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Last active 8 years ago
The OPCOM is not synced to the OPFOR placement. Anyways i found a solution to the problem, or sort of.
I enabled place HQ, reduced the amount of groups and adjusdet the priorety to only high values. It makes the units stay inside the base and if they loose some they can call ressuply from the force pool.
Thanks for all the answers:)
Also, is there a way to make the bluefor opcom dont attack at all? I just want them to hold the base and dont run out on their own missions, but i still want to be able to call in support.
Hi. I was hoping someone could help me answer some questions i have about different ALiVE settings and modules.
CQB. I have synced the CQB module to the assymetric commander, as i understand this will make it place AI's around the map based on priorety. Am i correct or is this wrong?
Intel. Will intel drop from dead insurgents or do i have to use some kind of scripts for this? And if i am using spyder addons, will the mod override this?
Persistence. Is it possible to get persistence without war room? If so, could some of you please explain what settings and modules is needed.
Dont get me wrong, i have nothing against war room. But i am not the leader for the clan i play with and because of that i feel it would be wrong if where to register the clan.
ALiVE is running in my dedi server so we can have something to do between ops, and i think it would be nice to have some persistence in the mission.
Hi again. I finally got my mission working on my server. Tested it today with 1 buddy and we experienced massive desync.
i edited the mission and adjusted the following settings down to this.
Virtual AI active limiter - 25
Civilian Population active limiter - 15
As we entered Zargabad city we got in a small firefight and we desync'd to the point where the server wasnt working.
I was hoping someone could help me with why this is happening. I Checked the basic.cfg of the server i rent and i dont understand anything of it because its the first server i've rented.
It is a virtual server and it came with a pre made basic.cfg and it looks like this. Also the server is running a Xeon E3, 1GBs bandwith and SSD's
// These options are created by default language="English"; adapter=-1; 3D_Performance=1.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; // These options are important for performance tuning MinBandwidth = 131072; // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072 MaxBandwidth = 10000000000; // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. MaxMsgSend = 128; // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128 MaxSizeGuaranteed = 512; // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512 MaxSizeNonguaranteed = 256; // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256 MinErrorToSend = 0.001; // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001 MinErrorToSendNear = 0.01; // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01 MaxCustomFileSize = 0; // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.
Alright! So i got some time to look at this again and i found the .rpt file.
I found something that might be the problem... All the mods should go in the addon folder or am i wrong?
Thanks Savage. BTW this has to be the most helpfull forum i have experienced:)
Going to look for it when i get home. The server i rent is a virtual server, do you know where the rpt file is stored?
Woody05
It can't be that because it doesn't matter what unit i place. Every single unit from RHS is not found.
I think it has something to do with the server.
my modline is
-noPause -noSound "-cfg=A3DS\basic.cfg" "-config=A3DS\server.cfg" "-profiles=A3DS\Profiles" -world=empty "-mod=@cup_terrains_core;@cup_terrains_maps;@CBA_A3;@ALiVE;@sthud_a3;@ACE3;@cTab;@CAF_AG;@sma;@tryk;@mrt_accfncs;@VanSchmoozin_MOHW_Camo_Pack;@rhs_usf3;@spyder_addons;@task_force_radio" -autoInit -exThreads=i also deleted the mod and reuploaded it to the server this morgen, still no success.
I am using PW6 to manage my mods and everything is up to date.
Coultd it be that my mod folder on this computer is on another hard drive? shouldnt be a problem because it works fine when i play other missions with my clan.
Just tested with 4 different missions.
army desert
army woodland
usmc desert
usmc woodland
None of them work, but if i place vanilla units it just plain works.
i get some sort of error saying that rhsusf_usmc_marpat_wd_teamleader does not exist.
but it works perfectly if i just host the mission from my own computer, just wont work on my server.
could i be the loading order of my mods?