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Posts posted by SavageCDN
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4 hours ago, phlux1 said:Hi there.
I noticed you added support for "Suonkomar Sahav," but this map no longer exists and has been updated as "Prei Khmaoch Luong" it is available on the steam workshop here. It has been vastly improved.
Thanks for the info it is back in the queue for a re-index.
2 hours ago, scottb613 said:Hi Folks,
Wow - this mod becomes more amazing every time I look at it... Superb effort guys - truly looking forward to trying the new features...
Question: I see that some of the UNSUNG maps are indexed - were the UNSUNG factions ever officially added or do we need to use the ORBATS tool to create our own ?
Question: (Player Logistics) - - - last weekend I was messing with an RHS scenario - requested a parachute drop of an "RHS Ammo Crate" - said crate was delivered but was empty... If I place the same crate manually it contains ammo... Anyone else see this issue ?
Thanks !!!
Regards,
ScottThe wiki shows these as supported:
UNSUNG_E, UNSUNG_C (Civs)
OpenDome has also created some compatible factions which are stored on the ALiVE Google drive. See here for info:
http://alivemod.com/wiki/index.php/Supported_Factions#Orbatron_Factions
edit; forgot he released a compatibility mod as well:
With regards to the RHS ammo crate.. I believe this has been reported before. Try requesting a vanilla crate - if it contains stuff then I'm not sure there is anything the ALiVE team can do to fix it.
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1 hour ago, Hamakaze said:Thanks for the answer! I've got another question if it's not too much trouble?
Is it possible to build a outpost using the logistics system then have Friendly AI garrison it to hold ground?
You would have to script in the addition of a custom objective 'on the fly'. See here for more info:
http://alivemod.com/wiki/index.php/Script_Snippets#Add_a_Custom_OPCOM_Objective
edit: there is actually a feature request to have this ability added to the ALiVE tablet in-game:
https://github.com/ALiVEOS/ALiVE.OS/issues/332
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1 hour ago, maquez said:don't you think this first I controlled? (btw this option is disabled by default)
listen I have no need for pointless advices... I do make missions since OFP
Hi Maquez,
Please no need to be short with Marcel we are just trying to help. Can you post your server's RPT file for us to look at? This problem did not come up in testing before release so we'll need some more info to go on. Does this only happen on Tanoa (ie: have you tried Altis or Stratis)?
edit: also please post your mission for us to look at
Thanks,
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1 hour ago, neodyn said:My last test configuration was without the ALIVE skill module placed in the mission but with Potter ASR AI. Same issue, a really bad AI behviour. My this info is helpful. I start my dedi. server in Veteran mode.
Does the server difficulty affecting the AI skill?
Server difficulty setting will affect the initial skill level of the AI however your AI mod will usually overwrite these values.
https://community.bistudio.com/wiki/server.armaprofile
15 hours ago, friznit2 said:SpyderBlack continues to enhance his Orbat Tool.
Oh my!
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On 4/30/2017 at 2:53 PM, tourist said:Same here; I got a great WW2 scenario in mind. Artillery (BIS fault) is still firing 1 or 2 rounds though even in ALiVE support roles, isn't it?
Yes for IFA the units appear fine and turn to face the proper direction but will not fire any rounds.. .this happens with some other mods and crewed mortars.
On 4/30/2017 at 3:50 PM, escforreality said:Current entry:
- Russian Federation Troops: rhs_faction_msv
- Russian Motor Rifle Troops: rhs_faction_vdv
Should actually be:
- Russian Motor Rifle Troops: rhs_faction_msv
- Russian Airborne Troops: rhs_faction_vdv
Thanks wiki updated.
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9 hours ago, acoustic said:2. If I manually place static mortar (with a gunner) will ALiVE use other groups as spotters (essentially share info) and use the mortar?
Unfortunately not you would need to use a 3rd party AI script for this kind of behaviour
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4 hours ago, TheLimbo365 said:We have also encountered another bug where Alive persistency is spawning static weapons where ever they have been assembled after a sever restart (In this case there was a 50 cal in each fire support position despite the fact we only ever had 1 and it was disassembled and brought with us each time we moved)
We only noticed the bug last night so I don't have much info other than that for the time being, but I will update you guys as we get more info
It sounds like disassembling static weapons doesn't remove them from the persistent vehicle data. Can you confirm this happens more than once and if possible provide your server's RPT file and persistence log (alive.log)? Feel free to PM me here or post on our issue tracker https://github.com/ALiVEOS/ALiVE.OS/issues
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^ That sounds pretty accurate to me. Just a reminder that ALiVE does not modify vanilla AI behaviour in any way... all it does is hand out waypoints.
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1 minute ago, R0adki11 said:sledge hammer or toffee hammer
I like the way you think!
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33 minutes ago, spyderblack723 said:Beats Savage with hammer
That escalated quickly
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3 hours ago, HeroesandvillainsOS said:Yes. It's still going through a rebuild. It's nothing you're doing wrong.
* Pokes @marceldev89 with a stick *
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1 hour ago, reggaeman007jah said:Is there any way to see what the objectives are of teams, or units, so when I tag along I can help, and work with them to complete their own objectives? Or is it more a case of just picking a team that seems to look like they know what they are doing, following in their footsteps, and shooting at whatever comes in our way..?
Try this as well:
http://alivemod.com/wiki/index.php/Script_Snippets#Jump_To_The_Action.21
Create 2 radio triggers (or addActions) one for Attacking and one for Defending - choose one in-game and it will teleport you to the action!
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On 3/26/2017 at 1:15 PM, linuxmaster9 said:I have but I didnt see anywhere that you could tell it to have unlimited spawns. It just said that when the camp runs out of spawns it switches to another camp.
Just set the number of re-spawns to 999 or similar
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Wow Pookie thanks for updating this mod.. one of my favorites from A2!
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5 minutes ago, Hamakaze said:Has anyone else been having trouble with CUP mortars through combat support?
They go through the motions of the fire mission but never actually fire...
This has been reported before with Iron Front mortars... check this thread on the ALiVE forums:
http://alivemod.com/forum/2682-alive-player-combat-support-and-iron-front-artillery-pieces
It seems to happen mostly with non-vanilla mortar units and I don't think was ever solved.
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17 hours ago, JD Wang said:I'm still waiting on my ALiVE hotfix to fix the civilian grouping
From HH The Dev re: civ grouping
https://github.com/ALiVEOS/ALiVE.OS/issues/277
fixed with this commit:
https://github.com/ALiVEOS/ALiVE.OS/commit/053708f674ce2e79feb220dbd92702bc9976b7d8
https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v1.3.0.1702201
he could help us confirm its fixed and it should be compatible to the current live build too if he is running a server
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Yeah it sounds like Clafghan needs to be re-indexed for Alive. If you can try a simple test mission on Stratis or Altis (like one of the demo missions) just to rule out your Alive installation and/or other dedi problems.
Also post your RPT if you get the chance.
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Hi Giorgygr,
That error on your dedi isn't Alive-related might be a corrupted mod or similar try re-downloading CUP.
Your RPT file will help with the SQf error. What map are you using?
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13 hours ago, lawndartleo said:At this time the only appropriate thing for me to post about my problem is... I apparently don't have one. All appears to be working now. I don't know what I did wrong yesterday that I am doing right, today. After having no luck yesterday I just put the server back to normal. Tonight, to provide you with the files that you needed for review, I stopped it, reconfigured and restarted the server with ALiVE... and its working just fine, so far.
haha sounds like you got Arma'd
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2 hours ago, lawndartleo said:Operation Landlord | ALiVE...
Server has @Alive and @AliveServer
Both have been added to the server string
alive.cfg is in the root of the dedicated server
Key for Alive is in keys folder
Data module is on map.
Server has been registered with war room
Join server and the mission partially loads and then hangs
Remove @AliveServer from the server string
Mission runs fine.
Halp!
Hey LDL - you'll need to post your server's RPT file (root A3 dir) as well as the alive.log file (@aliveserver folder). Post them to pastebin or similar and link back here or to the alive forums
Also make sure you have the most recent @aliveserver files which you can find once you log into the War Room.
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^^ Quick ... build a wall :)
As long as Mexico pays for it.... :lol:
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Aww. :)
I take back everything bad I said about Canada. Your president is handsome and you people are so nice and blackberries are awesome and I can't believe how the election turned out yesterday (I'm not very political but I didn't think he had a chance).
No need to tiptoe around the BB issue anymore... I've finally upgraded to an Android device.
PS: we have a Prime Minister not a President... .at least not until Trump invades :ph34r:
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Acknowledgements and ThanksParticular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort!On this note I'd like to say a special thanks to HeroesandvillansOS for his work helping other ALiVE users - both here and on the ALiVE forums. Know that it is appreciated.
:wub:
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Heroes will have some good suggestions for you... basically testing is your best bet. Let the mission run through for a few hours (run in editor at 4 x speed) so that you get a feel for how things will go without players (ie: how the AI do on their own), then adjust your numbers from there.