Crapachi

Member

Last active 3 years ago

  1. 8 years ago
    Sat Apr 2 07:23:01 2016
    Crapachi posted in 1.0.2 Released!.

    I believe mod updates on PwS are initiated by the publishers now, no? From the PwS account linked to the content?

    https://withsix.readthedocs.org/en/latest/general/get_started_publishing/

    It used to be that the PwS staffers would have to update it manually, but that may be no longer the case.

    Not to heckle or anything, fo sho'. Just eager. You guys would know these processes infinitely better than I would. I've only indirectly helped put one small-time insignia mod up on the system myself.

  2. Tue Mar 29 08:10:14 2016
    Crapachi posted in 1.0.2 Released!.

    On PwS soon, I hope?

  3. Fri Mar 25 21:26:03 2016
    Crapachi posted in OPCOM Group Issues.

    Thanks for your reply Spyder,

    ALiVE v1.0.1.1603161 with CBA v2.3.1.160220

    No other units aside from the BLUFOR Playable are put on map, and the Virtual AI System module is at default values.

    - Crap

  4. Thu Mar 24 22:39:02 2016
    Crapachi started the conversation OPCOM Group Issues.

    So I'm wanting to get back into using ALiVE again, but it seems like with even the most simplistic of Asymmetric setups, I'm getting an error when the missions starts regarding the OPCOM not recognizing the groups for the provided factions. Most factions, that is...

    If in my commander module I select NATO in the dropdowns, then no error.

    If I select CSAT in the dropdowns, I do actually receive the error.

    Selecting the RED REBELs or whatever in dropdowns, I get it then too.

    Using Leight's (LOP_AM, LOP_ISTS, etc.) I do receive the error as well.

    Using CAF AG (caf_ag_me_t), I receive the error.

    Using RHS's US army dudes in desert, however, no error...

    Anybody having similar issues? Was there a change in the requirements for these group definitions in these later updates? Or is it just me?

    Best regards and thank you for your time,

    - Crap

  5. 9 years ago
    Thu Oct 22 21:31:23 2015

    Right. I can see whilst moving around in Zeus that stuff spawns/despawns as expected, absolutely...

    But that actual "#adminLogged" Game Master module itself, and perhaps any other Game Master module that corresponds to a player actively in Zeus, appears to also act as a player entity in this regard. I can, for instance, take my Zeus camera clicks away from the module location on map but still see all civilians remain spawned in at that location.

    Just a behavior/oddity thing. Prolly nothing that needs to be fixed, just noted. Savage's better practices of keeping the modules way off-map is probably the preferable route.

  6. Thu Oct 22 08:17:06 2015

    Ahhhhhhhh...

    Okay, I stand corrected.

    It wasn't the HC logic(s) causing the deprofiling after all, but rather an "#adminLogged" Game Master module I had in the same block. Moving that module around appears to hang nearby units in spawn. At least under Editor preview. Almost certain I was seeing the same behavior under MP.

    Is that reproducible for you guys?

    Prolly a BIS bug.

  7. Thu Oct 22 02:33:02 2015

    HC units are named, though I name them Horseman_1 and Horseman_2 (teehee). Not sure if that makes a difference, but they are indeed joining on the VE slot(s). One other thing I've changed recently was introduction of the headless isHC check in init.sqf... Still necessary? Possibly effecting this for better or worse?

    BIS_fnc_listPlayers is meant to list all "playable", yeh?

    Will fiddle with it and see if I can figure out anything more.

    Naturally the original mission is like, on FATA and uses ACE3 and RHS/LOP and then some, so I'll try to see if I can replicate it on something more stripped down for ya.

    Thanks again for your efforts in keeping this project alive n' kickin.

  8. Thu Oct 22 02:19:43 2015
    Crapachi posted in HEADLESS CLIENT.

    Excellent, thanks Friz!

  9. Wed Oct 21 06:02:55 2015
    Crapachi started the conversation HC Entity/Logic Module Placement Matters.

    This may be documented/common knowledge, but for a couple days I was wondering why a certain section of my mission map wasn't putting civs and other units back into virtualization, even if players were well outside the configured range...

    Then it occurred to me. Where I placed my headless client logic modules on the map in Editor (Game Logic > Virtual Entities > Headless Client) and set playable was right in that vicinity, and keeping those units deprofiled and wide open.

    Moving my HC modules way up out of the way of everything remedied the situation.

    Just something to watch out for.

    ***** UPDATE *****
    Further testing has indicated that it wasn't the Headless Client logic/module(s) inducing this condition after all, but rather odd behavior of Game Master modules I had in the same block. The actual "#adminLogged" Game Master module itself, and perhaps any other Game Master module that corresponds to a player actively in Zeus, appears to also act as a player entity for purposes of the profiler.

  10. Wed Oct 21 05:54:29 2015
    Crapachi posted in HEADLESS CLIENT.

    So we're clear, dev guys, does ALiVE still require that isHC check in init.sqf to take advantage of headless clients? Or is it superfluous now, with there being actual HC entities?

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