T

tourist

Member

Last active 4 years ago

  1. 8 years ago
    Tue May 10 20:20:24 2016

    @all: I experienced the above described problems with CAF AG on the very same Kunduz map and with ACE+RHS+BWMOD. Also I host for myself a server with TADST. I have tried all the measures and tips from the other thread.

    For me, first tests with CUP Taliban instead of CAF show no CSAT units. I will keep you up to date if I spot CSAT in my setup. Might help if you set the OPFOR placement module force composition to "light infantry" and manually disable (=set to 0) mechanized, air and SPECOPS units - these are not defined for CAF or CUP Taliban I think and so might lead to the spawning of default units.

    Just an idea, but maybe it helps....

    Be back once I have played the mission longer,

    tourist

  2. 9 years ago
    Fri Mar 4 22:42:04 2016
    T tourist started the conversation mapping custom factions advice needed.

    Hi there,

    I read the wiki entry about mapping factions that are not configged for ALiVE, but failed to get it working for someguywhos's Afghan National Army and the BWMOD.

    I believed it to be easy to find out the faction name, but maybe it has changed with EDEN? I hover over the BWMOD or ANA assets and see this:

    http://steamcommunity.com/profiles/76561197976686712/screenshots/

    I tried replacing every line in the custom factions mapping example referring to Massi's Africans with BWA3 as BLUFOR faction name and ANA or SGW_Soldier as INDEP faction name:

    // SGW_ANA
    // ---------------------------------------------------------------------------------------------------------------------
    
    ANA_mappings = [] call ALIVE_fnc_hashCreate;
    [ANA_mappings, "Side", "INDEP"] call ALIVE_fnc_hashSet;
    [ANA_mappings, "GroupSideName", "INDEP"] call ALIVE_fnc_hashSet;
    [ANA_mappings, "FactionName", "ANA"] call ALIVE_fnc_hashSet;
    [ANA_mappings, "GroupFactionName", "ANA"] call ALIVE_fnc_hashSet;
     
    ANA_typeMappings = [] call ALIVE_fnc_hashCreate;
    [ANA_typeMappings, "Air", "Air"] call ALIVE_fnc_hashSet;
    [ANA_typeMappings, "Armored", "Armored"] call ALIVE_fnc_hashSet;
    [ANA_typeMappings, "Infantry", "Infantry"] call ALIVE_fnc_hashSet;
    [ANA_typeMappings, "Mechanized", "Mechanized"] call ALIVE_fnc_hashSet;
    [ANA_typeMappings, "Motorized", "Motorized"] call ALIVE_fnc_hashSet;
    [ANA_typeMappings, "Motorized_MTP", "Motorized_MTP"] call ALIVE_fnc_hashSet;
    [ANA_typeMappings, "SpecOps", "Recon"] call ALIVE_fnc_hashSet;
    [ANA_typeMappings, "Support", "Support"] call ALIVE_fnc_hashSet;
     
    [ANA_mappings, "GroupFactionTypes", ANA_typeMappings] call ALIVE_fnc_hashSet;
    [ALIVE_factionCustomMappings, "ANA", ANA_mappings] call ALIVE_fnc_hashSet;
     
    [ALIVE_factionDefaultSupplies, "ANA", ["Box_mas_us_rifle_Wps_F"]] call ALIVE_fnc_hashSet;
    
    SGW_Soldier_mappings = [] call ALIVE_fnc_hashCreate;
    [SGW_Soldier_mappings, "Side", "INDEP"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_mappings, "GroupSideName", "INDEP"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_mappings, "FactionName", "SGW_Soldier"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_mappings, "GroupFactionName", "SGW_Soldier"] call ALIVE_fnc_hashSet;
     
    SGW_Soldier_typeMappings = [] call ALIVE_fnc_hashCreate;
    [SGW_Soldier_typeMappings, "Air", "Air"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_typeMappings, "Armored", "Armored"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_typeMappings, "Infantry", "Infantry"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_typeMappings, "Mechanized", "Mechanized"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_typeMappings, "Motorized", "Motorized"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_typeMappings, "Motorized_MTP", "Motorized_MTP"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_typeMappings, "SpecOps", "SpecOps"] call ALIVE_fnc_hashSet;
    [SGW_Soldier_typeMappings, "Support", "Support"] call ALIVE_fnc_hashSet;
     
    [SGW_Soldier_mappings, "GroupFactionTypes", SGW_Soldier_typeMappings] call ALIVE_fnc_hashSet;
    [ALIVE_factionCustomMappings, "SGW_Soldier", SGW_Soldier_mappings] call ALIVE_fnc_hashSet;
     
    [ALIVE_factionDefaultSupplies, "SGW_Soldier", ["Box_mas_us_rifle_Wps_F"]] call ALIVE_fnc_hashSet;
     
     
    BWA3_mappings = [] call ALIVE_fnc_hashCreate;
    [BWA3_mappings, "Side", "WEST"] call ALIVE_fnc_hashSet;
    [BWA3_mappings, "GroupSideName", "WEST"] call ALIVE_fnc_hashSet;
    [BWA3_mappings, "FactionName", "BWA3"] call ALIVE_fnc_hashSet;
    [BWA3_mappings, "GroupFactionName", "BLU_BWA3"] call ALIVE_fnc_hashSet;
     
    BWA3_typeMappings = [] call ALIVE_fnc_hashCreate;
    [BWA3_typeMappings, "Air", "Air"] call ALIVE_fnc_hashSet;
    [BWA3_typeMappings, "Armored", "Armored"] call ALIVE_fnc_hashSet;
    [BWA3_typeMappings, "Infantry", "Infantry"] call ALIVE_fnc_hashSet;
    [BWA3_typeMappings, "Mechanized", "Mechanized"] call ALIVE_fnc_hashSet;
    [BWA3_typeMappings, "Motorized", "Motorized"] call ALIVE_fnc_hashSet;
    [BWA3_typeMappings, "Motorized_MTP", "Motorized_MTP"] call ALIVE_fnc_hashSet;
    [BWA3_typeMappings, "SpecOps", "SpecOps"] call ALIVE_fnc_hashSet;
    [BWA3_typeMappings, "Support", "Support"] call ALIVE_fnc_hashSet;
     
    [BWA3_mappings, "GroupFactionTypes", BWA3_typeMappings] call ALIVE_fnc_hashSet;
    [ALIVE_factionCustomMappings, "BWA3", BWA3_mappings] call ALIVE_fnc_hashSet;
     
    [ALIVE_factionDefaultSupplies, "BWA3", ["BWA3_Box_all_Tropen_Net"]] call ALIVE_fnc_hashSet;
    // ---------------------------------------------------------------------------------------------------------------------
     
    // PMC POMI
    // ---------------------------------------------------------------------------------------------------------------------
    PMC_POMI_mappings = [] call ALIVE_fnc_hashCreate;
    [PMC_POMI_mappings, "Side", "INDEP"] call ALIVE_fnc_hashSet;
    [PMC_POMI_mappings, "GroupSideName", "INDEP"] call ALIVE_fnc_hashSet;
    [PMC_POMI_mappings, "FactionName", "PMC_POMI"] call ALIVE_fnc_hashSet;
    [PMC_POMI_mappings, "GroupFactionName", "PMC_POMI"] call ALIVE_fnc_hashSet;
     
    PMC_POMI_typeMappings = [] call ALIVE_fnc_hashCreate;
    [PMC_POMI_typeMappings, "Air", "Air"] call ALIVE_fnc_hashSet;
    [PMC_POMI_typeMappings, "Armored", "Armored"] call ALIVE_fnc_hashSet;
    [PMC_POMI_typeMappings, "Infantry", "Infantry"] call ALIVE_fnc_hashSet;
    [PMC_POMI_typeMappings, "Mechanized", "Mechanized"] call ALIVE_fnc_hashSet;
    [PMC_POMI_typeMappings, "Motorized", "Motorized"] call ALIVE_fnc_hashSet;
    [PMC_POMI_typeMappings, "Motorized_MTP", "Motorized_MTP"] call ALIVE_fnc_hashSet;
    [PMC_POMI_typeMappings, "SpecOps", "SpecOps"] call ALIVE_fnc_hashSet;
    [PMC_POMI_typeMappings, "Support", "Support"] call ALIVE_fnc_hashSet;
     
    [PMC_POMI_mappings, "GroupFactionTypes", PMC_POMI_typeMappings] call ALIVE_fnc_hashSet;
    [ALIVE_factionCustomMappings, "PMC_POMI", PMC_POMI_mappings] call ALIVE_fnc_hashSet;
    // ---------------------------------------------------------------------------------------------------------------------
     
    // SUD RUSSIANS
    // ---------------------------------------------------------------------------------------------------------------------
    SUD_RU_mappings = [] call ALIVE_fnc_hashCreate;
    [SUD_RU_mappings, "Side", "INDEP"] call ALIVE_fnc_hashSet;
    [SUD_RU_mappings, "GroupSideName", "INDEP"] call ALIVE_fnc_hashSet;
    [SUD_RU_mappings, "FactionName", "SUD_RU"] call ALIVE_fnc_hashSet;
    [SUD_RU_mappings, "GroupFactionName", "SUD_RU"] call ALIVE_fnc_hashSet;
     
    SUD_RU_typeMappings = [] call ALIVE_fnc_hashCreate;
    [SUD_RU_typeMappings, "Air", "Air"] call ALIVE_fnc_hashSet;
    [SUD_RU_typeMappings, "Armored", "Armored"] call ALIVE_fnc_hashSet;
    [SUD_RU_typeMappings, "Infantry", "Infantry"] call ALIVE_fnc_hashSet;
    [SUD_RU_typeMappings, "Mechanized", "Mechanized"] call ALIVE_fnc_hashSet;
    [SUD_RU_typeMappings, "Motorized", "Motorized"] call ALIVE_fnc_hashSet;
    [SUD_RU_typeMappings, "Motorized_MTP", "Motorized_MTP"] call ALIVE_fnc_hashSet;
    [SUD_RU_typeMappings, "SpecOps", "SpecOps"] call ALIVE_fnc_hashSet;
    [SUD_RU_typeMappings, "Support", "Support"] call ALIVE_fnc_hashSet;
     
    [SUD_RU_mappings, "GroupFactionTypes", SUD_RU_typeMappings] call ALIVE_fnc_hashSet;
    [ALIVE_factionCustomMappings, "SUD_RU", SUD_RU_mappings] call ALIVE_fnc_hashSet;
    // ---------------------------------------------------------------------------------------------------------------------

    What did I do wrong here? No matter if with this config and the ini.sqf calling it or without, I still get the messages about OPCOMS having no fitting factions.

    In my Assymetric setup on the Kunduz Map I place an Insurgent force following the instructions given in the wiki. Using CUP units for that, everything works fine. As COIN forces I sync editor placed ANA and BWMOD units to the Virtuel AI Module and place one OPCOM (which has the factions ANA and SGW defined as well as SGW_Soldier) for ANA and another OPCOM (which has the factions BWA3 and BWA3_FACTION defined) for BWMOD. Then I place playble BWMOD units and a few vehicles, ALiVE support units (all supports work).

    If ingame in Editor testing, I do get the radio messages saying that no suitable groups are there and also I cannot get contact to the BLUFOR OPCOM when trying to see it's objectives in the commander tablet: "No OPCOM instances found."

    Neither the INDEP OPCOM nor the BWMOD OPCOM use their units to advance to the Military Placement (Civilian) Objektives I have synced said OPCOMS to. But I know there are Civilian Objectives - Kunduz is listed as compatible with ALiVE and I can see the Taliban spawning as well when using Intel or when advancing with my playable/AI subordinate units.

  3. Fri Mar 4 13:21:53 2016
    T tourist posted in Server freezes (Fixed!).

    Ok, good to hear. With the current build, I had the impression - as already mentioned in the previous thread by numerous people - that no single mod alone causes the freezes, but that each additional mod on top of the (by the functions you identified as per above posting) already strained server can make him more and more unstable up until the point where he crashes.

    As a temporary fix I tested to play either with RHS OR with ACE, but not with both. This increased my server stabilty to a level where playing for 2-5 hours was possible. But mostly I was alone on my server and only once played for about 3 hours with a buddy in a No-ACE-COIN Mission.

    Happy to hear that a fix is on the way and will gladly test the new build with the same modset I use now.

  4. Tue Mar 1 16:50:10 2016
    T tourist posted in Limiting CAS (SOLVED).

    The code you cite above from the wiki is indeed only for making crewed vehicles available as supports for the player.

    Regarding the units: I can use CUP for civilians also. These classnames are all available at the wiki under "Supported Factions - CUP" where the Taliban (called "Takistani Militia") have CUP_O_TK_MILITIA as faction name and the Takistani civilians have CUP_C_TK as faction name.

  5. Mon Feb 29 20:08:05 2016
    T tourist posted in Limiting CAS (SOLVED).

    The map is Kunduz - that's a 10x10 area. I have set the Taliban Placement module to 200 initial fighters; these numbers can easily get surpassed by them recruiting from the civilians.

    I have placed only one Civilian placement Module though. Still, the Taliban spawn in large numbers just outside the little 2000x2000 m or for smaller camps just 1000x1000 m sized "security bubbles" around the Bundeswehr Bases and camps; they fiercely attack whatever daring patrols venture away from the relative security of the camps/FOB's.

    I think that without BLUFOR OPCOM the profiled units will just remain stationary and defend. Any campaigning into enemy territory would require an OPCOM to order them so, as I understand. I'll test what happens if I have an OPCOM that is synched to the Taliban Military Placements (Civilian Objectives) Module and if I place some profiled (synched to Virtual AI Module) units without waypoints.

    For some totally weird reason, CAF Agressors no longer get recognized as ALiVE group compatible Faction in my setup and therefor turn into CSAT; so I switched to CUP Taliban instead. These have their various AT/AA capable vehicles spawning in sufficient numbers, because I set the force weighting to "random" and only excluded tanks, helicopters and air units for the Taliban spawns in their Military Placement Module.

  6. Sun Feb 28 22:04:15 2016
    T tourist posted in Limiting CAS (SOLVED).

    Hi HeroesandvilainsOS,

    I read your invitation in BIS forums to join this exchange of mission building concepts and will gladly share whatever ideas I have!

    1) Just yesterday, I played the mission I was talking about with my buddy reforger. That setup has CUP Taliban as Insurgents with 200 men Civilian Objective Module+corresponding CQB and IED Modules synched to the Assymetric Commander. We really honoured our Callsigns and fought like Bears and Wolves, but due to my mission balancing, all we could achieve was a 2:1 bodycount (to the enemy's disadvantage) and the destruction of six of his vehicles while loosing four of our APC's.

    2) The 39 playable Bundeswehr units are divided into two 12 men Infantry squads, one 9 men APC+mounted Infantry Panzergrenadier squad, one two men sniper team and one four men MASH team. Around the main FOB, the MASH and the Artillery Base non-playable Bundeswehr units are placed as guard force. These are profiled with the Virtual AI Module and have their waypoints set to guard these Bases only.

    3) Without a BLUFOR OPCOM, all assets like Arty and CAS are always at my disposal. Although if I play alone, I can never rapidly deploy more than 12 men ground forces at once under my direct command. It is possible to recruit forces at the FOB though via Spyder Addons Recruitment Module, up to 24 additional US soldiers to help the BW units. Since there's Base Respawn, I never will run completely out of Infantry, but my ground Vehicles are gone if destroyed. Of course a replenishment via Spyder Addons could be implemented with a few mouseclicks.

    4) By setting the spawns of the Taliban to "random" and excluding only Air units, mechanized units and tanks, their forces will still include motorized units. Aaand... among these are ZU trucks with AA cannons and Landrovers with SPG9 AT launchers which CAN and WILL score hits on Helis! And of course independently of those vehicles there's always a probability for AA infantry with shoulder mounted AA launchers every now and then. This means a fat chance for the CAS Helis getting shot down if you fail to find, fix and fistfuck the OPFOR AA units before calling the CAS. We talked already about setting the respawn delay for CAS assets to 30 Minutes or whatever you see fit.

    5) Another option would be to put in a BLUFOR OPCOM - but I'm not sure if this commander will ever request those units that are synched to the Player Support Modules for his own purposes. There are various ways to bring units under an OPCOM Commander's control as the ALiVE Wiki states:

    "Commanders must have some troops to control from a synced Placement module set to spawn troops or some manually placed and profiled units."

    I haven't tried what happens if you sync the very same units to the Player Support Module AND to the Virtual AI Module - but maybe that could achieve the "Sorry, unit is on a mission for OPCOM already" you would like to see.

    6) Alternative idea: Don't give the player any Supports, but enable the Player Logistics Module which allows the player to request all kinds of reinforcements out of the BLUFOR OPCOM's force pool. These kind of supports will arrive with considerable delay, if at all. That might be more suitable to achieve a mission design goal aiming to make the player feel like being "only a small cog in the War Machine".

    I must playtest the above concepts of OPCOM usage myself first, but I suggest you do the same in your mission and we continue this exchange of mission making ideas - I'm really looking forward to that exchange!

    See you soon here or in the BIS Forums and Best Regards,

    tourist

  7. Tue Feb 16 19:05:08 2016
    T tourist posted in Server freezes (Fixed!).

    Hi guys,

    I had mixed results with server stability and persistence so far. Here's my mission's logs with successful server saving and then restarting with persistence features, using ACE+RHS+BWMOD plus lotsa other mods:

    https://www.dropbox.com/s/zm7e9htv3bp1hou/Kill%20the%20Hydra%20BN%20S%20TEST%20by%20tourist.7z?dl=0

    Not as clean a testing environment as CBA, ALIVE, ACE only, but still worth a look I hope.

  8. Tue Feb 16 18:11:51 2016

    Hi SavageCDN,

    the hint that tupolev gave me in the BIS Forums regarding the space in my group tag helped improve persistence a bit. Tupolev said that not only the full group name has to be free from spaces, but also the group tag.

    Mine was BW FS, and once I had deleted the group and created it new with the same full group name (Fernspaeher) but a group tag without spaces, now BWFS, things went more smooth. I had various different rersults:

    1) A game with my buddy reforger and me in my mod-heavy mission (ACE AND RHS AND BWMOD AND even moar mods...) on Fallujah: server freezing (Dedi on the same PC I use for playing as client) and crashing two times, then a working session of more than two hours where at the end the FPS dropped to unplayable 5 FPS. At this time I tried to server save&exit, but it was too late - the saving process didn't go through all stages and I lost connection to the WarRoom. Therefor, nothing persisted. On restarting this mission, everything was as if we never had fought :-(

    2) A new game of the same mission with renamed PBO and reneamed mission name in description.ext to achieve full persistence reset: I played as only player for about two hours; stable FPS and so I decided to try my luck. I had succeded in a C2ISTAR task and had received a new task. I had driven with AI subordinates in a vehicle away from spawn location, done the first task, received the second and before going to it, had helped to repell an enemy MBT attack on the BLUFOR Base by commanding the CAS and some laser guided Artillery rounds via Darter drone.

    After destroying those tanks I made server save&exit and that went through all the saving instances in a looong saving process of over five minutes. Then I shut everything down, did a reboot and tried what would persist...

    Player location, equipment, health state: yes!

    Player used ground vehicle position and state: yes!

    Darter Drone position: no!

    SITREP Marker: no!

    Tasks: no!

    BLUFOR and OPFOR losses, i.e. the two burning OPFOR tanks: yes!

    3) I had no persistence success at all in my Vanilla Test Mission, not even with player position and equipment. But this test was done with the scripts for AI Teammate teleporting from Spyder, so maybe this was the cause.

    In a nutshell, I have stability issues like server freezing and crashes, but at least I could experience mission persistence in the most important area, the unit losses of all sides, the positions of all units (except my AI teammates, but them spawning at start location while player has saved position from previous session is normal behaviour as I know, LOL!).

    Best of all: persistence mostly worked in my cool modded mission! YAY!

    I'm glad for the great support here and I'm really looking forward to the improvements of the next patch!

    In the meantime, here are my logs from the successful game with all the mods:

    https://www.dropbox.com/s/zm7e9htv3bp1hou/Kill%20the%20Hydra%20BN%20S%20TEST%20by%20tourist.7z?dl=0

    Best Regards,

    tourist

  9. Sat Feb 13 17:57:56 2016

    Well, Congratulations to the team for version 1.0 and my sincere thanks for the dedication and support which is bolstered by nice helpers and testers like you, SavageCDN.

    Sadly, 1.0 hasn't improved my persistance problems. Without further ado, my new logs from playing my test mission with the newest ALiVE:

    https://www.dropbox.com/s/3r6djdgwk7sk1v6/ALiVE%20Test%20Mission%20by%20tourist.7z?dl=0

    Best Regards,

    tourist

  10. Sun Jan 24 16:35:17 2016
    T tourist started the conversation Persistance not working A3 1.54 Vanilla Units only.

    Hi folks!

    Since the filedropper link to my test mission and the .rpt's gained from playing and (unsuccessfully) saving it has expired, I had to upload it again:

    http://www.filedropper.com/alivetestmissionbytourist

    or

    <a href=http://www.filedropper.com/alivetestmissionbytourist><img src=http://www.filedropper.com/download_button.png width=127 height=145 border=0/></a><br /><div style=font-size:9px;font-family:Arial, Helvetica, sans-serif;width:127px;font-color:#44a854;> <a href=http://www.filedropper.com >file storage online</a></div>

    Detailed description in the first thread:

    http://alivemod.com/forum/member/activity/1635-tourist

    Best Regards and High Hopes for a solution

    tourist

View more