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ALiVE - Advanced Light Infantry Virtual Environment

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^ Blasted doctor!! I was hoping for #1000

:936:

I didn't look up the thread now, but someone wrote how to use the different input fields on the module param fields! Thanks for the one who posted that (i really would have forgotten about that)!

I believe it was hlfritz who did the legwork of submitting a ticket.

Edited by SavageCDN

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Hey Comrades!

In preparation of todays patch im gonna post some videos of an ALiVE Insurgency session that Tangodown.NL did on friday!

enjoy!

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- - - CLAS - - -

- - - FLASH - - -

- - - 210845ZJAN14 - - -

- - -MESSAGE BEGINS - - -

21st Jan 2014

ALiVE Commumity

Intel reports suggest incoming update of ALiVE, exact time is currently unknown.

All units are expected to be in a state of readiness to receive the update.

- - - END OF MESSAGE - - -

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^^ F5 is your friend Savage :)

Is THAT what that is?!?!? I wore all the ink off it some time ago and just stuck a Christmas bow on it instead ;)

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Congrats! Up since a wee bit. 7 MB delta.

@alive.png

ALiVE team; We're in the process of connecting you (and other authors) to your content to be able to manage the metadata and the content itself in the near future.

Please feel free to 'Claim' the mod if you desire, available if you login to the site.

You can always send new content our way through withsix.wetransfer.com

Or add your request at getsatisfaction.withsix.com

Edited by Sickboy

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yaT923QqaWdy53Vc7Y7fSw51GNXD15VGGmpUpvlcYxY32Gwm3_-tTWji8k8SccpTk9NSRVkS_egZn2obtwGO68vGS4yBJDnR53osW  kazThm6mHBvkLfWBDB2

alivemod.com

The next generation dynamic persistent campaign for ArmA3

We are happy to release the latest update for ALiVE, which includes some of the new gucci features we’ve been talking about in here over the last couple of weeks. There have been over

200 improvements, new features and bug fixes committed to our code repo since the last update about a month ago so we highly advise you to grab the update!

Major highlights for this this release include:

- Hugely decreased initialisation times. ALIVE now initialises before the mission briefing screen.

- Added support for many A2 maps and the A3 Map Pack

- Added support for some popular customs factions (eg. African Rebels)

- Full support for AllInArmA Iron Front 44 in (oh yeah…!)

- Combat Support now features artillery, a SITREP function, shared allied assets and vehicle respawn

- Option to enable view for helis/jets/grunts (ranges configurable on module)

- Many ALIVE_CQB improvements including a density setting, support for ArmA2 buildings and a better spread of positions

- Several performance optimisations (especially POC-functions and Garbage Collector)

Full Changelog (Only click changelog if you really dare to....):

- Release Build 0.5.6

* 1401211 changelog

[MAIN] Updated version to 0.5.6.1401211 (public release on new stable patch)

[PRESETS] Updated static presets for new stable build 1.10.114486

[sUP_CS] Implemented compatibility with radios (ACRE, TF) http://dev.withsix.com/issues/73747

[MIL_OPCOM] Added check for online players to not clutter map on persistent scenarios http://dev.withsix.com/issues/73636

[MIL_CQB] Added more unfitting unit-types to blacklist

[DEMO] Foursome Demo updated with new module settings

[MIL_OPCOM] Updated Demo with new module settings

[MIL_CQB,MIL_OPCOM,SYS_GC] Removed Inconsistency in moodule param input fields (["String1","String2"] -> String1,String2)

- Build 0.5.6

* 1401141 changelog

[MAIN] Updated Version to 0.5.6.1401141

[MIL_OPCOM] Updated Foursome showcase with new module setting

[DEMO] Updated Foursome demo with new module setting

[MIL_CQB] CQB density module option. Enables a better control of spread of CQB positions.

[sUP_CS] Various:

- Added Respawn for CS Transport and CAS.

- Fixed bug with duplicating assets

- Build 0.5.6

* 1401111 changelog

[MAIN] Updated Version to 0.5.6.1401111

[MIL_OPCOM] Updated Foursome Showcase with new modules, Changed intro text

[DEMO] Updated Foursome Demo with new module settings

[sys_profile] Fixed profiles beeing deleted when group leader was deleted (poof issue)

[sUP_COMBATSUPPORT] Implemented SITREP functionality for assets

- Shared assets enabled (= BLUFOR can use planeZ),

- Radios enable ability to call in CS

[[clusters] A3 map koplic and A2 map FATA indexed

[mil_intel] made sector display refresh time module param

[sys_profile] added options to profile system:

- enable / disable heli or jet spawning of profiles including individual radius settings

[MAIN] Rewrote getDominantFaction for better performance

- Build 0.5.6

* 1401061 changelog

[DEMO] Added Iron Front 1944 demo - ALiVE the Grind

[DEMO] Updated Demo with GC settings

- free hostage objective (at Pyrgos cemetary)

- intro for JIP players fixed

[MIL_OPCOM] Updated Showcase with GC params

[sYS_GC] Several fixes to GC

- optimized workflow

- added hardlimit option to module (incl. fallback to ensure rev. compatibility).

[MAIN] Excluded playerProfiles in ALiVE_fnc_getDominantFaction to fix dominantFaction falling back to player

[sYS_PROFILE] Fixed editor-converted units didnt get isPlayer set

[sys_player] Added client side variable to player object

- indicate when player has finished: f.e. waituntil {player getvariable ["alive_sys_player_playerloaded",false]}.

[sUP_CS] Fixed assets vanished during ghosting (setcaptive true / civilian assets still intact)

[MIL_CQB] Added Land offices to strat types (tbd: integrate static data)

[MIL_CQB] Fixed CQB not initialising on client (due to former registry only executing init via "start" on server)

- fixes Blacklist markers not removed on dedi

[sUP_COMBATSUPPORT] Fixed UAV RTB to correct airport added uav typeof in FSM

[MIL_OPCOM] Implemented feature "custom objective"

- Build 0.5.6

* 1312301 changelog

[sYS_PROFILE] Rebase of conflicting profileSimulator.sqf from develop - contents is the same but the formatting was different

[clusters] reindexed iron front maps

[data] made a system to add custom building lists and blacklists on a per map basis, for iron front to use its own building names for discovery.

[fnc_analysis] fixed staszow data

[sys_profile] hardening

[sys_registry] module nuked removed all trace from modules

[various] removed sys_registry traces, reinstated module startup var

[various] made flags in sys_profile so a user can override blacklist and config mappings

[mil_cqb] put in commented out code to enable overridable blacklist and building list

[various] put in dumps for inits to see order more fully

[clusters] generated for 4 iron front maps

[sys_profile] config mappings for Iron Front factions:

- LIB_LUFTWAFFE

- LNRD_Luft

- LIB_PANZERWAFFE

- LIB_WEHRMACHT

- SG_STURM

- LIB_RKKA

- LIB_USSR_AIRFORCE

- LIB_USSR_TANK_TROOPS

- LIB_GUER

- LIB_US_AIRFORCE

- LIB_US_ARMY

- LIB_US_TANK_TROOPS

[sys_profile] config mappings for A3 user made factions:

- drIrregulars - http://www.armaholic.com/page.php?id=23308

- mas_afr_rebl_b - http://www.armaholic.com/page.php?id=21897

- mas_afr_rebl_i - http://www.armaholic.com/page.php?id=21897

- mas_afr_rebl_o - http://www.armaholic.com/page.php?id=21897

- mas_ukf_sftg - http://www.armaholic.com/page.php?id=19345

- mas_usa_delta - http://www.armaholic.com/forums.php?m=posts&q=21125

- mas_usa_devg - http://www.armaholic.com/forums.php?m=posts&q=21125

- mas_usa_rang - http://www.armaholic.com/forums.php?m=posts&q=21125

- mas_usa_usoc - http://www.armaholic.com/forums.php?m=posts&q=21125

- SUD_RU - http://www.armaholic.com/page.php?id=18836

[MIL_CQB] Adapted comment

[MIL_CQB] Missed to remove blacklist markers in CQB

[MIL_OPCOM] Updated SP Showcase with new settings

[DEMO] Updated Foursome with new CQB module

[MIL_CQB] Added module option for selection of dominant faction or usage of static factions

[MIL_CQB] Implemented Blacklists on module (including default values to ensure backward compatibility and tested multiple Blacklist markers too)

[sYS_AISKILL] Updated module default values

[DEMO] Updated Foursome with spotTime 0.5 and removed obsolete CIV Placement and new MIL MI

[MIL_OPCOM] Performing first cluster analysis in postinit, immensly speeding up OPCOM on mission start, reduced regular analysis iteration to 5 minutes (was 2 minutes before), Updated Showcase with new MIL MI module and speeded up intro

[clusters] added sangin a2 user map

[sys_profile] added global server variable for mission makers to read once ALiVE map profiling has taken place. eg: waitUntil { sleep 1; !isNil "ALIVE_profileSystemInit"};

[sys_event_log] Event log handling system created. Generate events and log them to the event log. Listeners will receive events they are subscribed to.

[sys_profile] added events for profiles killed

[mil_opcom] added events to TACOM fsm

[mil_intel] complete restructure to use as an event listener. Changes to module options, no longer to be synced to opcom, only 1 required per mission.

[MAIN] Added functions ALIVE_fnc_isModuleSynced and ALIVE_fnc_isModuleAvailable

[VARIOUS] Better checks for Init

[sYS_PROFILE] Init before briefing screen, excluded from registry

[sYS_GC] Init before briefing screen, changed function priority

[sYS_AISkill] Init before briefing screen, excluded from Registry

[MIL_OPCOM] Init before briefing screen, excluded from registry

[MIL_PLACEMENT] Init before briefing screen, excluded from registry

[MIL_Logistics] Init before briefing screen Excluded from Registry

[MIL_MI] Init before briefing screen, excluded from registry

[MIL_CQB] Reverted registry change, Init before briefing screen

[CIV_PLACEMENT] Init before briefing screen

[profiles] priority fun

[adminactions] added option to enable profile system debug

[placement] proper fix for multiple blacklist markers

[placement] fsm init tidy up

[sys_profiles] fsm init created

[sys_profiles] player profile fixes

[placement] fix

[placement] FSM POWER

[placement] reverted blacklist fix

[sys_profile] fix for civilian profiles https://dev-heaven.net/issues/73452

[placement] fixed multiple blacklist not working bug https://dev-heaven.net/issues/73378

[sys_profile] cleanup

[sys_profile] player profile improvements

[grp_a3] - Added troop carriers with sections of infantry. Aligned rarity values with other categories

[DEMO] Updated Demo with new VD settings

[sYS_VIEWDISTANCE] added setviewdistance to maxvd if current VD is above max setting

[sYS_VIEWDISTANCE] added Disable Terrain Grid Code if min and max the same

[sYS_PROFILE] WIP: Player profiles

[sYS_PROFILE] fixes

[sYS_PROFILE] removed debug

[sYS_PROFILE] player groups for testing, fixed bug in allowing INDEP side to spawn.

- Build 0.5.5

* 1312191 changelog

[MIL_OPCOM] Updated Showcase with Artillery

[DEMO] Added Artillery module

[MIL_OPCOM] Updated Showcase with new 2% module setting

[DEMO] Updated Foursome with new 2% module setting

[MIL_CQB] Made CQB compatible with A2 maps, improved CQB to use more buildings and added 2% param, CQB spawns for ground troops only now (to improve performance), fixed bug where no enterable buildings were selected, fixed no house for group found (finally).

[sYS_PROFILE] Slowed down virtual combat! https://dev-heaven.net/issues/73436

[sys_player] Fixed CBA bug by replacing it with native BIS function :), manual player save now works without error

[MIL_OPCOM] Added debug output for profile-count and objective-count! Raised threshold when warning kicks in and changed output back to hintsilent

[MIL_CQB] Added type of locations where CQB will be available (towns, all map, will be overwritten if synced to a MIL/CIV MP).

[sUP_COMBATSUPPORT] fixed standby sidechat mp

[sUP_ARTILLERY] TYPOOOOOOOOOOOOOOOOOOOOO

[sUP_ARTILLERY] fixed sidechat messages on dedi

[sUP_ARTILLERY] Changed default ARTY Asset to MBT

[MIL_CQB] Fixed baaaaad error in CQB on clearing houses (thanks Jman and Tup)

[sUP_CAS] Removed duplicate folder of SUP_COMBATSUPPORT

[sUP_ARTILLERY] Added correct FSM and put back correct map_p

[sUP_ARTILLERY] Added Artillery Module for testing

[sys_player] changed to use CBA globalexecute. Bug oustanding with CBA

[sys_player] Fixed issue with items disappearing after changes were made post disconnect. Fixed ammo count issue.

Download: Grab the latest version from ALiVEmod.com or PlayWithSix

Some screens and vids...

2lnhd8z.jpg

ay6546.jpg

Some fun in IF:

Disclaimer

We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker here.

Work In Progress

We are currently hard at work deploying SYS_Data, SYS_Statistics and SYS_Performance to our closed testing group. These provide website integration with ALIVEmod.com and performance monitoring with ASM. They are also a very important step to achieving global mission persistence, which all being well should follow soonâ„¢. We will keep you posted as always!

Special thanks to everyone here for supporting us with feedback and bug report and of course to our dedicated testing team (Savage CDN, Kremator, Sacha Lightert, Haze esp. tested this release very well).

We are really happy that you found all those bugs. (No, really we are!)

Stay tuned for more!

Edited by highhead

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Awesome works guys! Thank you very much... all your hard work has completely made my Arma 3 experience amazing!

Thanks again

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Hey Comrades!

In preparation of todays patch im gonna post some videos of an ALiVE Insurgency session that Tangodown.NL did on friday!

Please don't be too harsh that was my first time being an FTL :p

Congrats on the update release!!

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Awesome! Best Christmas present ever (even if my wife will not likely be happy)!!! Thanks for your hard work on this guys! (Now if I could only find a job that payed me to play with ARMA I'd be golden :D )

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So awesome! Thank you!!!! Im really excited to try this new version out! I was wondering if the OPCOM format ("Faction") and the placement module format (Faction) have been standardized in this version or is it like the previous version?

also Im trying to get the AfricanConflict mod to work but Im a bit confused on the faction names, what name did you guys use/test? Im trying to get the African Rebels and Armed civilians to spawn. Im using OPF_mas_afr_F_o and Rebel_mas_afr_o but it just keeps spawning CSAT

Edited by Opendome

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So awesome! Thank you!!!! Im really excited to try this new version out! I was wondering if the OPCOM format ("Faction") and the placement module format (Faction) have been standardized in this version or is it like the previous version?

Standardised as per our huge change log :o

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ALiVE team is not responsible for damage caused to your CPU by opening the changelog :p

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oh whoops lol I got so excited for it I completely missed the changelog :P

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Someone will ask for a list at some point so here are the maps currently supported by ALiVE

Altis
Baranow *
Celle
Chernarus
Clafghan
Desert_E **
Fallujah
Fata
Podagorsk
Sangin
Capraia
Ivachev *
Koplic
Hazarkot
Namalsk
Panovo *
Proving Grounds **
Shapur
Staszow *
Stratis
Takistan
Thirsk
Tigeria
Tora Bora
Quom
Utes
Zargabad

* Iron Front
** ALiVE works but finds no locations.. CQB works though

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Awesome! Going to have to make a Sangin ALIVE tonight with DiIrregulars! I saw that mas_afr_rebl_o is the list for rebels (thanks again!) but I had a few questions, is there a faction name to spawn only armed civilians and I notice that their vehicles aren't being spawned anywhere. Is there a way to get the motorized units to spawn with them?

Thanks again, you guys make Arma so much more awesome!

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Im also having some trouble getting drIrregulars to spawn. Im using drIrregulars as a faction name but they are not spawning.

Thanks for the help!

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ALIVE sounds amazing, had a brief play with it but could some one point me in t he direction of some good single player missions, persistent campaigns/missions if possible.

Thank you for your hard work.

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