details!

    - Repo updated 11/12/2013 @17:30 GMT

    - Latest Version set to 1312111

    - Release Build 0.5.4

    - Mandatory for ArmA3 1.08.113494

    - Includes fixes and improvements based on your feedback (thanks guys)

    CLICK HERE TO DOWNLOAD

    PWS will sync shortly!

    v.1312111 changelog

    [VARIOUS] Updated Clusters for stable (dev build clusters used)

    [MIL_OPCOM] Updated SP Foursome Showcase with new modules and removed Multispawn

    [DEMO] Updated Foursome demo with new module params

    [sUP_COMBATSUPPORT] Fixed default value (f.e. if module wasnt updated yet)

    [MIL OPCOM] Changed addActiveCommand to setActiveCommand in TACOM, fixed groups not patrolling

    [MIL COMMAND] Lowered patrol radius for garrisonning troops

    [MIL/CIV PLACEMENT] Implemented default behaviour (to be done: dropdown for initial stance)

    [sYS_PROFILE] added setActiveCommand method to clear add and activate mil_commands

    [sUP_CS] Added Spawn Height param in SUP_CAS and SUP_TRANSPORT to work with Nimitz MOD

    [sUP_MULTISPAWN] Various fixes for unwanted dodgy behaviour

    [sUP_CS] added UAV Support as CAS

    [sYS_VIEWDISTANCE] - Partial fix for #73189

    [MIL_PLACEMENT] fixes to enable 3rd party factions to be placed

    [FNC_ANALYSIS] fixed faulty analysis data on stratis

    [sYS_REGISTRY] Implemented output of init state of modules on startup (MP compatible)

    [MIL_OPCOM] Fixed Init warnings not displayed if debug was off

    [sYS_PROFILE] MCC fix

    [sYS_PROFILE] fix for empty vehicle non profiling

    [MIL_PLACEMENT] - Randomised direction of aircraft in hangers

    [MIL_OPCOM] Fix for https://dev-heaven.net/issues/73280 (Task name wasnt displayed correctly)

    [GRP_A3] Fixed "Item STR_A3_CfgGroups_East_OPF_F_Motorized_MTP_ORG_Technicals0" listet twice

    [sYS_PLAYERTAGS] Fixes for labels not showing correctly if on upper floor

    [sYS_xSTREAM] Added first draft module of sys_xstream. Currently, WIP, menu not working

    [sYS_PROFILE] Fixed converted editor units werent controlled by OPCOM (bad faction)

    Thanks for your support!

    See you on the battlefield!

    Highhead


  11. Hi Comrades!

    We expect the new BIF A3 stable patch to arrive soonishst and we will push our update for ALiVE ASAP afterwards!

    Please be patient in this period of time please, as the update will also provide the new map-objects updates that ALiVE needs to work properly.

    I also did a quick check for AI skill module, since some peeps reported strange uber AI behaviour. This example is with MIL placement, OPCOM and CQB module placed. I set the accuracy value to 0.30 for the test

    As you can see the heavy firefight, bullets passing by, etc.! I personally believe even 0.30 is too low as i prolly should be deaded much earlier :)

    Laters mates


  12. Hey comrades!

    Update will be most likely in the upcoming days when we know more about the release time of upcoming stable patch. Think will be around 11th though you know - its ready when its ready ;)

    For those who wondered why mission saving and autosaving was disabled, its due to most ppl getting out of mem crashes (and leaving autosave off + mission-saving on didnt work with enableSaving command - maybe bugged?)!

    Furthermore "saving" in ALiVE will be what we internally call "DB Persistence" in the upcoming months!

    see ya


  13. Most of ALiVE side mission targets such as fence, radio tower...etc are really hard to destroy.

    I used about 6,7 Explosive Satchel to destroy it.

    How can I change the setting of targets' durability?

    hi,

    This is just pure ArmA3 behaviour, we dont have any "you need to have 984635 charges, to bring it down"-limitations and there wont be any (at least by me, as I always found it ridiculous if you bombed a RadioTower with 4 GBUs in some missions/gamemodes and the tower still was up)!

    You may want to open up a ticket for BIS to tune down the durability!

    thanks

    HH


  14. if it stops after a while its fine, though 700 seconds is too long defo! try to give it less profiles and/or objectives or be patient :)

    btw. does it really start with 1?

    --------------

    Anyways, would be cool to keep that thread somewhat clean of support talk >>> please join the ALiVE skype channel if you got more support related questions, really nice ppl in there!

    If you think you found a bug please post it on the dev heaven bug tracker (link found in release post)!

    thanks

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