R

RagcBaker

Member

Last active 3 weeks ago

  1. 3 months ago
    Tue Jun 16 18:17:58 2020
    R RagcBaker posted in Complete Index of Rosche, Germany.

    @JerkinMerkin something is not correct indexed. Something with the high of terrain. AI Support Air Insertation with Vehicles for example. They drop the vehicles in high of 20 Meter. Vehicles explode on ground.

    And in the middle of Rosche you have one big Objective. This objective is bigger than the whole map.
    Can you please have a look at this. Maybe correct that index part, please.

    Greetings
    Baker

  2. Tue Jun 16 18:17:45 2020
    R RagcBaker posted in Complete Index of Rosche, Germany.

    @JerkinMerkin something is not correct indexed. Something with the high of terrain. AI Support Air Insertation with Vehicles for example. They drop the vehicles in high of 20 Meter. Vehicles explode on ground.

    And in the middle of Rosche you have one big Objective. This objective is bigger than the whole map.
    Can you please have a look at this. Maybe correct that index part, please.

    Greetings
    Baker

  3. 5 months ago
    Tue Mar 24 07:59:40 2020

    Do you have any updates on that?
    Auto Pause still not working at the moment. Is there a way to handle this with triggers?

  4. Tue Mar 24 07:59:29 2020

    Do you have any updates on that?
    Auto Pause still not working at the moment. Is there a way to handle this with triggers?

  5. Tue Mar 24 07:53:30 2020

    Hy stu13,

    Which modules you placed?

    AI Commanders and ???
    Do you set the Civilian and Military Placements? If yes how do you configured this modules?
    Which factions you use? Do you use Headless or normal server configuration?

    Greetings
    Baker

  6. 6 months ago
    Fri Feb 21 18:50:44 2020

    After some further testings, i found out that the increase of memory are from the Air Commander Module. I removed the Air Commanders in my Mission. The memory stops increase.

    I will now check the modules pause configuration.

  7. 7 months ago
    Wed Feb 19 22:40:15 2020

    Thanks JD_Wang

    we also tried to use 1 instead of 0 in the count of playable Units. But the same problem. Maybe someone can write a short tutorial how to set this up correct for a mission. An example initServer.sqf or and other needed files like init.sqf or description.ext

  8. Sun Feb 16 19:56:31 2020

    I have tried different thing now. But nothing seems to work.

    - paste the following into init.sqf

    ["ALIVE_MIL_OPCOM","ALIVE_MIL_OPCOM","ALIVE_CIV_OPCOM","ALIVE_AMB_CIV_POPULATION"] call ALiVE_fnc_PauseModule;
    • Uncheck Autopause in ALiVE Module
    • place a trigger and sync Commander Modules to it
    • create the initServer.sqf with the code above

    Nothing happens, modules work as before. Did someone have an idea or help for me?

    in Module "LOGIC_ALIVE" set "AI Distribution" to Headless Clients
    Headless Client is configured in init.sqf as followed

    if (!hasInterface && !isDedicated) then {	
    headlessClients = [];							
    headlessClients set [(count headlessClients), player];		
    publicVariable "headlessClients";						
    isHC = true;									
    };	
  9. Fri Feb 14 21:45:05 2020

    We use Vcom AI also.
    maybe this can be a part of the problem.

    I tried now without VcomAI but the problem still be the same.

  10. Wed Feb 12 20:42:22 2020
    R RagcBaker started the conversation Auto Pause ALiVE Modules with Headlessclient.

    Hy ALiVE Team.

    I have some questions about Pause Module with Headless Client Configuration
    I do the thing in the following post. But it seems not working.
    http://alivemod.com/forum/4862-auto-pause-feature-clafghan

    initServer.sqf

    ["someId", "onPlayerConnected", {
    	if (({isPlayer _x} count playableUnits) > 0 || OPCOM_TOGGLE) then { ["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM","ALIVE_AMB_CIV_POPULATION"] call ALiVE_fnc_unPauseModule; OPCOM_TOGGLE = false; };
    }] call BIS_fnc_addStackedEventHandler;
     
    ["someId", "onPlayerDisconnected", {
    	if ( ({isPlayer _x} count playableUnits) == 0 ) then { ["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM","ALIVE_AMB_CIV_POPULATION"] call ALiVE_fnc_pauseModule; OPCOM_TOGGLE = true; };
    }] call BIS_fnc_addStackedEventHandler;

    The problem is that the server is not stopping increase Memory or CPU usage. In editor a game logic headless is placed and named. In the ALiVE Module "auto pause" option is set. Can someone tell me what i´m doing wrong in the setup or configuration?

    Thanks in advanced
    Baker

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