ALiVE server wont save!

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  2. 7 years ago

    Obviously you've been well trained ;)

  3. Edited 7 years ago by Chaosduck7

    @Whigital Silly question perhaps, but the server command line was cut off in the RPT, and i didnt see a -serverMod=@AliveServer in there.

    I have that mod loaded in TADST.

    And yeah I wtried reducing the mods. I got down to only CBA, ALIVE, CUP pack and the CUP/ACE compatibility patches and it still didnt work.

    It looks like something is wrong with how I put the mission together then?

  4. Please post your server RPT file from the CBA ALiVE CUP test

  5. Edited 7 years ago by Chaosduck7

    @SavageCDN Please post your server RPT file from the CBA ALiVE CUP test

    http://pastebin.com/JWxVA5qY

    This is with only the CUP+Cup compatibility+ACE+CBA test

    I also had the same exact mods loaded on my client, with nothing extra.

  6. Oops that attempt didnt have @AliveServer loaded.

    Trying again now, will post RPT

  7. Yep still didnt work

    http://pastebin.com/KrAPrRcj

  8. Sorry for the quadruple post but this is the mission im trying to play

    http://www.mediafire.com/file/zr3vm5babj12adz/mission.sqm

  9. Edited 7 years ago by SavageCDN
    ALiVE Global INIT
    ALiVE Global Init Timer Started
    ALiVE [m_0|30] Module ALiVE_sys_data INIT
    Warning: 1420 ms spent in callExtension calling name: "ALiVEPlugIn", function: "StartALiVE ['true']"
    ALIVE_SYS_DATA START PLUGIN: ["StartALiVE","OK","Performance Monitor: Disabled"]
    DATA: Loading ALiVE config from database.
    ALiVE-0 CONNECTED TO DATABASE OK
    ALiVE-0 CONNECTED TO DATABASE, BUT PERFDATA HAS BEEN TURNED OFF
    ALiVE-0 CONNECTED TO DATABASE, BUT AAR HAS BEEN TURNED OFF
    
    ALiVE SYS_PLAYER - PLAYER UNIT FOUND IN PLAYABLEUNITS (B Alpha 1-1:1 (ChaosDuck7) REMOTE)
    DATA: Restoring player data for B Alpha 1-1:1 (ChaosDuck7) REMOTE
    ALiVE_fnc_HashGet retrieved wrong input ["SYS_DATA_ERROR","ServerGroup","Unknown"] from ALiVE_fnc_hashGet!
    ALiVE_fnc_HashGet retrieved wrong input ["SYS_DATA_ERROR","username","Unknown"] from ALiVE_fnc_hashGet!
    ALiVE [m_21|190] Module ALiVE_mil_logistics INIT COMPLETE TIME:  13.574
    Admin logged in, player: ChaosDuck7, playerUID: 12345, IP: 192.168.0.11:2316.
    
    ALiVE Exit - mode: SAVESERVERYO
    [9840,165.489,17.779,"x\alive\addons\main\fnc_buttonAbort.sqf:41","PLAYER CLICKING ON ABORT BUTTON: _this=[""REMSAVE""]"]
    [9840,165.49,17.779,"x\alive\addons\main\fnc_buttonAbort.sqf:41","PLAYER CLICKING ON ABORT BUTTON: _this=[""SAVESERVERYO"",""12345""]"]
    ALiVE SYS_PLAYER - DISCONNECT
    ALiVE SYS_PLAYER -  PLAYER UNIT FOUND IN PLAYABLEUNITS (B Alpha 1-1:1 (ChaosDuck7) REMOTE)
    ["SYS_STATS: PLAYER UNIT FOUND IN PLAYABLEUNITS (B Alpha 1-1:1 (ChaosDuck7) REMOTE)"]
    --------------------------------------------------------------
    ALiVE Exit - Saving Server
    ADMIN UID: 12345
    ADMIN: B Alpha 1-1:1 (ChaosDuck7) REMOTE

    Thanks for the RPT. At this point I would verify your War Room settings and re-download the .cfg and .dll files from the War Room. Make sure you are following the directions there and also make sure the files are 'unblocked' in Windows (right-click, Properties) after you download them. There should also be a persistence log file in either the A3 root directory or under @aliveserver which will have more useful info.

    If still failing I'll have one of the devs take a look there might be an issue with your WR account or similar.

  10. I dont think its anything wrong with my account or config files because if I make a simple vanilla mission with alive, it saves perfectly and in an instant.

  11. @Tupolov

  12. Edited 7 years ago by Chaosduck7

    Ok, so I found this out completely by accident.

    If I save the mission as "TEST" and export it to MP missions, it saves just fine! WTF Lol

    Its not like i was naming it anything crazy. I just saved it as sahranicampaign

    What gives?

    The only connection i can see is, when I tried setting up a vanilla ALIVE server with almost nothing in it on Altis, i named it TEST and it saved just fine. Im so confused

    edit: Yeah I dont think its actualy working. I think it just thinks that its saving the previous vanilla campaign that actually saved for some reason. Ive since tried a bunch of all capital letter names and none of them work. Only "TEST" does, which im assuming is still registered on the warroom server.

  13. Edited 7 years ago by Chaosduck7

    So, I figured it out!

    For some reason, it doesnt like the fact that I have 2 OPCOMs.

    I had 1 red opcom that was synced to logistics, military placement, civilian placement (which was synced to CQB) and then I had a blue opcom which did not have ANY placement modules (i do not want friendly AI), but was synced to the enemy civilian placement and military placement.

    I removed the blue OPCOM, keeping the red opcom as it is and now it saves just fine.

    So this is a start, but I would like to find a way to get my blue opcom to work so I can have it task me missions.

    My ultimate goal is to have the ability to be tasked, but without having friendly AI getting in the way and cluttering the map.

  14. You do not need a friendly opcom in order for C2ISTAR mission tasking to work (assuming that's what you are referring to). An OPCOM with no units will error out so I assume something was messing with the persistence there.

  15. Edited 7 years ago by Chaosduck7

    @SpyderBlack723 You do not need a friendly opcom in order for C2ISTAR mission tasking to work (assuming that's what you are referring to). An OPCOM with no units will error out so I assume something was messing with the persistence there.

    That makes sense. So even without an AI commander it will intelligently know what to attack/prioritize?

    Side question I also posted on the alive thread on BI forums

    For the "Insert the troops mission"


    Is there no way to make it use a custom faction? It always has me pick up the vanilla nato blufor troops. Is that by design or am i doing something wrong?


    im trying it with the cup marines (CUP_B_USMC)

  16. If you have the custom faction entered in the C2ISTAR moduke and it still uses vanilla units, it's very possible it's setup to do that. I can try to take a quick look next week, but I'm not very familiar with the C2ISTAR system.

  17. Edited 7 years ago by Chaosduck7

    @SpyderBlack723 If you have the custom faction entered in the C2ISTAR moduke and it still uses vanilla units, it's very possible it's setup to do that. I can try to take a quick look next week, but I'm not very familiar with the C2ISTAR system.

    Yeah i just tried doing that and it spit out nato units. Not a big deal though.

    Hopefully last question

    What exactly is supposed to persist with the war room saving? I generated a task and did not complete it. Then I saved succesfuly with the war room cloud. I closed my dedicated server, then opened it back up, launcehd the mission again. It synced successfully and the task that I did not complete wasnt there anymore.

    I also tried placing down random units with zeus, recruiting AI to my squad, loading a loadout and teleporting myself to somewhere different than the spawn to see what persists.

    NONE of these saved. I started back at spawn with default weapons, no AI, none of the vehicles were there and the task that I left in progress wasnt there anymore.

    Is this normal?

    If its by design, none of this is a big deal. My main concern is enemy casualties and enemy sectors that have been taken over/cleared persist. As long as these two happen, im happy. I just want to make sure everything is working as it should.

  18. Units spawned through Zeus will not be persisted. Loadout should persist if you have it enabled via the player options module. Vehicles are saved when you exit them.

    Task persistence is currently not functioning.

  19. Ok, so the zone clearance/enemy casualties persist though?

    Thanks a lot!

  20. I think the Data section on the wiki has a list of some things it persists. Profiles and OPCOM commands persist (if enabled).

  21. Zone clearance and enemy casualties persist, but the green/red colored grid which is optional in the C2ISTAR module does not.

 

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