B

BlackAlpha

Member

Last active 7 years ago

  1. 8 years ago
    Thu Aug 20 17:07:51 2015
    B BlackAlpha posted in OPCOM seems to time-out..

    @SavageCDN ^ yes and considering the number of groups that use ALiVE in their persistent missions I would think this issue would have been reported in the past. I've had a mission running for 6 days before...although that was some time ago (around alive version 0.7). Will attempt to repro...

    Well, generally speaking, I know from experience that only a small percentage of your playerbase will actually bother to report issues. Most people either simply try to ignore the problems, work around it, or abandon your product entirely and move on to something else.

    Here's a recent example. In multiplayer, smoke is not working for the AI (more specifically, AI local to the dedicated server), they can see through it like it's not there. The issue was there for many months and still is (it's been there for at least 6 months, if not longer). Finally I got off my lazy arse and I reported it on the bug tracker and it seemed like I was the first (now, BIS has acknowledged it and is working on it). Yet, the bug report has gotten very few upvotes and nobody else is reporting this issue. How is that possible? It's an issue that affects almost everybody who plays against AI on a dedicated server and this issue has been there for a very long time. It affects all the big coop communities. Surely, somebody must have noticed it before I reported it. Yet, nobody bothers to report it. Such is life... In my case, it was because of laziness that I didn't report the issue sooner. Maybe everybody is lazy? ;)

  2. Thu Aug 20 12:55:09 2015
    B BlackAlpha posted in OPCOM seems to time-out..

    I second the original post. There appears to be a bug in ALIVE that makes it stop working after a few hours.

    I've done extensive testing with just ALIVE/CBA and I have never been able to get OPCOM to really work for more than a few hours. After a few hours OPCOM stops assigning objectives, units stop respawning and it then also stops sending units to objects. If I run some fancy scripts to look at the OPCOM information, I can see that objectives are assigned, I can see that groups are assigned to objectives, but no units are moved regardless. It's like OPCOM is frozen completely.

    The simplest test that I couldn't even get to work is (using a bare minimum amount of modules with as much as possible default settings):

    1. Give each side 1 custom objective in which they can respawn. Give like 50 units to each side.
    2. Create an empty custom objective somewhere in between those 2 zones that is assigned to both sides, so that they will fight over that objective.
    3. Make sure the player is not nearby and let the mission run for a while.
    4. OPCOM reliably breaks after 2 to 4 hours. I know this because when this bug happens, AI units stop moving around the map, they also stop respawning, and the objective status is not updated properly anymore. What I mean with the latter is that the objective in the center might be assigned to BLUFOR, OPCOM says a BLUFOR unit is standing inside the objective, but if I look at the unit in question, the unit is actually not in the objective but kilometers away, in a completely different location, and is not moving.

    Seeing as how even such a small, simple mission doesn't work, I think it's pretty clear that it's not the server performance that is causing the bug.

    I have been able to get OPCOM to work longer by making it so OPFOR and BLUFOR AI never fight each other. So, what I mean is:

    1. Give BLUFOR AI a single objective that is not assigned to OPFOR.
    2. Vice versa for OPFOR, but give OPFOR some more objectives that the players will be able to fight over.
    3. Let the mission run for 12 hours. No fighting happens during that time.
    4. Afterwards, let players attack some objectives. The OPFOR AI then tries to reinforce and take back the objectives, killed AI units also respawn. This means that OPCOM still works at that point.
    5. But after a few hours of actual fighting (players VS AI), OPCOM again breaks. The objectives stop being updated properly, no units are moved around and AI stops respawning.

    I also tried to create a mission in which AI units don't respawn, so all units are spawned by ALIVE on mission start, but that changes nothing.

    I did all testing on a dedicated server.

    So, it seems that ALIVE works for as long as there's no combat happening. If there is combat happening, it seems to break after a few hours.

    I don't have a test mission for you because last time I did any tests was about 2 months ago, which is when I gave up on ALIVE. But it's not like it's hard to reproduce this bug, seeing as how it always breaks after a few hours.

  3. Wed Jun 3 16:05:27 2015

    But when do they come back? Do you need a mil logistics module for them to come back using the respawn system?

  4. Wed Jun 3 14:25:37 2015

    I'm pretty sure it's not that because if I kill off the active AI, no new AI get spawned in. If you also look on the map while having profile debug enabled, you'll see the profiled group simply disappear completely.

  5. Wed Jun 3 13:35:30 2015
    B BlackAlpha started the conversation Profiled groups removed by Active Limiter.

    So, when there are a bunch of profiled groups around players and you hit the Active Limiter limit, the additional groups disappear from the map. What happens to them? Do they get killed off (reinforcements number goes down and they need to wait for the next transport wave to come in)? Do they come back straight away from somewhere? Or do they get teleported somewhere?

  6. Sat May 30 17:15:56 2015

    What about the mil logistics module? When you put the reinforcements on dynamic, does it also check custom objectives when deciding where to insert?

  7. Sat May 30 15:12:56 2015
    B BlackAlpha started the conversation Difference between mil/civ and custom objectives.

    What's the difference between creating a mission with military/civilian objectives and only using custom objectives? Will some functionality not work properly if you only use custom objectives (insurgency for instance)?

    Main reason I'm asking this is because I'm thinking of creating a mission using only custom objectives to get more control over the objectives. Using mil/civ modules, the north west part of Altis is mostly empty, while the south west part gets very crowded.

  8. Thu May 28 21:15:49 2015
    B BlackAlpha posted in Displaying objective status.

    I'd like to make a suggestion to include functionality that the OP is asking for. In my community we run into the same issue.

    There should be more tools available that inform you on the current status of the war.

    On that note, intel generated by C2ISTAR disappears too quickly. If you are busy fighting and don't check the map for a few minutes, you will probably miss a bunch of important markers. Would be nice if you could choose how long those markers last.

  9. Wed May 20 21:58:02 2015
    B BlackAlpha started the conversation Civilian objective tasks.

    What are the conditions to complete a clear civilian objective task?

    Reason I ask is because in my community we've tried to complete such a task about 6 times and have never managed to do it.

  10. 9 years ago
    Fri May 8 07:19:41 2015
    B BlackAlpha posted in AI Commander and unit numbers.

    Thanks for the reply.

    One more question on number 2. I've been trying to give the AI Commander units through scripting. Will doing something like the following cause any issues down the line?

    ["rhs_group_nato_usarmy_wd_infantry_squad", _pos] call ALIVE_fnc_createProfilesFromGroupConfig;

    EDIT: Also another question about Commander AI. Does OPCOM support missions where redfor is friendly to greenfor? Or will they try to capture each other's areas?

View more