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Last active 9 years ago
It seems to be counting each player individually as a group. Played a mission last night with 55 players and limiter set to 75 and had a good time with reasonable amounts of AI spawning. I appreciate all the help you guys have given here, and if you need anything just ask.
Just did the same test mission with 6 people all in the same group, limiter still at 3. No groups spawned. I think we have reasonable evidence that somehow it's counting each individual as a group. Simple solution for now is just to take our average count and add the crude group limiter number on top of that, while also sculpting missions more heavily.
No, we use 14 man squads split into lead/medic and 2 six man fire teams. Weapons teams, vehicle crews and platoon/company leadership are all generally 3 man teams as well. For my last ALIVE mission we had 14 player groups, but 49 players and our ALIVE group cap was 50. We might have run into an infantry patrol, but all the vehicle units that I had placed did not spawn.
In the tests I mentioned above, a tester and I got the same results while slotting in different fire teams and slotting together. Still counted us as two groups, we think. So my current way around this is to take our average 55 player count, and just add 50 to it. Does that sound reasonable? I'd still be crafting missions more carefully to avoid large AI numbers in one spot.
Hey guys. Just did some tests, and Friznit, you are on the money bud. I made a mission with a group limit of 3, and tested with one member. Only one enemy unit would spawn, regardless of if we were in the same group or not. But the CQB/Civilians spawned normally. So it's something to do with players getting counted as groups. I have a larger 45+ man test set for Sunday. Thank you very much for that suggestion.
@Savage, I'll look into those easy fixes. But yes, the main issue is that, when testing with say, 14 players, the mission runs as intended. But with our average server load of 50+, no ALiVE units spawn. Thing to note, is that the spawn limiter for that mission WAS at 50. And I think we had at least 48 players.
@Friznit: Yeah, I've started understanding that and 'hand sculpting' AOs and unit counts. The problem was that that mission only had a handful of active AI units as wild cards, while most of the AI were CQB OR DAC patrols to make sure the combat was centralized.
It has to be an issue with how groups are perceived (On our end, most likely) because raising the group limiter works. It would certainly explain away our issues, if each player is being considered a group. We do have it set so we can spawn into empty slots during a mission and "JIP" could that be it?
I realize I'm being a big pain in the rear, but I can provide a copy of our framework if that would help.
I did some tests with CBA and ALIVE only on one of the premade missions that came with the mod, still got that unit group icon, so I might be wrong on that end. But things still aren't loading in at high player counts, but will spawn in fine under twenty players. Very confusing.
Yeah, I'll get that to you ASAP. For this last mission however, all units on the field were vanilla units. BLUFOR units had uniform changes, but we're still BLU_F. Although I suppose if its a mod issue that might not matter. My current solution is to put the group limiter at a high limit, but have more custom control over the server by manually syncing the units I want and ensuring we don't exceed server killing numbers.
Yeah, I test on both my local machine and the dedicated pre-session. The only variable that changes between working and not is player count. I'll get you the RPT tonight, as I'm at work and don't have the login info. Here's what I do have:
https://gyazo.com/120b564dbe1406b367554a018d097aab
set CUSTOM_MODS=@CBA_A3;@ace;@acre2;@ALiVE;@AllInArmaTerrainPack;@ASDG_JR;@ASR_AI3;@BourbonMapRotation;@BourbonMods;@Bovinton;@dac_hc;@DAR_HMMWV;@fallujah;@Helvantis;@hlcmods;@HueyPack;@K_MNP;@Leights_OPFOR;@mbg;@miscReskins;@Nziwasogo;@Podagorsk;@PRKZ;@RDS;@RHSAFRF;@RHSUSAF;@RH_M4;@rjj_agile_helicopters;@SAM;@SanginProvince;@sthud;@ToraBora;@3cb_baf;
Playing the mission right now. All but the smallest ALIVE active groups have failed to spawn. I've been turning debug on and off. Now, when I have it on, I have debug on, each of my player groups has a "E0" icon and so forth. We have 14 groups. I also have CQB module on with a pretty large density.
In testing, things spawned fine. With high playercount... my original problem. The CQB and DAC units are fine. But No ALIVE units. No logistics. Any ideas?
Well, testing has been interesting. I haven't gotten logistics to work, despite the fact it worked in my last coop. Even using the script call to test a logistics request. I think the mission as designed with Friznit's suggestions will work well regardless of logistics working or not. I also made use of Spyder's whitelist script, so I'm going to test it without that and see if that is the problem.
EDIT: Nope. That's not the issue. I have a military base set up on the main Altis airfield, so I'm not sure where the limitation comes from. I have the logcom module set to static and what not. Not the end of the world right now, but still potentially a problem down the line. I've gone into ghost mode and annihilated all ALIVE units on the map, and they aren't getting replaced.
Custom unit blacklisting also doesn't seem to work for me. I've used the below, as well as a version for the military placement modules. Still running into full squads of suppressor equipped CSAT forces:
ALiVE_MIL_CQB_CUSTOM_UNITBLACKLIST = ["O_recon_TL_F","O_recon_exp_F","O_recon_JTAC_F","O_recon_medic_F","O_recon_LAT_F","O_recon_M_F","O_recon_F"]; ALiVE_PLACEMENT_MIL_CQB_GROUPBLACKLIST = ["OIA_InfSquad_Weapons","OIA_InfTeam_AA","OI_reconTeam","OI_reconSentry","OI_reconPatrol"];