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d_pfrommer

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Everything posted by d_pfrommer

  1. I completely agree.. it's an option and is not mutually exclusive to multiplayer persistence of ALiVE. Additionally, for the masses, your persistence methods allow for greater reach among the community. I do prefer the ALiVE way, and look forward to using that in lieu of suspending VMs. Do you forsee an option for persisting locally (to a local DB as opposed to the cloud?)
  2. If you'd like to host your own virtualized dedicated server locally (i.e., on you own network), you generally have three options: - Separate host (computer) running "bare metal" virtualization software (which means you boot into the software and it does not exist on top of any other OS), such as VMWare ESXi (free) - Separate host (computer) running VMWare Workstation or Fusion (cost), Oracle VirtualBox (free) or other software on top of another OS (Windows, Linux, Mac, etc.) - Same computer as Arma 3 client The above three options require a varying degree of technical skill and a copy of Windows 7, for example. Additionally, the first two options require a second computer system (just for the processor and memory... the video card can be fairly basic). The last item may be feasible, but may be challenging depending on your computers processing power, etc. You would install your copy of Windows into any of the above environments and install the dedicated server normally. In addition to the above, a good router is also required (which is also fairly inexpensive these days). Not only can forward the necessary ports to your dedicated machine, but it will usually come with QoS (quality of service) which will allow you to prioritize the network traffic from outside clients to/from your dedicated server. There are limitations, of course. The amount of people you can host is dependent on the quality and speed of your network connection. If you host small parties, the above should be more than adequate. Additionally, it will give you the flexibility of creating a continuous, persistent world.
  3. Hopefully this will help others... If you virtualize your dedicated server (VMWare ESXi, VMWare Workstation, Oracle's VirtualBox, etc.), you can run a persistent dedicated server which survives host reboots/shutdowns by suspending the virtual machine. In this way, you can "pause" the dedicated server if it won't be utilized for a few days, etc. and come back to the machine once you resume it with everything in tact. This will only work if you have the ability to create/suspend/resume a virtual machine, of course, but it allows you the flexibility of shutting down the host machine entirely. If you would like to continue to use the dedicated server in between playable sessions, you can create a "snapshot" after the suspend and continue to use the new snapshot/branch for testing/playing. When you're ready, just revert to the prior snapshot and resume your session.
  4. As a workaround, you could probably: 1. Create/preview an empty mission in the editor 2. Use MCC to add units, etc. 3. Save SQM to clipboard 4. Create a new mission called import (or just create a folder) -- which you can re-use 5. Create/open mission.sqm and paste contents clipboard 6. Open target mission and chose merge The only downside of the above is that you don't have the other editor units visible when creating the MCC entities.
  5. Hi Shay, Thanks for the info above. I still have a slight issue, perhaps you can help identify what I'm doing incorrectly? a. In the editor, I create two rectangular markers labeled 1 and 2. b. In init.sqf, I have the following two lines: [1,getMarkerPos "1",(getMarkerSize "1") select 0] call MCC_fnc_MWUpdateZone; [2,getMarkerPos "2",(getMarkerSize "2") select 0] call MCC_fnc_MWUpdateZone; c. When I initially launch the map preview, I see the following message: Server access denied for: BIS_fnc_setObjectVar_object d. Despite the above, I do see two zones created (which can be moved around, etc.) and it appears that the GAIA-controlled groups treat the zones. Great. e. Unfortunately, when I try to create a third zone using MCC, it recreates the first zone, and places "1,2,1" inside the dropdown box for existing zones. Is this related to ©, above, in that the total zones variable is not being saved/updated properly? Am I executing the MCC function within the correct scope? Thanks!
  6. I would like missions which create all the underlying "infrastructure" without requiring those client-side steps. I envision spending the time authoring missions using the MCC interface, along with the arma editor, but then packaging up the end result without the need for extra steps if possible.
  7. Hi Spirit, Sorry about my not explaining it properly. Please let me know if this is possible (and if this has already been documented, if you can please point me in the right direction that would be great): I'd like to either: a) create/convert the markers via the arma 3 mission editor and then have them appear as if I created these as MCC zones; i.e., they will show up with the appropriate zone number, yellow highlighted area, etc when the mission starts. Additionally, GAIA will treat these as MCC-editor created zones. b) create zones via script using x/y coordinates and have GAIA operate as described above. Unfortunately, I haven't been 100% successful with either... I either get script errors (BIS_fnc_setObjectVar), or the MCC zones show up, but when I try to add a zone in MCC, it creates a duplicate #1. And, GAIA doesn't seem to treat these as real zones. Thanks for your help!
  8. Is there a way to mimick the look and behavior of an MCC-added zone (shape, availability via the zone drop down, etc.) through the editor or through script? EDIT: Outside of creating markers with the editor (and then using the getMarkerPos/getMarkerSize to pass to the series of lines which ultimately invoke mcc_make_the_marker.sqf), I was wondering if there was a more "automatic" way for MCC to pickup markers in the editor and creating the zones?
  9. Thanks .. works great. What is the preferred way to create an MCC zone via the editor? Is it just a standard marker with a numeric name?
  10. Spirit/Shay... The new updates look fantastic. Quick question, please let me know if I'm approaching this correctly: I'd like to use the editor to place units, but ensure that are both under GAIA's control and cached when the mission starts. In the group leader's initialization, I've placed the following: thisGroup = group this; thisGroup setVariable ["GAIA_ZONE_INTEND",[1,1], false]; thisGroup setVariable ['mcc_gaia_cache', !(thisGroup getVariable ['mcc_gaia_cache',false]),true]; It seems to work with all the groups I've added so far, but please let me know if this is the wrong approach (or the wrong syntax). Thanks again
  11. Friznit2... I can confirm that there is no longer an issue when the profiles module is removed from the mission (using the configuration that was broken); i.e., when disconnecting and the reconnecting to the dedicated server, the AI units in the group are still there. Please let me know if you'd like me to test something else. Thanks!
  12. Hi, I've encountered an issue with my dedicated server when using ALiVE (or perhaps a combination of ALiVE and something else I've not discovered)... perhaps someone else has a solution or can verify I'm not crazy (with respect to this). Here's the issue: I have a dedicated Windows server setup to persist when users disconnect (a.k.a. "Persistent Battlefield"). In the past, if I were the group leader and disconnected and left the mission (leaving AI group members, but no other human), all the group's AI would still exist upon my return. I've tried many combinations of barebones missions (with a scaled down init.sqf and description.ext ... with the exception of the required respawn=BASE, minimal mods, etc.), along with combinations of BIS modules and/or ALiVE modules. It seems that when I use certain ALiVE modules (albeit I'm not sure which exactly), the editor-added AI unit in my group no longer exist. I do not sync the editor units with the profile module (and have the profile module set for non-editor units by default). I'm am not sure if messages such as "Warning: Cleanup player - person xxx not found" or "!!!!!POS OUTSIDE GRID: [0,0,0]" offer any indication? Has anyone else encountered this? Thanks
  13. Hi, Does the spawning to zone (either add to zone or using the create button) work with a headless client? It seems that only adding units via the 3D editor create units within the HC, but the spawn option does not. Thanks
  14. Thanks, highhead! I believe the Wiki is the only place I did not scan... sorry for not looking there first. In combination with the method you provided, I added a check into the trigger for editor units of the opposite faction as well (in case there is a mix or other units happened to come in to support): ((count ([getposATL triggerProfileUnits, 500, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) < 1) && (({side _x == opfor} count nearestObjects [getposATL triggerProfileUnits,["Man","Car","Tank"],500]) < 1); Again, thanks for the direction.
  15. Hi, Can anyone suggest a good method for detecting active profiles within a particular area using that condition for a trigger? Essentially, I would like to create a task (linked to a trigger) to clear the area of enemy activity (profiled units or editor units). Is there a way to combine the detection of editor units, along with something similar to getNearProfiles, together as a condition for the trigger? Thanks in advance for your help.
  16. Ideally, if there is a way to tell the Alive system to rescan all existing units and to create profiles if they don't exist, that would be great. Via the debugger. I have been able to call one of the above functions and it seems like the alive system profiles the units that have been added dynamically (through MCC or just the create unit function); however, it seems to make some of the other already profiled units disappear.
  17. Hi, If I were to spawn units via MCC, for example, is there a way in which I can add that unit (or group) to the ALiVE profile system dynamically? Perhaps using methods like ALIVE_fnc_profileEntity or ALIVE_fnc_createProfilesFromUnits upon creation of the unit? Thank you!
  18. Hi Shay, Great work on MCC, it's a fantastic tool. Quick question: When defining the AI settings via the Main->Mission Settings dialog, any infantry spawned as a result of the Main->Zone-based generator seems to create AI with those skills (0.1, if set to Rookie, for example); however, if one spawns infantry via the 3D Editor or the Group Generator, it appears that all AI carry a skill of 0.5. Can you please let me know if I'm doing something wrong? Thank you
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