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SavageCDN

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Everything posted by SavageCDN

  1. ^ quoted for Truth. When making your mission be sure to enable all the debug options on the modules below. Do your ALiVE testing in SP editor (faster to load), and preview at 4 x speed. Virtual AI Module - debug will show the group locations on the map, as well as their destination (a small X). Note that when AI groups are spawned into the game world you will not see the destination marker on the map. AI Commander module - OPCOM/TACOM orders in sidechat CQB module - debug will show spawn locations (green dots) Placement modules - debug will show location and size of objectives (MP and CP). Logistics module - Displays remaining force pool and status of BCRs (in sidechat) as well as a map marker for BCR insertion/destination. When trying ALiVE with a new map here's what I do: Open in SP editor, add required, MP and CP modules. Turn on debug for MP module. Preview, open map, take screenshot and save to desktop. Turn off MP debug and turn on CP debug, repeat screenshot procedure. Now you can plan your TAORs and get the marker to cover the objective by referring to your screenshots.. much faster than trial and error. Other stuff: CQB module will work on non-indexed maps CQB module will populated military structures manually placed in the editor.
  2. Hi Maquez - I'll try and ping Hazey to see what his thoughts are... he probably doesn't have the time to maintain the mission anymore so let's hope he's OK with opening it up to others for official edits. There aren't a lot of objectives on Fata (compared to say Altis) and they are somewhat concentrated in the centre/north-centre but that is due to the locations of the villages IIRC. That being said I can see this map working well for asym. In Arma 2 we played a lot of Insurgency / MSO style missions on Fata.
  3. Hi Silola, Reading the news for the upcoming Eden 3D editor I noticed this: Will this affect DAC in any way when using Logics/WPs to create custom zones?
  4. From the supported maps list I would say these have the 'best' performance (I have not tried all supported maps): Capraia* Caribou Frontier* Chernarus Fata* Hazarkot Koplic* Quom Reshmaan* Takistan Thirsk Utes *my favs
  5. SavageCDN

    ACE2 Documentation?

    Disable your AV temporarily - that site is fine.
  6. Is the starting point truly random or just picks from a list of available start points? If the latter you could create a Save Pos at each spawn point. I'm not sure about debugging this I've never seen a hint for it. Don't think it's the map itself. You could 'kill' the DAC groups that are nearby your spawn point and have them respawn at a DAC camp (or move them)... but that might not be ideal and a bit messy.
  7. Not much to go on there either unfortunately... at least to my tired eyes :) Maybe someone else will notice something I missed. You said the server actually crashes - does it generate .minidump files in the root directory? If so you can upload those to the BI tracker for them to check. My guess would be a mod conflict / out of memory error.... there have been lots of these since the 1.54 update. Your best bet might be to try using a vanilla mission to see if it is in fact a mod issue... or something with a limited modset like @ace3, @cba_a3, @tfr
  8. If you press the Save icon in the editor it reloads all files from disk (ie: no need to re-load)
  9. Not much to go on in that RPT snippet can you post the whole thing to pastebin and link back here? Those "object not found" messages are super-common and probably not the cause of the crash. Someone explained to me what causes them but I've forgotten (maybe Zeus as you mentioned). edit: found it (credit to QuikSilver on Discord) execute the command '#exportJIPQueue' on the server, to learn more about those errors. It will generate a file in the same folder as RPT. Basically it occurs when a machine deletes a non-local object. Tracker ticket: http://feedback.arma3.com/view.php?id=24573
  10. SavageCDN

    ACE2 Documentation?

    Sorry FileDropper sucks.. try this one: http://s000.tinyupload.com/index.php?file_id=52123359371844457792
  11. @froggy - yes and yes!! Give it a try if you haven't before it has some great features @mobile_medic - thanks for the RPT file. Things are a bit slow around here over the holidays but it will get looked at. @opendome - welcome back - I find the best performance maps are smaller ones (Stratis vs Altis for example). One of my favorites is Koplic. @neodyn - this is a very common error found in RPT files.. I'm betting your non-ALiVE missions also have this error.
  12. yeah testing can be cumbersome at times (just got a new PC though so things are much quicker) TBH I don't usually use the AI Skill module as I prefer using @ASR_AI3
  13. hmm... can you do me a favor and try the same with vanilla units (BLU_F, OPF_F, IND_F)? Are you testing in SP/editor or on dedicated server?
  14. GAME logic not DAC logic ;)
  15. No reports of this problem AFAIK. Can you provide your RPT file? Do you get the same errors with vanilla units?
  16. Hmmmm.. have you tried using a Game Logic instead of a flagpole, etc? If the object exists before DAC init I don't see why it would not work...
  17. SavageCDN

    ACE2 Documentation?

    Someone must have a backup of it somewhere. I have the ACE classlists from Six website (sorry for the crappy Filedropper link) http://www.filedropper.com/aceclasslists
  18. I can say that 'cause I have nothing to do with the actual development :cancan:
  19. "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO...."
  20. So... an ETA on the ETA? :P They are just finishing up work on a few bugs before releasing version 1.0. Expect something to drop shortly after the Xmas holidays. You didn't hear that from me :ph34r:
  21. SavageCDN

    US Insurgency ALiVE

  22. Most likely bad AI is the problem - if you can't use a designator I'm not sure you can force the AI to fire at a spot where there are no enemies (at least not without scripting). Try the same with vanilla units to rule out if it's a mod issue.
  23. SavageCDN

    US Insurgency ALiVE

    In Arma 2 it definitely made a difference - mods that required CBA should be loaded after CBA. Not sure if the same applies in A3 but I do it out of habit :)
  24. SavageCDN

    US Insurgency ALiVE

    Just to add what Maquez - do not run @ALiVEserver on your client.. and only run it on the server if you have a war room account setup and working for persistence. For more info see the wiki link in my signature. Also (and to be honest I'm not sure if this even matters anymore) try to load @CBA_A3 first in your mod list.
  25. Hugs all around!! :wub: With regards to CAS I find it more reliable to use the LaserDesignator on a target rather than relying on the AI to figure it out on their own.
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