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Last active 8 years ago
The best way to help without writing code is testing :D I'm doubting it was addressed in this release, but it's worth checking. One test to avoid: using an explosive to suicide. Frag damage has the issue described above, and doesn't report a killer.
@SpyderBlack723 thx :D
I believe they have it somewhat covered by this issue: https://github.com/acemod/ACE3/issues/1848 . Honestly it's worth trying with it turned off @Numrollen . With the latest Arma and ACE patches, I actually find players can take more damage than you'd expect.
Update: Started reporting again this morning. (THANKS)
Yeah, individual battle feeds are updated, but the map events are frozen in time.
Actually I have good news: it's not the medical module. There's a setting within it called "prevent insta-death". Toggling that off will avoid this bug (script damage kills not reporting a killer).
Oh wow, big gratz there Tup! Honestly for us: the War Room is a "nice to have" feature, but persistence has been flawless and keeps us very happy/grateful users. ;)
Update: the server is properly persisting data (yay!), its just not reporting the stats during gameplay. To recap in a nutshell: war room was working, server has a long mutli-day session, stops reporting mid-session, hasn't updated war room since then. We updated the @AliveServer dll last night.
Hey Tup,
If you look at our Bornholm AAR, you can see the play session from Wednesday; but it's missing data for a full session last night. AFAIK the server wasn't rebooted during that period, it just stopped reporting. We can cycle the machine and collect logs if it would help, debug isn't currently enabled for the map however (sry). Just curious if this is server based/config really.
Hey @KRDucky. I share some of Feanix message, but not the angle.
I see it more as:
Your lack of experience is has you asking the wrong questions. (That's ok with me)
You need a project to recruit a stranger, a concept isn't good enough. As he's pointing out, some of your features are significant in scope; but you're unclear on what that scope is. I recommend digging in, trying, and asking for help when you get stuck. Lets look at the "safe areas" suggestion as an example.
What you describe exists in some capacity in Epoch, Exile and I'm sure others. Try to make that work *first*, then solicit help explaining where it's broken. If you said:
I'm trying to implement a safe zone around a marker. Right now I prevent ALiVE AI from spawning there by putting them on a Blacklist. My issue is that AI will wander and the patrols engage the players. Is there a way of preventing AI from attacking?
Someone could answer:
I saw a mission use:
_unit setCaptive true;
to achieve a similar effect. You could probably toggle that with a trigger near the marker.
It's a learned skill that every programmer has, it'll eventually help you on Stackoverflow :D
Updated to the new ALiVE, we're getting data on the war room(badass); but when I "Server Save and Exit"; the arma3server.exe crashes on saving persistence. Same result on more than one server, have log files and windows error if it helps. There's nothing of note near the end of the .rpt file unfortunately.
Problem signature:
Problem Event Name: APPCRASH
Application Name: arma3server.exe
Application Version: 1.52.132.676
Application Timestamp: 560aaf2e
Fault Module Name: StackHash_9259
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Code: 80000002
Exception Offset: PCH_22_FROM_ALiVEPlugIn+0x0000A12B
OS Version: 6.3.9600.2.0.0.272.7
Locale ID: 1033
Additional Information 1: 9259
Additional Information 2: 925925a7073e0d2201522c1d18f79d11
Additional Information 3: e9ed
Additional Information 4: e9ed0ef04d3d67f86a7a76a55a50c267
This same mission had worked on this prior to the patch, but now exhibits this issue. Mods are CBA/ALiVE/ACE3/TRYK uniforms.
Otherwise I want to throw out there: the performance is outstanding in the latest version.