Small group play

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  2. 8 years ago

    I run with TADST on my local machine but after the ALiVE and BIS update, not gonna lie; I'm having issues with persistence and custom difficultly (default difficultly plays fine). I plan on investigating this after ALiVE fixes persistence on their end and then if it gives me problem, I'll (gulp...) try to learn how to use the built in server tools that came with the game ( :( ).

    Here's a link that should help you get the server part set up: https://forums.bistudio.com/topic/187954-alive-advanced-light-infantry-virtual-environment-10-ga/page-16#entry3005833

    Try it and let me know if it works for you! Very curious! The War Room instructions on ALiVE's War Room page are very straight toward so that combined with this should get you up and running.

  3. Thanks dude, I'll give it a shot over the weekend and let you know how I get on.

  4. Edited 8 years ago by HeroesandvillainsOS

    @JD_Wang

    Olonson just sent me this code which helps you count total units on the battle field. This has been helping me with trying to balance (for my missions) that after 20 or so minutes, BLUFOR and OPFOR have relatively similar numbers (not saying you need similar numbers, just saying I'm trying that myself to see if it balances things well). Enter this in your debug in the pause menu then click local exec:

    _countopfor = 0;    {     if(side _x == east) then {      _countopfor = _countopfor + 1;     }    } forEach allUnits; 
    _countciv = 0;    {     if(side _x == civilian) then {      _countciv = _countciv + 1;     }    } forEach allUnits; 
    _countblu = 0;    {     if(side _x == west) then {      _countblu = _countblu + 1;     }    } forEach allUnits; 
    _countind = 0;    {     if(side _x == guer) then {      _countind = _countind + 1;     }    } forEach allUnits; 
     hint format ["Opfor: %1 | Blufor: %2 | Indie: %3 | Civ: %4", _countopfor, _countblu, _countind, _countciv];
  5. Note that the code only counts units that are spawned in.

  6. Edited 8 years ago by HeroesandvillainsOS

    @SpyderBlack723

    Right yes. I've been teleporting around and clicking local exec, teleport again, rinse and repeat.

    Can any variation of this code count total units that includes virtualized units? Or probably better to just put the active limiter to like a huge number while testing instead?

    A way to get an active representation of the mission in real time would be very helpful, even if something better than this code exists within or without ALiVE if you have any ideas.

  7. If you're doing this on Takistan I'd be interested in seeing the final numbers you come up with for an insurgency mission. I only just realised that by setting both Opfor and Blufor to 400 I've been over saturating the battlefield and basically ruining the chance for the insurgents to do their thing.

  8. @JD_Wang If you're doing this on Takistan I'd be interested in seeing the final numbers you come up with for an insurgency mission. I only just realised that by setting both Opfor and Blufor to 400 I've been over saturating the battlefield and basically ruining the chance for the insurgents to do their thing.

    Yeah sure. Working on one now actually. It's definitely much less than that (I'm guessing 130ish on each side give or take which I think is still too much) and probably even more less here soon. It's tough to factor in how quickly OPFOR will grow as they recruit the civilians but this code will finally help me get an idea on that. At least a little better than not having it at all. :)

  9. @HeroesandvillainsOS  @SpyderBlack723

    Right yes. I've been teleporting around and clicking local exec, teleport again, rinse and repeat.

    Can any variation of this code count total units that includes virtualized units? Or probably better to just put the active limiter to like a huge number while testing instead?

    A way to get an active representation of the mission in real time would be very helpful, even if something better than this code exists within or without ALiVE if you have any ideas.

    Yes, there is a way to get the number of profiles in the mission, I can write something quick tomorrow.

    I'm working on a (secret) tool that won't be solely for debugging, but will include some debugging tools that would help debug missions in more advanced and user-friendly ways.

  10. Edited 8 years ago by HeroesandvillainsOS

    @SpyderBlack723 Yes, there is a way to get the number of profiles in the mission, I can write something quick tomorrow.

    I'm working on a (secret) tool that won't be solely for debugging, but will include some debugging tools that would help debug missions in more advanced and user-friendly ways.

    Thanks. I can't wait!

    Hey you're bad at keeping secrets. That'll be our little secret...

    Which you'll tell everyone. :)

  11. //by SpyderBlack723
    private ["_west", "_east", "_indep", "_inactiveProfilesBySide"];
    _west = 0;
    _east = 0;
    _indep = 0;
    
    	// count spawned units
    
    	{
    		switch (side _x) do {
    			case EAST: {_east = _east + 1};
    			case WEST: {_west = _west + 1};
    			case INDEPENDENT: {_indep = _indep + 1};
    		};
    	} foreach allUnits; // use foreach so you only need to iterate through allUnits once
    
    	// count inactive profiles
    
    _inactiveProfilesBySide = ([ALiVE_profileHandler,"profilesInActiveBySide"] call ALIVE_fnc_hashGet) select 2;
    _east = _east + (count ((_inactiveProfilesBySide select 0) select 1));
    _west = _west + (count ((_inactiveProfilesBySide select 1) select 1));
    _indep = _indep + (count ((_inactiveProfilesBySide select 2) select 1));
    
    [_east,_west,_indep]
  12. Where does this code go? I tried it in the debug console and it has an error in expression.

  13. Edited 8 years ago by DaVidoSS

    Obviously this is a function.
    Returns an array with side units count profiled + spawned
    [_east,_west,_indep]

    Preprocess this code in any file and call by:
    _domination = [] call function.

  14. @HeroesandvillainsOS 

    Thanks for the response and commentary on TADST. I just got back to reading this morning - long work week and feeling under the weather. I am glad someone confirmed some issues though - in my Arma group I have long held the contention, ALIVE or not, that with all the recent difficulty changes to Arma, and when you throw in mods like ACE, how does the game know what to set and how does it prevent mods or tools from clobbering each others' settings? We have seen an example where we set a sniper that was spawned in to have, relatively, zero chance of hitting anything...and somehow he bullseyes a helicopter pilot through the glass while coming in for landing with about a 40% success rate. Given the settings we forced down on that unit, not *impossible*, but he beat some long effin' odds. My contention has been that either a mod or the server tool is either not forcing down the set difficulty or another mod is taking priority where we did not set those settings.

    I will keep this in mind as I work to design ALIVE-based stuff.

  15. Edited 8 years ago by HeroesandvillainsOS

    Yeah it's not. Tophe just posted and he is going to give us an update so fingers crossed, TADST will be working soon. Right now it forces default difficulty.

  16. @HeroesandvillainsOS

    Had some decent success tonight in playing around - was trying to set up some stuff on one of the CUP terrains (Porto) but ALiVE gave me some trouble. I switched over to Stratis and managed to create a very simple spawn of bad guys, although I have not fine tuned it yet. My first goal is to learn what I need to do to make ALiVE do something very specific as in "spawn a fireteam exactly here". I have gotten them to spawn in a vicinity, but as inexperienced as a lot of my teammates are, we need to go to an exact spot.

    If you have any insights to offer on that, would be great. Otherwise, having a lot of fun learning and doing.

  17. Highly recommend doing your tests etc using default factions and either Stratis or Altis. This will ensure mistakes you make are actual mistakes not something to do with the faction or the map. When I first got my hands on ALiVE I spent a long time on Stratis (mostly cause it loads faster) just trying different types of setups and seeing how it played out in 4x speed.

    Also when first working with a map place down the required modules and then both a military and civilian placement module - set both modules as "Objectives Only", have them cover the entire map (ie: no TAOR) and make sure all debug options are on. Preview your mission then check the map - you will see where all the objectives are and their priorities. Take a screenshot and save it for planning your mission.
    http://alivemod.com/wiki/index.php/FAQ#What_do_the_numbers_mean_.2850.7C150.29_next_to_the_placement_modules_in_debug.3F

    Also note that ALiVE really doesn't handle the "spawn a fireteam exactly here" stuff too well - it's design is really meant for a much larger picture. You can manually place units and sync them to the ALiVE commander but it may decide it needs them more elsewhere and move them away.

  18. 7 years ago

    @SavageCDN
    Thanks for the input, I will see about working that out this evening after our group does our mission tonight.

  19. @HeroesandvillainsOS

    TADST was updated!

    http://www.armaholic.com/page.php?id=11656

  20. @singularity80 @HeroesandvillainsOS

    TADST was updated!

    http://www.armaholic.com/page.php?id=11656

    Yeah I'm using Baconeo's version doing a night op on FATA right now. :) I'll pick up Tophe's official update here pretty soon. The fact that he's still active makes me smile from ear to ear. TADST is an incredible tool.

  21. @HeroesandvillainsOS @SavageCDN

    Been putting in some more hours today based on your feedback - making progress. Got ALiVE spawning bad guys in a specific area and been having some fun testing with triggers and the AI Skill module. All seems to be going well.

    I am sure I will have another question or 27 sometime soon, but wanted to update and appreciate the time you took to offer your experience and insight.

 

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