Last active 5 days ago
It’s N’Ziwasogo and at least for me, I have problems with using ALiVE on it (horrible performance and crashes) but others swear it works for them so maybe give it a shot.
Sangin for Arma 2 (performance is lousy though) and Takistan. I’d say Lythium but it’s a bit too big for a SP or small group Insurgency IMO unless you want to either slow thing down a lot or restrict it to smaller sections.
@Guitar18 So I usually play single player, but worry the insurgency will spread too quickly and become uncontrollable. My question is, do friendly AI remove installations when the come across one or capture a town?
Unfortunately no. They will obviously fight vigorously on your behalf but they will not destroy the installations themselves.
I think it’s a fair request. My idea was that instead of persisting a static number of OPCOM groups on mission start, and that number never changing, was that upon exit, ALiVE could do a check for numbers of groups controlled by that OPCOM and persist that number instead (but it would probably have to not be able to go below the initial start number, only above it. This would prevent your forces getting wiped in the event you saved before replacements had a chance to arrive).
Maybe that’s not elegant enough but I think you see what I’m saying.
Feel free to open a feature request ticket on the Github.
You might be able to change the persistent OPCOM groups on the fly as well manually, but that’s out of my league. @marceldev89 ?
Yes please do. It’s requests like these that make the ALiVE mod just get better and better, so thanks for being inquisitive and please pass along an update here once you try getting in and out (as also seeing if you can accomplish this with logistics, which assuming the turrets are in the list, will almost certainly work).
Hmm that’s a good question actually. Vehicle state is persisted as long as a player “gets in” and gets back out. I don’t code, so I have no idea if for this purpose a turret is considered a vehicle. Though what I will suggest is that the next time you try, can you have your friend dude set up guy get in the turret as gunner and get out and see if that persists it?
Otherwise try calling them in with logistics. That should definitely work. Assuming turrets are available to request.
@dev614 Just to be clear, you can exceed the initial group count by requesting reinforcements but for BCR’s, they’ll only replace based on the mission start group counts for each OPCOM. The initial force strength is also what’s checked for persistence, not what’s on the map at the time of saving.
@AccidentalRob Hello all... I'm relatively new to ALiVE, so I am still learning all the intricacies of how the mod works.
I recently managed to figure out local persistence in ALiVE, and have confirmed it is working – after a server save and exit, upon revisiting the mission, SITREP markers are still visible on the map, and vehicles and equipment that were left scattered around by my messy players are still where they were left.
One of my players had set up automated turrets around our HQ, however, and those were no longer there after the server save & exit. One of our plans was to take items to build FOBs elsewhere on the map, but if static items aren't saved on exit, there's no point in doing this.
Is this activity normal, or should placed items like turrets be saved? Thanks!
How are these statics being set up/delivered? By calling in with Player Logistics or being dropped by Zeus or some other method?