H

Hoot

Member

Last active 6 days ago

  1. 6 days ago
    Thu Jun 14 08:28:03 2018

    @xertra11 Yea I'm almost certain it is possible to have units from different factions in your own custom Orbat faction. Once you have created your faction (setting its name and classname and side and such), go into the Unit Editor of Orbat, and click on "new" and a window should appear. What you want to look for in the "create unit" window is the "unit type" part. There you will basically select on which unit your new one is based. You can base your new unit on pretty much every other unit that are in game (be it vanilla ones or units from the mods that you have loaded at that time). Though, in the "Ownership" part of the "create unit" window, make sure you set the correct Side and your new faction, this will define to which Side and faction the new unit will be a part of.
    Not sure if I explained this clearly, but the Orbat is fairly easy to understand how it works, anyhow, here's a tutorial that might help you more (that's also linked in the Orbat pages of the Alive wiki If I recall correctly):

  2. Thu Jun 14 07:48:52 2018
    H Hoot posted in Mission not saving.

    That underscore was the problem indeed, I tried the console command with the underscore removed and it saved the mission. I got the hint pop up saying Alive was saving and such, and then that saving was finished. I then closed the mission and restarted it to see if the save actually worked and if it would load properly, and as far as I could tell the save seems to have loaded without problem (player position, time of the day, and so forth). So all is good now I guess.

    Just putting this here in case someone miss the solution in the top comments:
    //for manual save, type the following command in the debug console, be sure to click local exec to run the code
    1 call ALiVE_fnc_AutoSave_PNS
    //wait for the save message to appear, once it says saving is finished, type in the following command
    -1 call ALiVE_fnc_AutoSave_PNS

    Thanks a bunch for the help @HeroesandvillainsOS & @marceldev89 I really appreciate it :)

  3. Wed Jun 13 17:52:09 2018
    H Hoot posted in Mission not saving.

    Tried it with ALiVE written correctly this time and using local exec, but it doesn't do anything either, also tried putting ";" but still no luck.
    The RPT shows the same error as when I forgot the caps on "Alive":

    "19:35:34 Error in expression <1 call_ALiVE_fnc_AutoSave_PNS>
    19:35:34 Error position: <call_ALiVE_fnc_AutoSave_PNS>
    19:35:34 Error Missing ;"

    "19:36:08 Error in expression <1 call_ALiVE_fnc_AutoSave_PNS;>
    19:36:08 Error position: <call_ALiVE_fnc_AutoSave_PNS;>
    19:36:08 Error Missing ;"

  4. Wed Jun 13 16:57:02 2018
    H Hoot posted in Mission not saving.

    @HeroesandvillainsOS Use the workaround I typed out below where you type in the saving code manually in the debug menu.

    Well I did try the debug console command workaround before posting in this thread (should have mentioned it in my previous post my bad), but it doesn't do anything, it doesn't even bring up the alive tablet nor do I get any messages. Still thanks for helping out ;)

    Checked the RPT file after trying the debug console command once more and it throws some error such as "18:34:56 Error in expression <1 call_Alive_fnc_AutoSave_PNS>
    18:34:57 Error position: <call_Alive_fnc_AutoSave_PNS>
    18:34:57 Error Missing ;"

  5. Wed Jun 13 13:51:25 2018
    H Hoot posted in Mission not saving.

    @bradont Hey, Heroes asked me to post a link to the fixed pbo.
    This only fixes saving when playing as the server (ie. hosted environment) - if you use a dedicated server don't get this
    This is not an official release and is not signed - if you want to play MP on servers that check signatures, don't get this
    The fix or its equivalent will make it into the next ALiVE release, so if you don't know if you need it, don't get it.
    Download x_lib.pbo, replace the existing one in your alive folder.
    https://github.com/AusTac/ALiVE.OS/releases/tag/v1.6.1-Hosted

    The link for the temporary solution is broken, is it possible to have a fixed link to it? if it's too much a bother i'll just wait for the next update no worries.

  6. Wed Jun 13 13:44:28 2018
    H Hoot posted in Saving Lan hosted mission.

    Oh okay, thanks for the info and sorry for the useless thread, I should have searched more thoroughly.

  7. last week
    Wed Jun 13 08:17:19 2018
    H Hoot started the conversation Saving Lan hosted mission.

    So, I might have got this wrong but I was under the impression that it was possible to save the mission even if it's just hosted from my pc without having created a local dedicated server (meaning simply hosted by clicking on host in the multiplayer Arma screen).
    I have my mission ready to go, and I think I've set up correctly all the modules needed for Alive persistence, yet whenever I want to save the mission and quit, well clicking on "server save and exit" doesn't do anything, no messages, even with the debug on on the Alive Data module doesn't show any sort of message. "Player exit" though seems to work correctly.
    My question is, is it possible to save a mission that is being simply hosted on my PC (using Alive data locally) or do I absolutely have to set up a local dedicated server if I want to be able to save the progress of the mission?
    From what I read on this forum, it seems to me that in the past it was necessary to create a local dedicated server to be able to save a mission, but more recent thread (such as the one linked below) have led me to think it was now possible to save without having a local dedicated server.

    http://alivemod.com/forum/3441-setting-up-dedicated-lan-server-for-windows-help/0

    EDIT: Forgot to mention that I'm using the steam workshop version of Alive, if that is of any importance

  8. Fri Jun 8 08:05:51 2018

    Alright, well that's good to know, didn't feel like going through Orbat again to add those artillery units.

    @JD_Wang I often use vanilla artillery/MLRS for artillery support and it's as reliable as normal (ie don't count on it in an emergency :P )

    Hehe, I get what you mean, the delay between calling the strike and when the shells hit the ground can make a difference between life and death. Also reminds me of that quote: "Air strikes always overshoot the target, artillery always fall short".
    Anyway, thanks for the replies!

  9. Thu Jun 7 07:13:23 2018
    H Hoot started the conversation Simple Artillery support module question.

    I have a really simple question regarding the Artillery Support Module: Will it break the module or cause problems with Alive if I were to use as support Artillery, units that are from a different faction than the player's and bluefor Opcom?

    Asking this, cause I'm using custom Orbat faction and completely forgot to add artillery unit to it for use with the combat support module.

  10. 2 weeks ago
    Thu May 31 08:51:36 2018
    H Hoot started the conversation Logistics Air assets & Unsung Helis.

    Howdy everyone,
    Been working for several weeks on a Vietnam War mission using Alive and the Unsung mod aswell as the Prei Khmaoch Luong map. I got pretty much everything set up and working correctly. I created both a custom VC/NVA faction and a US faction using the ORBAT creator, and both factions spawn and work correctly on the map and everything.

    Now the only issue I have left, is getting the Unsung Helis to work correctly as the logistics air vehicles/transport for my US orbat faction. The military logistics module and the player combat logistics module seems to be working fine using the default settings with the Arma 3 vanilla vehicles. However, if I try to set it to use Unsung helis as logistics air vehicles, well it doesn't work properly; meaning that I can call in reinforcement and my request will be acknowledged, I'll get a radio message saying the aircraft has been loaded, then that it is on it's way, and then pretty much everytime after that I always get a message saying the "support aircraft is unresponsive" and then that it has been destroyed en route. I only managed once, to have a Unsung chinook bring in the reinforcement I called, but I have no idea why it worked this time, as I've never managed to get it to work like that again. Except for this one time when it seemed to have worked properly, I always end up having the support aircraft unresponsive/destroyed.

    The Unsung US orbat faction that I made has 3 helis in its "air units" (2 type of Hueys and a chinook). I've also set up a player combat support module, and 3 combat support transport submodules, using those 3 type of helis, and they work perfectly fine. So I'm not sure at all as to why it doesn't work properly with the military logistics and player resupply modules. I've read quite a few threads about people trying to use mod vehicles and such with the Alive military logistics, and tried a few different solutions to get it to work correctly, but still end up having the support aircraft destroyed thing.

    If I restrict the Air Transport Assets to faction only in the Mil Logistics modules, I get the same problem of the aircraft being destroyed en route.
    I've tried overriding the military logistics vehicles as explained in this page of the alive wiki:
    link text

    I also tried using the code posted by tupolov in the following thread:
    link text
    but still end up with the same problem.

    I guess that either I'm doing something wrong, or maybe it's due to the map itself I thought, being a dense jungle map the helis don't spawn high enough and just get destroyed by trees or something, but when setting it to use the vanilla arma aircrafts, they work fine and get to their destination without problem, so I doubt it's due to the map itself.
    If someone could help me get this to work correctly I would really appreciate it, as I'm out of idea as to how getting it to work. I can send my mission files and/or Arma RPT and such if need be.

    thanks for reading this.

    EDIT: did some more extensive testing, and managed to get it to work, more or less.
    Using the "staticData.sqf" technique and calling it in the init.sqf with this code:

    if(isServer) then {
     	waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
    	call compile (preprocessFileLineNumbers "staticData.sqf");
    };

    I managed to get the logistics module to use the Unsung helis for transport. However, there's still a bit of a problem with the Hueys; the infantry groups that I made with orbat are small enough so that all units of a group can fit in one Huey, but whenever I call in a group for reinforcement, there's always 3 or 4 units of the group that don't get put in cargo, and end up walking to the insertion point while the rest enjoy an heli ride. This is probably due to the unsung hueys and not a problem with Alive I'd say. Thought it'd be worth mentioning it though, in case anyone run into this problem. The logistics transports works fine with the Unsung Chinook.

    One more thing though: The problem with the support aircraft being unresponsive and getting destroyed en route seems to always occur whenever I call in one of the SpecOps group for reinforcement. Basic infantry groups work without problems, but the SpecOps will always end up with the "aircraft destroyed" thing. Now I had not payed attention to that detail before, but in the Military Logistics module you can allow or restrict each type of groups, except for SpecOps groups. My question is, are special forces group included in the "Allow Infantry" parameter of the module? Or are they not included and then would that be the reason why I cannot get to have specops groups as reinforcement?

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