L

lawnDartLeo

Member

Last active 5 years ago

  1. 7 years ago
    Sun Jun 25 05:22:54 2017
    L lawnDartLeo started the conversation Blue on blue.

    I know I have seen something about how to script out the blue on blue penalty for doing freindly fire damage but my searches here and on google are coming up empty. Invariably during the course of an ALiVE op, somebody forgets that there can be friendly forces in the area and lights somebody up. After such a transgression, that person is player non gratia and gets beat up by the AI.

    I've seen a script that can be utilized to keep a players rating on the friendly side... help appreciated.

  2. Fri Jun 23 04:53:12 2017
    L lawnDartLeo posted in Malden Index.

    I hope you understood the sarcasm, Hero's....

  3. Fri Jun 23 01:24:04 2017
    L lawnDartLeo posted in Malden Index.

    Chronologically soon? Geologically soon? Cosmologically soon?

  4. Thu Jun 22 05:00:03 2017
    L lawnDartLeo posted in Crash on start with plugin.

    Never mind... DONT RENAME THE ALIVE SERVER FOLDER... lesson learned.

  5. Thu Jun 22 04:54:34 2017
    L lawnDartLeo started the conversation Crash on start with plugin.

    Crash on server start... here's the log.

    https://pastebin.com/wNN7bSfW

    Had been playing on our server fine without the plugin but wanted to set up server persistence. This was the result. I have searched this forum and followed the instructions for setup. help appreciated.

  6. Sun Jun 18 16:25:28 2017
    L lawnDartLeo posted in Straight ALiVE missions with no mods.

    Just thought I'd follow this up and let you know that at least for the last few days that your updated Operation Landlord has been working fine. After pulling yours apart, I am not really sure why my attempt at it was not a success. Probably just some obscure setting I missed.

    I moved our base of operations to the main airport and it is now under regular siege. Am I understanding that I can just make a marker surrounding the base and blacklist it to the OPFOR? They seen to specifically like to climb up in the control tower and take pot shots.

  7. Sun May 21 19:37:25 2017
    L lawnDartLeo posted in Straight ALiVE missions with no mods.

    Thanks,

    Any particular reason that you think this wont help?

  8. Sat May 20 15:30:52 2017
    L lawnDartLeo posted in Straight ALiVE missions with no mods.

    Hi and thanks Hero,

    Well...

    Mil defence (had to edit this out of the pool because they were more like mil hangouts for 45 minutes).
    Mil assault is not much of an assault if it's a shed in the middle of nowhere is being guarded by 2 men (this is a regular occurrence).
    CSAR is a find the tent and campfire exercise with nobody to rescue. No wrecks are ever located.
    Transport missions, AI rarely if ever mounts up to be transported.
    Flagpole missions will routinely place us with a 2 man unit KILOMETERS from the intended target.
    Form up and assault missions... everyone meets at FUP and waits and waits and waits for that mission objective to complete, it doesn't so we just make the assault the active and go to that location and nothing is there to assault... except rabbits.

    The only mission type that seems to go well is eliminating HVT. Just random scrums with enemy's out and about seem to go well, too but those engagements lack the overall appeal of an objective.

    In full disclosure, is there anything that ACE might cause conflict with? I have disabled the unconscious state because that did cause issues with HVT type missions (the target is down but not dead so the mission never completes). With settings corrected, now down is dead.

  9. Sat May 20 15:01:32 2017
    L lawnDartLeo started the conversation Straight ALiVE missions with no mods.

    Where can I find updated missions that are not full of a dozen other dependencies?

    I have run out of energy trying to figure out why 'Operation Landlord | ALiVE' doesn't play out very well. That is the game style I am looking for. Tried remaking it but not having much luck using this "map" and the rest of the wiki(http://alivemod.com/wiki/index.php/File:ALiVESchematic.jpg ).

    If somebody had an updated OL'ish mission that wasn't full of other mods (any of the 3 default islands preferred) to offer up it would be greatly appreciated.

  10. Sat Apr 1 06:12:46 2017
    L lawnDartLeo started the conversation more players, more problems.

    The more people playing on our groups dedicated server, the more things seem to break...

    The setup... at least ones that I think have a bearing on how ALiVE may perform...

    Operation Landlord

    Alive
    ACE
    ASR AI
    Ares - Achilles expansion

    If there are 1-3 players, things seem to work just fine. As the player count goes up from there, things start breaking down. Missions cant be completed because specific targets are nowhere to be found. I can cheat in Zeus and see that there are no targets remaining. Player generated missions are hit or miss. Some times they appear, some times they don't. I've checked server logs and performance and it doesn't look like we are throwing any fatal errors and the server isn't wilting under pressure. I cant explain it. more people = more problems.

    Is Landlord in need of some module updates?
    Is ACE and the way it handles kills causing weird things to happen?

    Very frustrated. I prefer ALiVE to all others but in terms of keeping things moving, it gets to be such a headache and my players get put off by the problems.

    Is there an update or alternative to Landlord that I can get my hands on to see if the problems can be resolved?

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