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SavageCDN

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Posts posted by SavageCDN


  1. On 8/29/2019 at 4:38 PM, KokayneKrayzie said:

    I have also tried the modules and having advanced placement (excluding those from virtualization). I can use the support on LAN but as soon as it is uploaded to the server...combat support option isn't there. My C2ISTAR and logistics modules use the same requirement of the alive tablet. Those two options are visible.

     

    Check this thread for possible solutions:

     

    http://alivemod.com/forum/2523-combat-support-on-local-vs-dedicated


  2. On 4/27/2019 at 7:28 PM, TPM_Aus said:

    Hey all, got a question regarding the alive cleanup scripts.  So I set the Alive cleanup script in the module to 180secs and it worked fine when running the mission on my computer as a hosted mulitplayer game.  However when I run it on my server with one headless client, the cleanup script doesn't work.  Anyone had this issue before?

     

    Peace.

     

     

    First I've heard of this... if you don't run the HC does the cleanup script work on dedicated?  Can you post your dedi's RPT file to pastebin or similar and link back here?  I'm guessing it's the units spawning on the HC that are not getting removed...

     

     

    15 hours ago, dragonfire43560 said:

    Hi guys, questions

     

    1. When you set the "army" size, like say brigade, company and it says like 200, 300, 50. Is that the number of individual SOLDIERS? or is it GROUPS? How does it take vehicles into account? Is one tank 3 soldiers? Or is the whole tank counted as 1 unit?

     

    2. Does this support GM DLC? Or does ALIVE have to be updated for it?

     

     

    Number of individual soldiers... not sure on how crew are counted.

     

     

     


  3. On 4/11/2019 at 4:13 AM, instagoat said:

    Has anybody ever experienced blacklist markers not working? I have OPFOR Units spawning inside BLUFOR TAORs that I have added as blacklisted to OPFOR. I also have a problem with units of a faction that is not selected spawning. (OPF_F, while all Modules should select OPF_T_F). Is there an easy way to troubleshoot this kind of thing? I can't tell which module the debugger needs to be on for so I can see why this is happening.

     

    Thanks in advance for any help.

     

    Cheers

    Insta

     

    Edit: Also getting error messages such as this: https://imgur.com/a/iULUqbv

     

    Mission file here: https://drive.google.com/file/d/1JAfKldPGuHuZTcFu2DocVUUTVG0jFoCY/view?usp=sharing

     

    I was attempting to make a kind of SF insurgency, with USSF and CTRG operating on a CSAT occupied Island. Maybe I've not quite understood how the modules work?

     

    Hi Insta - yeah usually this is caused by:  1 - typo in the module field  2 - Units spawning outside of the blacklist marker and moving into the area (blacklist only prevents units from spawning in an area).

     

    For faction units spawning where they should not - double check all your faction names in each module.  Could also be units spawned by a different module set to OPF_F that you are seeing - sometimes this can be difficult to troubleshoot.

     

    Failing that post your RPT file somewhere from a session and I'll take a look.

     

     

    On 4/14/2019 at 4:57 PM, dreadpirate said:

    I noticed in the latest release that garrison units will get in the turrets of empty vehicles.

    Is there a way to prevent them from getting in the players vehicles?

    Or do I just have to blacklist the whole base and place units manually?

     

    IIRC this is caused by an AI mod (maybe VCOM?)

     

    edit:  there was some work done recently on the garrison code so I could be wrong here... are you using any AI mods?

     

    edit2:  from devs:

     

    that shouldn't be us. I believe we filter out actual vehicles

    ```private _staticWeapons = nearestObjects [_position, ["StaticWeapon"], _radius];```

    edit3:  another tester is reporting that it is indeed an issue

     

    ALiVE is getting troops to garrison Vics. I tested w no AI mod and it happened

     

    Stay tuned!!

     

     

    On 4/14/2019 at 5:58 PM, specialsmith said:

    Hi guys, is there a guide somewhere on what modules can be used maps that are not indexed? There’s something mentioned in the wiki on the maps supported page.


    Sent from my iPhone using Tapatalk

     

    For non-indexed maps you are limited to:

     

    CQB module

    "Some" support modules - IIRC the Combat Support module, not 100% about the others

     

    Placement modules will not work however you can use the Virtual AI module, manually place units/groups and sync them to the VAI module.

    • Like 2
    • Thanks 1

  4. 14 hours ago, snkman said:

    Thanks. :icon5: Glad to hear some ppl are still interested in A.I. enhancement!

     

    @SavageCDN

    I read every post from where i stopped modding till now.

    I don't really know what you are trying to tell me with this post?

    You mean why Group Link 4 - SFX has been ported?

    I don't have and never really had a problem with this.

    It's just that i was kind of sad when i first read about all the negative stuff.

     

    Anyway... :icon6:

     

    Sorry not trying to tell you anything - you already know what has happened... I was trying to demonstrate that the porting from previous versions was done in good faith.  I think I mis-read your original post 😢

     

    Please let me know if you need some assistance in testing I would be happy to help.

     

    -Sav

    • Like 1

  5. Most likely this is caused by the server not having the correct mods loaded for the mission (as stanhope alluded to).  I don't see any non-stock mods loading in your RPT and a bunch of "you cannot play this mission.." error messages.

     

    Can you post a fresh RPT file to pastebin.com or similar and link it back here?

    • Thanks 1

  6. 19 hours ago, charliereddog said:

    After a bit of messing about, I've managed to get DAC to spawn a composition as a camp, along with a mortar and consider that unit as part of DAC for the purposes of calling in Arty support. This means being able to do away with the god awful camp config entirely and just use normal compositions which for me is a hugely useful change.

     

    Can you share your findings? 


  7. 12 hours ago, acoustic said:

    I am getting a slight issue with the persistence:

     

    Whenever we we load in, our backpacks are on the ground. Upon equipping them, they end up glitching the character. 

     

    Also 2 side issues:

     

    1. CFG Weapon no entry appears when we load back in after a persistent save.

    2. No entry config error about turret rotation with Orbat created faction. 

     

    Check this thread on ALiVE forums it has some suggestions

     

    http://alivemod.com/forum/1849-respawning

     

     


  8. On 2/23/2018 at 9:24 AM, charliereddog said:

    Thanks @delta99, I've got it working OK. There's a few things I'd like to change, for example the camps are just urgh to set up, would be much better to use a composition like ALiVE or something similar. Shame it's not being updated and continued to be developed. With the license as it is no one else can touch it either, except for personal tweaks.

     

    I have some pre-done camps here might be worth checking out:

     

    https://github.com/SavageCDN/DAC_A3/tree/master/dac_configs/dac

     

     

    • Like 1
    • Thanks 2

  9. 22 hours ago, KevsNoTrev said:

    thanks Delta99, I have read the manual and there is nothing about the sectors, only the setup card that is included in the download. in my testing it appears to be random luck that the AI take sectors.

    I was hoping this was a mod-free version of ALiVE, but I'm having issues with fps performance trying to set it up to run as well.

     

    In the DAC download there is a PDF file called DAC_SectorFight_Settings.PDF that explains the options.  As well under MPMissions there is a sample mission called DAC_SectorFight_Example.

     

    It's not really a replacement for ALiVE however it can be used in conjunction with good results.


  10. 15 minutes ago, ferpo_the_great said:

    Has anyone created an all encompassing faction with all or multiple RHS Russian factions? I want to be able to use a faction that makes use of at least all of the MSV and TV units.

    I would do it myself but I have never used the ORBAT myself and can't find a walk through that will show me how to export a full faction properly. I know how to create/edit groups etc. but can't figure out how to export the faction. I understand it has something to do with creating a PBO file but that's about it.

     

    Not that I am aware of.. there are lots here but I don't think there is  an "all-in-one" RHS faction

    http://alivemod.com/wiki/index.php/Supported_Factions

     

    http://alivemod.com/wiki/index.php/ORBAT_Tool

     


  11. 17 hours ago, kremator said:

    Yeah I was thinking more of a front-end where you could program in what kind of forces you wanted and it would init DAC and away it went !  Do you remember a LONG LONG time ago William had a scenario creator (I think you created your mission online, then it sent it to you.)?  Something like that would be cool.  Unfortunately I'm not talented in GUIs to be able to help.

     

     

    There was this I see it's still online... I've used this before in A2

     

    http://www.plannedassault.com/

     

     


  12. On 11/4/2017 at 10:28 AM, orcinus said:

    Small reminder - making DAC configs from lists of classnames or mission files is huge waste of time,

     

    If you don't already  have it, get gienkov's splendid ACC DAC toolbox from Armaholic. Link and brief outline here.

     

     

     

    Thanks Orc!!  Again if anyone has any configs they'd like to share please PM me and I'll add them to the list on my github (see my sig).

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