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SavageCDN

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Posts posted by SavageCDN


  1. Thanks for the speedy reply serjames.

     

    Um so, how far will Any units patrol then? If placed Any placement modules?

    Most importantly, custom placement modules don't require any TAOR then?

     

    Below are other questions that's been bothering me for a long long time, couldn't find the answer anywhere. Hopefully you guys could kinda help me out, thanks.

     

    1. What's the difference between "synced units" and "editor placed units" under "Virtual AI System Module"? 

        Heard of changing it when placing a "CQB Module" in the tutorial videos.

     

    2. Is it possible to add more than one OPCOMs controlling different groups of AIs on the same side?

        Like I would want my team A to be controlled by "invasion type of OPCOM" and my other teams controlled by "occupation type of OPCOMs".

     

    3. What happens if I place "occupation type OPCOM" and synced to any "placement modules" but not any other opposing "placements modules". will it just patrol the area and even get reinforced if attacked by enemies? (also synced with LOGCOM too, of course)

     

    4. Would it be possible to place "player combat support CAS" on USS Nimitz (the mod) with fighters using the catapult?

        Maybe landing back on the ship?

        What about choppers? Definitely would work if I place it on the deck, I hope. But what about returning to base (in this case, the ship's deck), will it land on where it took off?

     

    I know there are a lot of questions, and maybe even more in the future, but Alive is amazing, just want to get the most out of it! 

    Peace

     

    edit: ninja'd by serjames   :ph34r:

    for question #2 you cannot have more than one OPCOM per SIDE

     

     

     

    The patrolling and other AI behaviour is not something that ALiVE really handles.  Groups will get waypoints and that is all.. if the group wanders outside of an area that is vanilla BIS AI behaviour (maybe they spotted a contact... needed a pee break... etc).

     

    Custom objectives do not require a TAOR - really the TAOR marker is just a way of designating an area for ALiVE to create objectives.  If you don't place any TAOR then the objective modules (civ, mil) will use the entire map.  The custom objectives module was introduced to create objectives in areas that are not auto-detected by ALiVE.

     

    1 - that setting controls which units are handled by OPCOM (AI module).  The sync feature is used for any custom-placed units/assets that you want ALiVE to manage.  Place some units, sync them to the AI module (with the setting "only sync units") and ALiVE will use them.  If you've placed 10000 units, use the "everything except synced units" to exclude ones you don't want to be picked up by ALiVE (easier than manually syncing 10000 units)

     

    2 - nope... one OPCOM per side

     

    3 - you got it!

     

    4 - I don't think fixed wing will work with the Nimitz and ALiVE CAS.. mostly because it depends on the AI figuring out how to land and take off all by itself.. which isn't easy at the best of times.  Choppers do work on the Nimitz.. although it's been some time since I've actually tested that (ie: more than a year ago).  There is a height setting in the CAS module so that the choppers will spawn at deck height (which if memory serves is 17).


  2. I'd start with this thread:

     

    https://forums.bistudio.com/topic/184276-basic-editing-guide/

     

    There are a few editing guides that will teach you the basics of working in the editor.

     

    For your questions:

     

    1 - the AI will only land on a spot it deems level and clear enough... what that is exactly is BIS voodoo magic formula :)

     

    2- you'll need an AI mod or script to handle stuff like this.  I would suggest @ASR_AI or @bCombat mods.

     

    3 - trigger ceiling is unlimited AFAIK (there must be a limit but it's very high!!)  to limit this you'd need to add something in the Condition field (see guides)

     

    4 - nope... caves (or any underground structures) are apparently hard to create in Arma.. there are a few custom islands that do have caves though 

     

    5 - yes

     

    6 - yes (http://www.armaholic.com/page.php?id=23961)

     

    7 - yes (see editing guides)


  3. This smells of a virus or some other malware that has been renamed to arma3.exe (mem usage is only 124kB)

     

    Right-click on the arma3.exe process in Task Manager and Open File Location.  My guess is that it's not a file in the A3 install directory.  If it is, delete A3 and re-download from Steam.


  4. You cannot have different respawns for units on the same side (or in your case only have some BLUFOR units able to respawn).

     

    You could have the VIPs on the GUER side (set friendly to BLUFOR) and have GUER with their own respawn markers (I'm assuming you can do this with the modules as well but have not used them before myself).

     

    See here for more info:

     

    https://community.bistudio.com/wiki/Arma_3_Respawn

    • Like 1

  5. As Savage stated in the other thread you started.

    The mission cycle class isn't commented out like it states in the tutorial.

    If there is no mission with the name you have listed in the mission cycle class, the server will hang when you first try to connect to it.

    That is the reason why the tutorial has that class commented out using

     

    /*

    and

    */

     

    Thanks Terox - turns out it was his router.. thought I'd post it back here if others run into the same issue

     

     

     I'm using an ASUS RT-N66U 

     

    Was able to get the server working.

     

    It seems the dedicated server software is very particular about how ports are forwarded with this router. When hosting from client I had individual port forwarding entries instead of ranges, dedicated server seems to require the ports be input as ranges with this router.

     

  6. Hi guys, testing out a Russian invasion styled mission on the ArmA 2 map Podagorsk. I left the server running for an hour with the profile speed monitor on 125% and the enemy didn't try to push out of their TAOR to capture the rest of the island, they simply defended what they already had and didn't move. Is there any way I can get them to push to conquer the entire map?

     

    Also, since you guys mentioned the Adv Markers, we can't seem to get them persistent on restart. We do Server Save and Exit however when we start the same mission back up, although persistence works, the markers are all gone. Is this a known issue or just on our end?

     

    Make sure the Russian AI Commander module is synced (not grouped) to the other TAOR placement module (the one covering the rest of the map)

     

    IIRC advanced markers not working with persistence is a known issue... will confirm.

    • Like 2

  7. Might be worth a wipe/re-install of A3 server if you haven't tried that already... with the setup following Terox's guide to the letter.

     

    RPT doesn't give us much to go on unfortunately.

     

    Personally I have not used 2012 with an Arma server (ours are 2008 R2) but I assume it does work properly :)


  8. No your IP should not affect this.. I see your config has your LAN IP specified so you should try and get that working first.  IIRC you might have to put your public IP in there to have outside clients connect.

     

    Powerline jacks can be an issue although I've only used them through work so I can't say for sure.  Is there any way you can test with a switch connected with proper RJ45 cables between you and your server?  If we can get that working the public stuff should follow suit.


  9.  

    I would like to know if someone could teach me how to script a multiplayer mission in arma 3.

     

     

    Teaching how to script for Arma is not an easy task as the language is a bit weird (and I am not a coder by any means but this is what I've been told by others much smarter than me).

     

    I learned how over a few years of making and testing missions, and taking other people's missions apart to see how they do it.  I would suggest starting with Mr. Murray's Editing Guide (google it).  It's a bit old now but most of the concepts, etc are still valid.  This will teach you the basics of creating a mission and setting up the proper file(s) and structure.

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