N

Nichols

Member

Last active 3 years ago

  1. 6 years ago
    Sun Dec 23 13:05:29 2018

    @Ivorystate did you find a resolution to this one and did you open an issue on GitHub ? I just opened up an issue on there if you want to jump in on it with your information as well.

  2. Tue Dec 18 13:31:58 2018

    @JD_Wang I have seen the same thing and have since started using the vanilla civilian spawner along with the ALiVE CivPop module to get civilians spawning in towns. I had a very similar behavior to the one you mentioned on most of the towns on Tanoa. Particularly the Lijnhaven area. The small villages would spawn stuff but the large town would not spawn any no matter what settings I used for civilians in the module.

  3. Tue Dec 18 13:29:01 2018

    I have seen the map but no action being recorded since the change to the new host platform; all settings are done correctly in the modules to allow replay.

    Currently this is what shows up for our current mission .

    I have posted in the ALiVE GitHub today about this same issue.

  4. Tue Dec 18 06:58:00 2018
    N Nichols started the conversation Headlessclients and ALiVE Auto Pause.

    Are headless clients treated like real players in a mission with Auto Pause enabled? I am asking just because I want to find out if the mission runs with the headless clients active in a mission or if Auto Pause functions off of the real player ID in some way.

  5. Thu Dec 13 05:42:28 2018

    @HeroesandvillainsOS this is what I just found in running the test and taking a deep dive into our server files.

    Issue posted on the Alive GitHub.

  6. Thu Dec 13 04:52:57 2018

    So no they didn't save but I think I found the issue. Will know more in about 5 minutes from my time right now.

  7. Wed Dec 12 19:21:56 2018

    @HeroesandvillainsOS

    Two separate tests done and both with same results.

    First test RPT done with incognito script function which uses the same CfgRemoteExec call in a description.ext file....no persistence save was able to be done when using admin menu and choosing save and exit. Game exited directly to lobby without ALiVE tablet coming up for save procedure.

    Second test RPT done without incognito script and same result as all other times...no persistence save was able to be done when using admin menu and choosing save and exit. Game exited directly to lobby without ALiVE tablet coming up for save procedure.

    So my hypothesis is shot down pretty quickly. I am still left wondering what in the hell is happening that keeps us from being able to have persistence via the War Room.

  8. Wed Dec 12 18:32:57 2018

    Yeah I have done that which is why I am moving into full blown test mode. Incognito runs the same thing that may be triggering the failure in the script in the description.ext file. It was easier to setup the basic repro mission for me than to redo all the other stuff in the regular mission. At least this way I can test my hypothesis before I really go out on a limb further than I already have.

  9. Wed Dec 12 17:59:23 2018

    About to run a quick test with ACE, CBA, ALiVE and TFR Tanoa Takedown Mission ACE3 Files (has a pbo from ACE 3 in it only; nothing else) and using the incognito script function from Incontinea since he uses the CfgRemoteExec function in his description.ext as well.

  10. Wed Dec 12 17:37:06 2018

    Current mission setup when I log in as admin and hit server save and exit it dumps me right back into the lobby and does not go to the ALiVE tablet at all to save the mission. So therefore we get nothing for persistence and we are having to manually adjust our mission each time we want to move it ahead.

    My thought is would there be a way to whitelist ALiVE functions via the description.ext file for a mission to ensure that they are running alongside other mods?

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