Member
Last active 9 years ago
My guess, and please correct me if I'm wrong.
I would run the mission with AI debug on and get a feel for where its populating the AI. Then just drop a few AA squads in those areas. The key is (this is where I may need correction) you would need to then sync them back to the Virtual AI module, so that they will then be pulled in and virtualized.
The only thing I'm not clear on is would they need to be synced to the OPCOM as well?
Keep in mind though that since you have them black listed, once those squads are dead, there's not more AA enemies. Which may be what you're going for, but you would essentially have free reign over the skies unless you have AA vehicles going.
So I followed step by step the "simple mission" tutorial vids in order to get used to it. I translated most of it across to the new modules, and I think it all made sense.
Now I think I'm going to actually try adding some description.txt stuff like respawn and revive, and once I have that down make a mission. Probably going to do conventional Invade/Invade or Invade/Occupy on Essker or maybe stratis.
The only issue I ran into was Player Combat Logistics. When I was calling for airdrops/convoys/etc it was very unreliable and slow. At one point I had 4x going for 5 minutes and the drop never came. Is this something that is possibly and issue with the CBA stuff?
Some things that "seemed" to help (I didn't have a lot of time to test)
1.) Changing the profile speed in the virtual AI from 25% to 100% (what does this setting do? I set it to 25% initially as that's what some of the demo missions have)
2.) Changing my rank to captain. I just dropped a random player down at the end which was a private. Does rank have any affect on it?
3.) Turning debug on everything off.
With those my success rate went up, but it was still kind of hit or miss if the convoy/helo/airdrop would show up. The air drop seemed to take the longest. Also with air drop there would be a lag pause of about 4 seconds when I first placed the order.
Mods: Alive, spyderaddons, edenenhanced, RHS(both), CUP Core/Maps (mission was an exact copy of the 9 video tutorials on Altis.)
What determines how long it will take for a supply drop to be processed? CPU time? State of the battle?
Another question: To my earlier FOB point. So you can request base building materials. So I ordered a convoy. Put a few armored vehicles, inf groups, and some base materials (small bunker, static lmg, etc.) to simulate we had taken over an area and I was building a FOB/FOP. However, when the truck pulled up and I did a "load out" the bunker appeared right under the truck, flipped it up in the air and onto my head killing me. Any way to avoid this?
How do other people create FOB's when they've taken over a base, or an area they just want to create a post at?
LOVE THE MOD!
Load order....Say WHAAAAAAAAaaat!? Luckily I know LO well after modding the crap out of every Bethesda game for the last 8 years. I didn't realize that load order mattered for arma, as I thought each mod was loaded independently of one another. I'm sure I can figure out how to manage that now that I know its possible.
What's the general rule. Top loads first, bottom loads last? So start with your DLC, then the big game changers like CBA and Alive, then all of the extras like RHS, CUP after?
And definitely I will be happy to try out Landlord with your changes whenever its available. I might add some things too. Like maybe an AH-9 at the beginning. My goal is to eventually make my own base, and start from it.
That bites about the CBA bug. Any fix on the horizon? Is it an issue with CBA or something the Alive team is going to have to change in their code? Yeah that load time was killer. I thought it was just because OLL is a full scale map.
So I just did a test to get it all up and going. I ran Operation Landlord, and got it up and running. I had RHS/CUP going too. Mission seemed to run fine. I didn't see many enemies, but I think that's because they are on the east half of the map. I teleported to the airfield and got obliterated lol. I just wanted to bounce around the map to better understand what Alive was doing.
I did the Alive server save and exit, so I'm betting it saved it. I'll have to check later.
The only problem I had was that when I called for logistics and an airdrop of a Standwall with the hole in it (cant remember what its called) the airdrop never came. Now I didn't test it with any other things that I could air drop, so it could just be that item. Any ideas there?
I also didn't run the RHS Landlord now that I think of it. So that could have been it.
Anyhow, excited I got it going. I might come back later and run through the tutorials to create my own basic mission so I can start getting a better feel for what the modules do. And to make one that has a lower load time lol (I know landlord is full map altis and that's what took so long)
Thanks for all the advice, I'll keep taking any you have!
(oh and yes I know about the presets. I meant do you turn the dedicated server on with mods loaded for all the missions you want to play. Not the launcher)
Is there a way to not have to restart steam every time you want to change the mission? Because it says you have to have steam closed, start the dedicated server, then open steam and play. Do you typically load multiple mods and missions when you start it, and then change to whichever one you feel like? Or do you have a different profile for each, and hop out and restart each time you want to play a different mission?
Also, if I'm playing a mission that doesn't necessarily need RHS, or say CUP, but I have them activated in the mod list, so if I want to switch to a mission that does is that going to mess the mission that doesn't need them up?
Wow is the mod dependent on ALL of those? I figured out how to extract the .pbo and read the readme. Do I just need Alive, Spyderaddons, CBA, and the map. Or all that other stuff too?
Thanks so much man! I understand most of what you're saying. I'll be happy to read any more you have, I'm pretty good at soaking it in. I'm in IT so I get the static IP, etc. in setting up the server and stuff. I haven't actually made an alive mission yet, so I think all of that will make more sense once I get my hands on it more.
I'll happily take any more advice you have, and anyone else that has comments.
Question: Since I'm running with the command cpuCount=8 do I need to bring that down to 6 to that there will be cores for TADST to use?
Thanks man. I'll take any advice I can get! I played the tour scenario, and the first scenario a little last night in single player. My squad almost got wiped out sadly lol. BTR caught us in the open.
Additional question. What happens when you clear out a military objective. Does it flip to blue? Do they set up a small camp? or do you have to move the supplies over yourself for a F0B?
Looking forward to your advice Sir!
Hello all! I am new to the modding ALIVE scene. Going to try my hand at missions now with the release of Eden. I'm looking for some guidance. I watched I would say most of the videos on Alive and how it works. I feel confident I could make a mission.
My question revolves around typically its just me and a buddy that play. I will host a server through the arma 3 client and we will play whatever we feel like. DUWS, WLA, various missions, etc. We really enjoy the dynamic "take over the map" play those provide. I have one other friend who plays, but he hasn't joined us yet.
How can I make Alive work for us? Would you recommend smaller situations like 4-5 towns/objectives via taors? With everything you can do in ALIVE I fear taking on a whole Altis domination would be too much for just 2 of us considering all the logistics/mechanics in play. Not to mention it would kill my PC right?
What's the best way for me to host it? I've seen some people say the do TADST, and I think there's a video of how to use arma 3 server to still run the server off your PC while you run the client on the side.
I tried doing the Zargaband Alive mission that is on the workshop. In single player I was pulled down to 30fps, when I usually run at 58-60. Is that possibly a problem with that mission? I don't have that issue in other missions.
I have:
AMD FX-8350 Black 8 core 4 GHZ
ASUS Sabertooth 99FX R2 Motherboard
EVGA Geforce GTX 760 4GB 256bit GDDR5 PCI express 3 card
16GB of GSKILL DDR3 1600 RAM
Samsung 850 Pro 256GB SATA 3 SSD
I typically run with the CPU count 8, -high, I think I give it 3gb of video ram, feed it 8gb of the RAM, etc.
I can make normal missions for us to do, but at the end of the day I would get bored because I created them. So I would know where all the bad guys are, and what to expect. That's what I like about these dynamic generators. My buddy and I can enjoy and BOTH be surprised.
Anyhow. GREAT Mod you guys have made here. Thank you in advance for any help!