Last active 3 weeks ago

  1. 3 weeks ago
    Sun Dec 30 15:54:14 2018
    T tourist started the conversation Virtual AI Module on non-indexed map not persisting.

    Hi folks,

    just wanted to share a piece of wisdom I gathered recently when trying to build a RAVAGE mission on the ATTOW non-indexed masterwork of mapmaking, Rosche.

    First things first: I didn't have the intention to build a full ALIVE campaign of army vs. army or army vs. insurgents. Although I recall that a few versions back it was possible to get this running to some extent by placing custom objectives, I doubt this is working anymore.

    But be that as it may, all I wanted was to make certain groups of editor placed AI groups persistent (i.e their losses/combat effectiveness) for storytelling needs in my mission which uses local saving. I did so by setting the VAI Module to "only virtualize synched units".

    On an indexed map, this works perfectly with vanilla or mod units in SP or on the dedi server, but on a non-indexed map, even vanilla units don't persist - after loading the save on either SP or MP dedi, the groups were complete and in the same state as originally placed in editor.

    IDK if this is important enough to justify a more thorough investigation by the Devs, but I hope to save other mission makers some headache by sharing this caveat you have to keep in mind when building missions on non-indexed maps.

    Best Regards to all & Happy New Year!


  2. 7 months ago
    Thu May 31 21:52:11 2018

    Hi Sanchez & THX for your suggestion. Unfortunately if I put your code into init.sqf and set the task to "succeeded" by linking a task state module (set to "succeeded") with a trigger whose


    !alive hvt_1

    and whose

    ONACTIVATION result is


    Maybe I was still to stupid to understand when & from where to call the code you posted? Was init.sqf wrong?

    The task completes immediately upon starting the mission. OFC I did rename the PBO and thus started a fresh ALIVE session for trying your code in order to avoid conflicts with the older ALIVE savegame made with a different "Life Hack/McGyvver/Duct Tape Style" of saving the killing event.

    BTW, here I'm going to post this primitive way of checking for the kill - just in case. It's simply utilizing the fact that ALIVE saves always the player's inventory. Heros Survive has a skull that isn't a map prop but an inventory item. So I reflected the RL practice of proving a kill by showing a severed body part of the target to the superior officer/person who set out the bounty and placed a group of triggers which does the following:

    1) Place target person & name him "hvt_1"

    2) Place a BIS task module and then place a BIS task state module set to "succeeded" & synced it to the task module.

    3) Sync the task state module to the 5th Trigger of the following setup:

    1st TRIGGER:take_his_head_as_proof


    !alive hvt_1;


    player addItem "herl_o_Skull";

    2nd TRIGGER:show_head_as_proof


    "herl_o_Skull" in items player;



    3nd TRIGGER:kill_him_again_by_showing_him_his_severed_head_so_he_HAS_to_believe_he_is_REALLY_REALLY_DEAD




    hvt_1 setdamage 1;

    COUNTDOWN 5-5-5

    4th TRIGGER:bury_him_in_a_shallow_grave




    deleteVehicle hvt_1;

    COUNTDOWN 10-10-10

    5th TRIGGER:report_your_torough_your_very_very_very_thorough_and_ultimately_successful_task_completion




    nothing stated; 5th Trigger is synced to a BIS Task State Module that is set to "succeeded"

    Tested with local saving & WORKS! after loading the save, playing some more, saving again, quitting game, starting game, loading ALIVE save.

    Anyway, THX for your help so far & hopefully you can give me some more directions

  3. Fri May 25 21:51:53 2018

    Hi Devs & ALiVE Wiseguys,

    I tried invain to save & retrieve a custom variable in the way the WIKI shows it. I use local saving from testing the mission in SP Editor mode. First I've built a classic BIS task with the modules and have a trigger which, upon the death of my Editor placed HVT (trigger condition: !alive hvt_1), sets the task as succeeded and sets the variable killed_hvt_1 to true. And also deletes him, to be sure: deleteVehicle hvt_1.

    Ingame, I see the task as succeeded and the body vanishes.

    Then I type this into the console:

    ["killed_hvt_1",_true] call ALiVE_fnc_ProfileNameSpaceSave;

    The mission's init.sqf has this code:

    _true = "killed_hvt_1" call ALiVE_fnc_ProfileNameSpaceLoad;
    if (isnil "_killed_hvt_1" || {!_true}) then {
        // start script
        ["killed_hvt_1", true] call ALiVE_fnc_ProfileNameSpaceSave;

    Upon loading the persistent save, the usual stuff like markers or player position& health, ammo etc. are restored correctly. But the wretched HVT has returned from the dead!

    How can I save that kind of task state as custom variable?

    THX in advance for any insights/ help!

  4. 8 months ago
    Tue Apr 24 21:43:39 2018
    T tourist posted in ALiVE and Heros Survive.

    @Riksen, HeroesandvillainsOS and Devs:

    I have tried Riksen's suggested way and achieved an error message upon loading the ALIVE save. Sadly it flashed only briefly so I couldn't get adecent screenshot, but the word "data" was in it... ;-)

    Would be so cool if that could be made to work, but I have to admit it's way over my head to figure out how to save & load the custom variables.

  5. 10 months ago
    Sat Mar 17 23:32:37 2018
    T tourist posted in ORBAT Creator General FAQ.


    I have tested my above written idea on how to get the Reddiem vehicles into an ORBAT faction - with mixed results...

    The good news are that I actually managed to get two different Reddiem vehicles into my faction. First I copied all autogen.hpp entries of a similar vehicle from another mod (BWMOD) which is known to be working and then I changed all classnames in the copied entry to the Reddiem vehicles. I did NOT delete the known working vehicles!

    Finally I added them to some of the inf or mechanized inf groups as those group's vehicles. Now I have tested it in editor and indeed have working groups with the manually added vehicles while the other group that have BWMOD vehicles still work.

    So, where's the problem?

    Well, now I can't add ANY other vehicle to the ORBAT FAction when trying to edit it. Whatever vehicle I try to add, I always get an error message claiming that the base class 'turrets' weren't defined upon launching ARMA with a .pbo that

    1) is based on the autogen.hpp containing the manually added Reddiem Vehicles


    2) has afterwards been edited in the way that other vehicles like e.g. the CUP USMC motorbike are added to the faction

    As soon as I delete the new entries resulting from the usual copy-pasting of the code into autogen.hpp and cfgpatches.hpp and repack the very same pbo, it works again and the error message is NOT thrown!

    Also the Reddiem Marder IFV now incorporated in my ORBAT faction uses it's turret just fine if manned with AI. The Reddiem Fuchs MG cannot be used by AI, so that is to be expected. But the error message claims that the Marder turret had it's base class not defined - although THAT vehicle works perfectly with AI gunners after being added to my ORBAT faction!

    Here are my files if anyone can spare the time to look at them; no need to load all the addons; just check if you can find a config error that prevents me fromadding any further vehicles after I added the Reddiem vehicles named "Marder" and "Fuchs"


  6. Sun Mar 11 12:43:23 2018
    T tourist posted in ORBAT Creator General FAQ.

    @HeroesandvillainsOS & @Tupolov:

    THX for your fast response! I have found out that ORBAT also created a folder named "bw_afg_hist" (without the quotes ofc) in my ARMA root dirrectory. In this folder the file "script_component.hpp" does exist, but isn't detected for some reason. Simply renaming this "bw_afg_hist" folder to something else also stopped the error from popping up & I can now use the old @BW_AFG_HIST folder again.

    Will do my faction in one go today with the recommended autogen method then.

    BTW, is there a way I can add mod vehicles that don't have a side or a crew like the Reddiem Bundeswehr APC's/IFV's?


    Like, copying the code from a working APC entry and then change the classname to that of the Reddiem vehicle after exporting the faction which before exporting has other working APC or IFV classes (e.g. the BWMOD Puma & some vehicles from the BW Retex mods can be ORBATTED)?

  7. Sun Mar 11 01:08:26 2018
    T tourist posted in ORBAT Creator General FAQ.


    I ran into a massive problem when trying to use the new "write to file" option. Had to quit the game before being completely done with editing an older ORBAT faction I had made into a .pbo:

    1) Started game with all the mods that went into the old ORBAT faction plus the new mods from which I wanted to pull additional units

    2) opened a mission with the ORBAT module placed, started it and went into ORBAT GUI

    3) Chose to "Edit Faction"

    4) Made a few edits, then selected "Full Faction to file"

    5) Quitted the game

    6) Came back to the game, only to see it fail on startup with the following message: "include file bw_afg_hist\script_component.hpp not found"

    The name of my old ORBAT faction's .pbo is bw_afg_hist.pbo - but it IS ofc still present in the addons subfolder of the very same @BW_AFG_HIST folder I had used to load it up for editing it.

    Where can I find this script_component.hpp file or where can I create it? Without it, I can no longer load the game with the old ORBAT modfolder active! Always get the above mentioned error!

    THX in advance for any advice


  8. last year
    Sun Dec 3 17:54:20 2017
    T tourist posted in ORBAT Creator General FAQ.


    when I had the same problems with my ORBAT factions, I found out it's because I forgot to export the cfg Patches data and paste this into the respective file in my pre-PBO folder.

    In there, you need autogen.hpp, configPatches.hpp and config.cpp and if you press "Export Full Faction" in ORBAT, you'll receive only the data for autogen.hpp, but are still missing the data you NEED to paste into configPatches.hpp!

    So if you have isssues with a PBO version of your ORBAT faction, try this and report back if it did help you! :-)

  9. Sat Oct 14 22:04:07 2017
    T tourist posted in ORBAT Issues.

    Hi folks,

    14th of October now and I have the exact same problem as Opendome, but with an entirely different modset as base for my faction.

    I want to build a custom faction out of the OPTRE units and have no problems with the infantrymen. After I have created new units by letting them inherit the base class from a BIS NATO soldier, I apply my custom loadouts. Then export Full Faction, make a PBO - all good, these infantry groups appear with that gear ingame and spawn correctly if called by ALiVE Modules.

    The vehicles in my groups, however, although the original OPTRE units by themselves work absolutely fine, show the errors which Opendome describes above. Only the driver slot can be occupied at all; the rest is inaccessible. If I place one of these vehicles in editor and drag units onto it, the symbols shows that the slot "driver" is occupied and then what unit is in that slot - but for the gunner slot and all other slots, the word "gunner" does NOT appear at all; instead it reads just "" and then the classname of the unit I have dragged in.

    Hope you can help with this problem; ORBAT is such an awesome tool!

  10. Sat Sep 30 01:01:40 2017
    T tourist started the conversation Local Saving - Easteregg found?.

    Hello to all Persistence Lovers here!

    Dunno if it's intentional, but I found out that if you

    1. have a properly set up WarRoom Account and
    2. are logged in at the WR and
    3. have your dedicated server external IP correctly updated...

    Your feat of arms get properly recorded even if you play a mission that uses local saving while you are thusly logged in to the WR!!!


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