Mission Templates

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  2. 9 years ago
    Edited 9 years ago by SpyderBlack723

    Them standing in place is just them waiting for a new objective. Maybe there could be a small system put in place where units in this situation were put on ambient movement/patrol until they are given new orders. I definitely agree that it would help immersion greatly. Probably a post 1.0 improvement since they are planning to greatly increase the depth in which AI are tasked/controlled. You can submit any suggestions and view the roadmap at the Dev Heaven page: http://dev.withsix.com/projects/alive/activity

    AI reacting to User made tasks is a future goal they wish to make happen.

  3. Ah, I see. A bit annoying that it takes way too long for objectives to be given (Sat around for literally 20-30 minutes and nothing happened) but hoping that the changes that are planned for a post 1.0 update will make them a bit more active. Having them react to user generated tasks sounds like exactly the thing to do it.

  4. " A bit annoying that it takes way too long for objectives to be given (Sat around for literally 20-30 minutes and nothing happened"

    • Could be that their were no objectives prioritized for that group (in which case ambient movement sounds like it would work perfectly).
    • The more objectives you have the slower analysis by Military AI Commanders will go, e.g. Analysis of a battle over all of Altis will take more time than a battle over stratis
  5. Yeah sounds like that particular group was tasked with defending that objective... or perhaps there weren't enough groups left to task to another objective (in which case the AI commander will just 'sit and wait').

    The standing still is a bit weird though usually AI groups will patrol around if defending an objective (virtual groups will not 'patrol' in that their group icon stays in the same spot when virtualized. Once they get spawned into the game they will start patrolling after a few minutes).

  6. I've witnessed this a few times recently with Spider's templates. coming across enemy squads that seem to be stuck in their formations and not moving at all (perfect lines). bit of an immersion breaker.

  7. Hey all, I'm super super new to the ALiVE mod, these templates have helped a lot, turns out I was overthinking something super simple! lol.

    My main question is, do these missions, specifically the Altis full-scale war, support like CAS runs? Transport? Reinforcements? [If that's possible? New squad members?]

    I know how to do CAS runs, I set it up myself, I know that much, lol! Same w/ Transports, but I can't for the life of me open up the little Tablet, I've rebinded key 20 to P and it still refuses to work, restarts and all.

    I have a laser deg, radio, all that, nothing. What am I doing wrong here? I've added the required modules and linked them. I can see my CAS choppers in-game.

  8. Edited 9 years ago by SpyderBlack723

    @ghosteez
    Yeah they do, it sounds like you may have some issue that bugs the keybinding, some others have reported it. The only thing I can suggest is that you download the latest version of CBA. If that doesn't work then maybe I can get a dev to look into it. Let me know!

  9. @SpyderBlack723 @ghosteez
    Yeah they do, it sounds like you may have some issue that bugs the keybinding, some others have reported it. The only thing I can suggest is that you download the latest version of CBA. If that doesn't work then maybe I can get a dev to look into it. Let me know!

    Ok, got that working, thanks! CAS and Transport are working good, and I figured out a bit more tweaking to modules.

    My one big thing now is how to get respawn working. Obviously the vanilla spawn on squad is working, but I'd like to get an insertion working, or even spawn in building.. it seems no matter how I name the marker and select the type from the Multispawn it refuses to work. I was hoping this would work for MP too so I could port it over for playing w/ friends.

    Sorry for the noob questions, have been using this mod for 2 days lol!

  10. Tbh I've never used those options before. Working on missions over the next few days and I'll try to get an example of these working and send it to you (or atleast explain it).

    Sorry for the noob questions, have been using this mod for 2 days lol!

    We all had to start somewhere :)

  11. We can use the Heli insertion as an example:

    1. Place your normal "respawn_west" marker and have the respawn type as 3 or base in description.ext. This is a fallback in case the insertion breaks.
    2. Place a marker named "ALiVE_SUP_MULTISPAWN_INSERTION_%FACTION%" (replacing %FACTION% with the faction your unit is. So for BLU_F it would be "ALiVE_SUP_MULTISPAWN_INSERTION_BLU_F") where you want the Heli to appear with you in it.
    3. Place a marker where you want the Heli to land and name it "ALiVE_SUP_MULTISPAWN_DESTINATION_%FACTION%" (replacing %FACTION% as stated above.)
    4. Place the MultiSpawn module and select insertion as the respawn type.

    Thats it, should work.

  12. Thanks Riley^, I was super busy today and never did get to anything.

  13. @SpyderBlack723 Thanks Riley^, I was super busy today and never did get to anything.

    Glad to help in anyway I can. I see you get swamped sometimes.

  14. does anyone have an Insurgency ALiVE Stratis mission?

  15. @KRDucky does anyone have an Insurgency ALiVE Stratis mission?

    I could make a rough one real quick for you but you might also be interested in this tutorial..
    http://forums.bistudio.com/showthread.php?192062-In-depth-ALiVE-Tutorial-for-Asymmetrical-Warfare

  16. just burned through ~3 hours making Insurgency ALiVE Stratis.

  17. @SpyderBlack723 Thanks for the templates, they got me started with spinning up ALiVE. Right now I forked your Landlord scenario, added ACE and have the server running ASR_AI. I've also had the non-moving troops issue, seems to occur in two circumstances:

    • Pickup troop tasks AI stand in formation, but never acknowledge that I've landed/pulled up near them.
    • QCB troops seem to never notice me. I'm able to enter through a back door, shoot one, and have the partner continue to stare into space. If I cross their LOS in their fixed position, they start shooting; but otherwise never seem to look around or notice us. Things I tried to fix include: toggling the QCB module from "JIP Players" to "Server", and including the same AI mod on the client.

    If anyone knows the source of the "stuck" AI or why it seems to occur on QCB spawned AI 100% of the time; please let me know where to dig :)

  18. Friznit

    11 Jun 2015 Administrator

    I was playing with CQB last night (heavily modded game, RHS, AIA_TP, ASR_AI etc) and they were playing very nicely. I suggest trying on a vanilla game with just CBA and ALiVE running to see if you get the same issues.

  19. Edited 9 years ago by SpyderBlack723

    QCB troops seem to never notice me. I'm able to enter through a back door, shoot one, and have the partner continue to stare into space. If I cross their LOS in their fixed position, they start shooting; but otherwise never seem to look around or notice us.

    This was supposed to be fixed, I am not sure if it has actually gotten into a public release yet though. I'll test today at some point. Friz said his worked fine so maybe it did.

    I have encountered the stuck AI but I am not sure what causes it as sometimes it happens and sometimes it doesn't. I haven't seen it for a few weeks so I kinda forgot about it. Maybe a mod conflict of some sorts as I never play full on missions without a modpack. I would test with a vanilla game and see if you can repro it that way.

  20. The game is hosted on a dedicated (linux) server currently, by default the QCB was aimed at JIP clients. Do you guys think I'd have better luck with leaving the AI on the server, or connecting a HC to it? The rest of the AI behaves like good ASR_AI, throwing smoke, taking cover, being suppressed, etc.

    @Friznit I'm running a subset of that modlist += ACE. Did you need to add any troop classes or similar to get ASR_AI to work for your QCB?

    I'll fork again and remove the ACE components, enable QCB again, and load with only ALiVE+CBA; then go from there.

  21. My mission . ( M4rt1al and Master-Antonio ) .
    http://steamcommunity.com/sharedfiles/filedetails/?id=466769094

    I hope whether you like it.

  22. 9 years ago

    Thank you so much for these templates, I have spent hundreds of hours trying to master mission making with Alive and just one of your missions has shown me more than I learned over all that time. These missions are so good. Love the insurgency one. Keep up the good work man!

  23. Edited 9 years ago by SpyderBlack723

    Thanks Raditz5, this is the first time I've really put myself (or my work) out there so receiving good feedback is very pleasing. I'm glad it has helped you.

  24. Well I'll add to it, the templates are great, they really help a lot with putting together missions for the first time with ALiVE. I know I actually learned a bit from them all after loading them up, I had some really wrong ideas of how some things hung together with linking.

    I'm editing the Altis one right now to try out with friends next week some time with AGM, CUP, ASR_AI and Blastcore.

    Just playing it on my own I'm seeing things that are just amazing and it's heaps of fun.

  25. Would it be possible for the ALiVE team to create a thread/tutorial with some common scripts, etc. that we can use in missions.

    Personally, I'm not a programmer, coder and I have only a very basic understanding of scripting. I would LOVE if someone could put together some of the most common "wish list" scripts that folks can use in game.

    For example...if you want to do a hostage rescue of multiple hostages use "abc" in your init line.

    I saw a script in the "ALiVE Air Assault", for example, with the Rangefinder single unit that said something like "Add action join assault, etc." I'd like to know exactly what that does.

    Things like hostage rescue, assassinations, arming POWs, etc....I think that would be an awesome addition.

    Just throwing out suggestions.

  26. Friznit

    27 Jun 2015 Administrator

    You should check the wiki :)

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

  27. @Friznit You should check the wiki :)

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

    That's good stuff. I will say that there are still things in there that I'm not sure exactly how it functions.

    For example, "the ability to store custom variables"....in layman's terms...what does that mean to me when I'm building a mission?

  28. Edited 9 years ago by SpyderBlack723

    If I'm understanding it correctly, you could use it to store values and variables for use in the next session instead of having them be reset. So, I'm making a PMC mission where you can have access to a global bank account which would revolve around a variable such as bankAccount. Using a CBA delayed per-frame handler you could do ["money", bankAccount] call ALiVE_fnc_setData, and then pull bankAccount = ["money"] call ALiVE_fnc_getData when I need to have that information back after starting up the mission a 2nd time. Just a guess at this point but it seems that would be the way it works.

  29. Friznit

    1 Jul 2015 Administrator

    Basically yes, you can store whatever you want. R3F cash balance for the creation factory, for example.

  30. Edited 9 years ago by SpyderBlack723

    For example, "the ability to store custom variables"....in layman's terms...what does that mean to me when I'm building a mission?

    Actually found a nifty way to use this in a recent mission. I used an array to keep track of the locations of specific objects that were created through scripts (addActions to be specific). I then pulled that information up upon mission restart and used it to place new objects in the same location as a method to "persist".

    _object1 = [getPosATL object1, getDir object1];
    _objects pushBack _object1;
    _objects = [_object1, _object2, _object 3];
    ["Objects", _objects] call ALiVE_fnc_setData

    After restarting mission..

    _retrievedObjects = ["Objects"] call ALiVE_fnc_getData;
    
    {
    _objectLoc = _x select 0;
    _objectDir = _x select 1;
    
    _object = "object_classname" createVehicle [0,0,0];
    _object setDir _objectDir;
    _object setPosATL _objectLoc;
    
    sleep 1;
    
    } forEach _retrievedObjects;

    Not the exact code but you get the point. This is where someone comes along and tells me there was a much easier way and I feel bad.

  31. Edited 9 years ago by psianh auvyander

    I've been trying to get a decent 3-way insurgency mission put together for what seems like forever. I finally succeeded after switching to different mods.

    Takistan Warfare
    This mission requires:
    All in Arma Terrain Pack
    RHS USAF
    RHS AFRF
    ACE 3
    CBA
    CUP Weapons
    Iraqi Syrian Conflict

  32. Nice, what factions did you utilize for each side?

  33. @SpyderBlack723 I've used rhs_faction_usarmy_d, rhs_faction_vdv, and ISC_IS_I.

    Currently it's set where the player must be a member of rhs_faction_usarmy_d.

  34. Hi guys and hi Spyder, I appreciate the thread. I'm super new to this stuff but I think (fingers crossed) I successfully set up my dedicated server on my PC using TADST. What I'd like to do is take one of these missions and get it all set up with War Room so I can save and resume my progress (I plan on playing alone but hopefully with AI teammates).

    Are any of these missions pre-baked in a way for me to do this without having to learn the modules and editor? I plan on it eventually but right now I kind of just want to dive right in and learn how to play.

  35. Short on time atm, but they should work as is with no needed input from you to play.

  36. Cool. Thanks. When you get a sec, could you clarify if I can use them (your missions and the sample missions) for persistence "right out of the box" so to speak, and if they're set up to be able to save/resume with War Room? I don't generally have too much time to play so being able to chip away at a mission over a few weeks and continue relatively where I left off would be ideal.

  37. Oh. I tried Operation Landlord last night and noticed that I couldn't fill empty slots with AI teammates. I tried calling in some player support but maybe I didn't wait long enough? Do any of these missions have it so AI teammates automatically can spawn with me?

  38. Most missions will not unless they are made to support singleplayer - you might have to make a small change to one of the mission files to enable AI. If you know how, open the mission .pbo file, open the description.ext file, then change disabledAI=1 to disabledAI=0.

  39. Thanks Savage. I've never edited a PBO. What kind of program would be needed for that? Notepad++? I'm familiar editing ini files in Fallout but nothing like this. And is it just as simple as edit and save?

  40. Be careful.. once you start tinkering in the editor you will loose all track of time, your wife/kids will leave you, and the dog will piss on your computer :)

    http://fpsplayers.com/billing/knowledgebase.php?action=displayarticle&id=22

    http://warmod.webs.com/importmissiontoeditor.htm

    If you really do want to get into the editor I highly recommend reading Mr Murray's editing guide. It's old, some stuff is out-of-date, but it's a great starting point.

    http://www.armaholic.com/page.php?id=4847

  41. Edited 9 years ago by HeroesandvillainsOS

    Oh wow thanks so much. LOL! The fpsplayers link isn't working for me but the others seem very VERY helpful.

    So I guess barring me getting any other suggestions for a pre existing mission that I can save persistence on The War Room with (I can't tell if any of the ones in the OP are compatible with that without tinkering), I'm going to roll with AuTigergrad's Royal Marines Kunduz since it already is set up for SP and AI slots:

    http://steamcommunity.com/sharedfiles/filedetails/?id=539871206

    Hopefully I can get it synced up to War Room tonight and also hopefully I don't annoy the heck out of you guys trying to see this through. :) Also triple hopefully AuTigergrad posts his new Altis mission soon here too. It's fantastic.

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