Last active 1 hour ago
Ok I think I slightly misunderstood your question. I'm not sure that it's actually possible (I doubt it very much) to have ai trigger/spawn other ai units. But I could be wrong.
What you would usually do in this circumstance is ensure that the units you don't want to profile (disappear from the map) i.e. the one's you put in your cage are editor placed. It then depends on how you have the virtual AI module is set up. If its 'virtualize synced units' then you sync the group leader of each group or individual unit to the virtual AI module. Or if you've set it up to 'virtualize all editor placed units except synced units' , place the group/individual unit and don't sync the group at all.
This would mean, in a manner of speaking, that these units are not actually being controlled by alive and are simply editor placed units. Therefore, they won't 'disappear'.
Can you not just use editor placed ai enemy, that are not going to profile ?
Yeah ok, thinking about it, I may have been too hasty in my exiting. I also wasn't sure if I needed to 'player exit' as well, but have since learnt that I don't need to. Annoying, but it's all learning.
Ok damn. So lythium as it currently stands, isn't fully compatible with alive ?
Thanks for your help. At least it's making more sense now,
So I completely made a new mission from scratch - very methodical, ensuring everything was set up correctly.
All working well initially, mission showing up in war room, stats, etc, mission itself functioning properly.
I then invited a handful of people from my unit to test. Just engaging enemies, using adv. markers, etc. saved a few times, markers had saved, our position and load outs all good and then on the last save, our position/load out was fine, but we noticed adv. markers stopped functioning completely and connection with the war room was lost. This is exactly the same as what occurred before. At least it's consistent...not sure if it's a mod/server configuration causing the issue, no idea.
Anyhow, here are links to the rpt and plugin logs of this particular mission.
@Tupolov I understand you're away, so obviously, just when you get the chance to take a look at it and perhaps see what's going on, would be greatly appreciated.
OK, thanks for letting me know.
@Tupolov I literally copied and pasted the current mission, renamed it of course and changed it from cloud to local and it all seemed to worked fine... not sure if that's useful to you.
Is it possible my current version is just corrupted somehow ? We are only week into the campaign, at worst, we can start from scratch, if you can't figure out what's wrong? Would you suggest, that's our best option and perhaps set it up as local data save this time?
Thanks a lot.
Here's the latest RPT, with database debug on -
file was too big for pastebin, etc, so here's a dropbox link for rpt file: https://www.dropbox.com/s/z6ghkbkemhyiw9r/arma3server_x64_2017-07-21_21-51-22.rpt?dl=0
@Tupolov thanks a lot.
1). Is this fairly straightforward to resolve ? i.e. if I drop roadblocks down from extreme to high or medium ? Or will that break the current mission?
2). ok fair enough. Just to confirm, we're running the latest CBA of course.
3).  - will do and I'll paste in the RPT and plugin soon.  - ok I'll try that.
Thanks again for your help, it is appreciated.
I don't think I mentioned this, but to confirm its not connecting to the war room or logging stats (was fine a few days ago, as previously mentioned above). It remembers player load outs and time of op and profiles seem to be restored. So no adv. markers and no war room, seems to be the main issue.