H

hardly

Member

Last active 5 days ago

  1. 5 days ago
    Tue Nov 13 13:11:03 2018
    H hardly posted in Wake Island?.

    I've confirmed it's not a problem with the map. I tried Malden and Kastellizio and had the same errors as well.

    Thanks for checking it out.

  2. last week
    Fri Nov 9 16:14:44 2018
    H hardly posted in Can't Open Admin Commands.

    Nope, it should be under the right windows key with all the other alive stuff.

    (The menu key between the right-alt and right-control.)

  3. Fri Nov 9 13:04:16 2018
    H hardly started the conversation Script Errors? <time> _t and _profileID.

    (ALIVE1.7.0.1807121 Arma 3 Stable 1.82 >> LEGACY FROM STEAM / Only other mods are maps.)

    Good evening,

    I've been working on developing my single player mission mainly following the quick start guide among other things. I thought about posting these to GITHUB, however, I'm not sure if it's a script error or if I didn't make the mission properly.

    I am constantly getting 2 kinds of errors and I can't deduce which module they are coming from:

    1. _t or <TIME>

    I thought this was from the C2IStar plugin. I started getting it after installing the C2IStar plugin. It seems to reduce in volume if I turn off everything including TRACE, Friendly units, Military Units and Player units. Changing the actual refresh time in C2IStar doesn't seem to affect this.

    21:50:29 Error in expression <time > _t>
    21:50:29 Error position: <_t>
    21:50:29 Error Undefined variable in expression: _t

    2. _profileID

    This second error I thought I was getting because I placed an un-synced boat for the player to use or when I had the Military/Civilian objectives set too high. However, it started showing up again, of all times, when I got enemy kills.

    21:49:50 Error in expression <e = ([ALiVE_ProfileHandler,"getProfile",_profileID] call ALiVE_fnc_profileHandle>
    21:49:50 Error position: <_profileID] call ALiVE_fnc_profileHandle>
    21:49:50 Error Undefined variable in expression: _profileid
    21:49:50 File \x\alive\addons\mil_opcom\fnc_OPCOM.sqf [ALiVE_fnc_OPCOM], line 2550

    If anyone needs me to post the mission or rpt data let me know. I've got a good 35mb of logs for you but they mostly say the same thing.

    Thanks in advance to anyone who reads this.

  4. Thu Nov 8 05:57:32 2018
    H hardly started the conversation Single Player Saving [Solved].

    After tinkering for a few days trying to make a single player mission. I continually have problems saving progress.

    I wanted to make a mission where I could play single player and slowly move sector to sector clearing enemies over the course of a few weeks while occasionally saving after a good day. I wanted to use CI2STAR and TRACE mode to give the player an idea of where the action is to make up for lack of normal communication between soldiers.

    I have save working locally and persistence set to on in every module I could. However, after saving and reloading in an enemy hanger. The enemies respawned when I reloaded the Alive mission. I don't think they spawned due to logistics. Rather, ALiVE just generated new enemies for that area because that's what it does on startup.

    I reset the save data several times and made sure to play through the scenario menu, and not through the editor.

    I think, though, playing through the editor didn't actually spawn any enemies but playing through the scenario menu did. Is it possible that ALiVE does something different when launched through the scenario menu?

    I'll continue bug-testing tonight. This feels like it's almost working.

    *** UPDATE ***

    I found the culprit. It wasn't logistics after all, but it was the Close Quarters Battle module that was randomly spawning enemies upon reloading the game.

    I've since edited my map and instead of using logistics and CQB, I've decided to simply do a grand-scale war (on Malden 2035) because random enemy spawning is exactly what I DON'T want in this mission.

  5. Wed Nov 7 12:08:42 2018
    H hardly posted in Mission Templates.

    I'll check it out, thanks.

  6. Wed Nov 7 10:16:32 2018
    H hardly posted in Wake Island?.

    Was this ever completed?

    I have been trying to get Alive working on Wake Island for two nights now but I keep getting OpCom Line 2550 _ProfileID / Profile Handler errors.

    It just occurred to me that maybe Wake Island isn't indexed and that is what's causing random errors along with the occasional (but entertaining) rocketing transport helicopters.

    I am also getting errors from the CSI Star module when it's installed... Could that be due to the map lacking an index as well?

  7. Mon Nov 5 15:05:40 2018
    H hardly posted in Mission Templates.

    I hate to bump a thread but are there any mission templates that are updated to work with the newest version of Alive?

    I'm personally looking for a single player scenario on Tanoa where NATO, CSAT, "the syndicate" and "friendly guerrillas" are duking it out. I want to be allied with NATO and the friendly guerrillas.

    Alive is a really amazing system but as a non-military/non-commanding type, the interface is a little mood breaking since you can play a commanding role while ALSO being a foot soldier.

    Having a mission where it's not needed, for me, would be a large bonus.

  8. last year
    Sat Jun 17 11:28:57 2017

    I understand that. What I don't understand is mission making so I was making a request.

    I guess in plain English what I'd be asking for is NATO vs CSAT on Altis with AAF and FIA on the sidelines and me, on the NATO/FIA side as a Merc but not directly connected to anything(i.e. no commanders tablet) but with the option to make small differences in the battle.

    If I was playing on Tanoa, for instance, I'd like to actually play a single small side-role such as a mercenary with ALiVE handling the main battle.

    Don't get me wrong. I absolutely love ALiVE and what it does for ARMA, but the missions I've seen so far give the player too much freedom in terms of *free* equipment and vehicles to where I either run off into enemy territory and get killed or I just want to sit back on the side lines and wait to see how the war develops before jumping into play.

    Too much of a lone wolf I guess.

  9. Sat Jun 17 06:12:16 2017

    Well, I'm not military either but common sense says you don't beach a hull-boat like the gunboats.

    My honest guess is that larger boats would strictly be used for patrol because they would be unreliable and unsafe in shallow waters and beach landings.

    The rubber speedboats would be used for landings(just like "in the movies") because they can glide right up onto a beach and/or navigate waters with hazards such as tree trunks/rocks below the surface.

    I'll try to figure out if these are ALiVE generated boats that are being beached or if they are actually boats you placed at a base that the AI used to move from position to position.

  10. Fri Jun 16 23:47:08 2017

    Can't you disable infantry from using patrol boats and leave them with the rubber ones?

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