T

thebgpikester

Member

Last active 4 years ago

  1. 4 years ago
    Mon Jun 22 16:44:05 2020
    T thebgpikester posted in Odd issue: OPCOM can't find groups.

    It's not necromancy if the thread isn't dead. Hello 2020, I just had this issue. The mission was running fine, three factions. Somewhere in the day of build>test>iterate I suddenly out of the blue got "the message for not having an ALiVE supported faction.

    And it was fine, it was calling out the one I was a player in. Restarted the mission, logged in as the other faction and the error message repeated, this time blaming the faction I was playing as.

    Saved the mission backup, deleted one entire faction... problem went away.

    Does that Make sense to _anyone_?!

  2. 5 years ago
    Wed Sep 11 23:53:00 2019
    T thebgpikester started the conversation ALiVE Mortars in CSM always out of range .

    I'm using stock 82mm mortars synced, I can get the request to fire, via the Combat Support Module, but the unit always says it's out of range. Additionally, the green arc showing the limits shows 400m rather than what the rangetable suggests is 4km, I wonder if there was some zero's missed? But basically cannot get mortars to work.

  3. 7 years ago
    Tue Dec 12 13:04:30 2017
    T thebgpikester started the conversation Can someone explain the force sizing in ALiVE?.

    This one has eaten away at me for some time. There are options to set the foce sizes in military and civilian placements. 30, 60 etc. And a force readiness that states how many of these are patrolling.
    It's not exactly adhered to, so i'd relaly appreicate the code level explained as to how many groups are spawned. I get usually much more.

  4. Mon Dec 11 23:47:40 2017
    T thebgpikester posted in Favorite Map for ALiVE?.

    What works and what I want to work are two different lists, sadly. I suspect Altis might still be the best for balance of all, especially ALiVE. For looks, in the ME it's Lythium. Having to boost the civvies and some issues. FATA, which comes as my 2. Prei Kmaoch (sp.) is possibly the best Jungle looking at ground level but playing on it is... well let's just say jungle warfare isn't what it is cracked up to be and misses buildings and thus objectives for ALiVE. But if you like twitch gaming and spamming trees with nades, its got immersion. ALiVE isn't sure what to do with it though. I suppose old faithful Takistan needs a mention. The i44 maps turn me off but Staznow has great connecting roadways which ALiVE might thrive on.

  5. Mon Dec 11 21:55:43 2017

    Yes.
    I can't attach a file, i'll look for the OP on Armaholic or wherever I first found it, but if you scan the above code part you notice where those lists are Infantry groups of Blufor, then a bunch of units below that say "vehicle = rhsusf_army_ucp_blah blah." You are changing just that, with a text editor.

    It's just one file you need, and the parts you can (easily) edit are the rhs_army_blah blah which is the classname of the unit in RHS. But it could be anything in there, a civilian, a taliban from CUP, a 3CB Javelin dude, mixed together.

    All that in just one text file in the mission, so no pbo's. It's a translation of groups, its saying, "BLU_F infantry group 1" is made up of "RHS soldier 1, RHS soldier 2, RHS soldier 3 etc".

    Basically, you put out the group you want it to be, right click it in Eden, Log->copy faction class to clipboard, then paste into this file in Notepad. Takes about 20 minutes depending on your eyesight and tiredness level to replace BLU and OPF, the default factions, with the requirements to provide infantry, motorised, mechanised (and sometimes others if you need).

    The thing is, this isn't just for ALiVE, BiS is a bugger and they force you to use default factions for some of their modules like Sector control. So without doing this workaround, you can't use your custom factions for Sector control. Thus I setup a cool sector control on the Prei Kmaouch map with VC and New Zealand troops.

    The reason I linked this as an alternate way of changing around factions is because often we mess with the broken factions of mods, but have those mods loaded anyway, and using the file you can then remove the requirement for an addon that manages this, which Orbatron shoudl be able to do anyway, but the added side bonus is that you can leave ALiVE set to BLU_F and OPF_F as default and play with the factions in the text file above instead, reducing the places you need to edit the mission and the chances to forget the ever changing faction names that are piling up.

    It's not a substitute for the Orbatron, because that can handle the in depth unit configuration, but generally the value of unit fine control is somewhat diminished by all the randomisation scripting these mods force on you anyway and the availability of loadouts anyway in the broken mods. The advantage of this is that it's obviously easier to replace the default faction in a script so you dont have to create a new one then change the ALiVE factions to use it.

  6. Mon Dec 11 13:04:26 2017
    T thebgpikester started the conversation ORBATRON: Simplified workflow possible (enhancement suggestion).

    Had to truncate the attached code :( it's half of it but enough to get the idea.
    Is it possible to consider using a templated format of the below to simplify changing factions and tokenising the actual unit classnames? Benefits would be ability to change the faction groups ALiVE uses without editing anything majorly. I tested this method and it works perfectly. What is more, I can delete or add lines to the groups to change the format of groups very very easily, without even Arma open. You can leverage that to adjust how the force sizes work or to swap out vehicles or units very simply, without PBO distribution and without changing the mission since it edits the BLU_F and OPF_F on the fly, and ALiVE simply goes with it.

    Make sense?

    class CfgGroups
    {
    class West
    {
    name = $STR_A3_CfgGroups_West0;
    side = TWest;
    class BLU_F
    {
    name = $STR_A3_CfgGroups_West_BLU_F0;
    class Infantry
    {
    name = $STR_A3_CfgGroups_West_BLU_F_Infantry0;
    class BUS_InfSquad8
    {
    name = $STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfSquad0;
    side = TWest;
    faction = BLU_F;
    class Unit0 {side = TWest; vehicle = rhsusf_army_ucp_squadleader; rank = "SERGEANT";};
    class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";};
    class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_grenadier; rank = "CORPORAL";};
    class Unit3 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "PRIVATE";};
    class Unit4 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";};
    class Unit5 {side = TWest; vehicle = rhsusf_army_ucp_medic; rank = "CORPORAL";};
    class Unit6 {side = TWest; vehicle = rhsusf_army_ucp_autorifleman; rank = "CORPORAL";};
    class Unit7 {side = TWest; vehicle = rhsusf_army_ucp_machinegunner; rank = "PRIVATE";};
    };
    class BUS_InfSquad16
    {
    name = $STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfSquad0;
    side = TWest;
    faction = BLU_F;
    class Unit0 {side = TWest; vehicle = rhsusf_army_ucp_squadleader; rank = "SERGEANT";};
    class Unit1 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";};
    class Unit2 {side = TWest; vehicle = rhsusf_army_ucp_grenadier; rank = "CORPORAL";};
    class Unit3 {side = TWest; vehicle = rhsusf_army_ucp_autorifleman; rank = "CORPORAL";};
    class Unit4 {side = TWest; vehicle = rhsusf_army_ucp_autorifleman; rank = "PRIVATE";};
    class Unit5 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";};
    class Unit6 {side = TWest; vehicle = rhsusf_army_ucp_medic; rank = "PRIVATE";};
    class Unit7 {side = TWest; vehicle = rhsusf_army_ucp_machinegunner; rank = "PRIVATE";};
    class Unit8 {side = TWest; vehicle = rhsusf_army_ucp_grenadier; rank = "CORPORAL";};
    class Unit9 {side = TWest; vehicle = rhsusf_army_ucp_machinegunner; rank = "PRIVATE";};
    class Unit10 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";};
    class Unit11 {side = TWest; vehicle = rhsusf_army_ucp_riflemanat; rank = "CORPORAL";};
    class Unit12 {side = TWest; vehicle = rhsusf_army_ucp_medic; rank = "PRIVATE";};
    class Unit13 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";};
    class Unit14 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "CORPORAL";};
    class Unit15 {side = TWest; vehicle = rhsusf_army_ucp_rifleman; rank = "PRIVATE";};
    };
    [i]example continues for the rest of the faction and then the blue faction.[/i]
  7. Wed Dec 6 22:59:24 2017
    T thebgpikester posted in ORBAT Creator General FAQ.

    <3 import! yay. For idiots like me that make mistakes after 3hrs!

  8. Wed Dec 6 22:52:54 2017
    T thebgpikester posted in Update change log?.

    Sorry it was battle eye: it banned the alive x64.dll (again!) worked fine once resolved.

  9. Wed Dec 6 20:08:20 2017
    T thebgpikester started the conversation Update change log?.

    In between today and the day before yesterday I've noticed a new option in the Orbat export called Full Faction (export to file) There was an error, but I'm wondering if there is a change log so I knew what it did?

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