Friznit

Administrator

Last active 3 years ago

  1. 7 years ago
    Thu Oct 19 18:47:56 2017

    Cheers Whigital, knew it was around here somewhere!

  2. Wed Oct 18 17:17:14 2017

    Sure. I can't remember who figured it out originally (sorry!) but I stole their idea and made a field HQ by calling the various scripts that open the C2ISTAR modules. Some of them are a bit wonky the first time you open them but reopening fixes it. I use this in ops quite a lot to simulate a Command Post where players have to go to receive orders for patrol tasks, log patrol reports and the Ops Staff can control combat support etc. Feel free to use, abuse and plagiarize this example mission:

    https://drive.google.com/open?id=0B5R8WkcGUL8pd3FsU0dtc2ZhT28

  3. Sun Oct 15 17:18:05 2017

    Yes, you can run ALiVE on a dedicated server just like any other mod.

  4. Tue Oct 3 17:38:56 2017

    I'll stick a ticket on the backlog for this. Would be nice if Combat Support (and MACC) aircraft retained pylon loadouts.

  5. Tue Oct 3 17:28:58 2017

    Have to correct you Savage (sorry)! AI Commander in Assymetric mode does not use the Military Logistics supply chain. Insurgents are recruited from the civilian population.

    From the wiki:

    Military Logistics will not work with Asymmetric AI Commander. Insurgents recruit from within the civilian population and do not have a conventional military logistics infrastructure. To slow down the rate at which insurgency spreads, increase the population threshold before recruitment centres are established in the Military AI Commander module.

  6. Sat Sep 30 22:12:41 2017
    Friznit posted in ALiVE and UCM.

    Could be worth exploring. Perhaps a trigger that if no BLUFOR present then Buildy AI are destroyed. If BLUFOR profiles are still present (and therefore fighting OPFOR profiles), then the Buildy AI get to live another day

  7. Sat Sep 30 09:54:58 2017

    Well, yes. As it says on the wiki here: http://alivemod.com/wiki/index.php/Persistence :)

    Local persistence does not require a War Room account. You can register an account to view Mission Stats whilst using Local persistence if you prefer.

  8. Fri Sep 29 16:46:48 2017
    Friznit posted in Get/Save data from cloud.

    I can understand your frustration - as said above ALiVE wasn't built with third party integration in mind so you are leading the discovery on this one. With work during the week we are not in a position to provide support at short notice so please be patient and hopefully Tup will get a chance to take a look over the weekend.

    In the meantime, I'd recommend focusing on local persistence, which seems to be working more reliably. It's by far the recommended approach to persisting data and has fewer complexities involved. 90% of the time it will be sufficient for what you are trying to achieve, though I do appreciate you would like to have both in the long term.

  9. Thu Sep 28 09:53:14 2017

    It works fine together. Use sim manager on stuff that's not handled by ALiVE and ALiVE for the profiles. I do this a lot for building detailed positions with hand placed enemy, and run ALiVE over the top for that background 'generic' battlefield. Think of it as a proc gen battlefield augmented by custom content.

    Spawn ranges don't really matter much, though generally I have sim manager slightly higher than ALiVE so it doesn't try to sim manage profiles that spawn ... That'd just create unnecessary CPU effort

  10. Wed Sep 27 22:11:11 2017
    Friznit posted in ALiVE and UCM.

    ALiVE saves on exit not during runtime. Use setData then when you server save & exit it will get written to DB. So you only need to set it once.

    From the wiki:

    ["MyCustomVariable", _value] call ALiVE_fnc_setData  //will save to the Cloud on next Server Save & Exit
    _value = ["MyCustomVariable"] call ALiVE_fnc_getData  //will load on next mission start or when command is executed
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