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Last active 7 years ago
I've encountered many errors when using the C2ISTAR ALiVE module and some other ALiVE modules such as OPCOM. This is with the latest ALiVE version 1.2.9 . Players are on the RHS USMC - Desert faction, enemies are CUP Takistan Locals / Independent faction CUP_I_TK_GUE, the map is CLA Clafghan.
Enemies spawn and despawn correctly, yet often times C2ISTAR tasks will fail to be assigned due to ALiVE erroring out before getting that far.
15:53:54 Error in expression <ewObj setDir (_azi + _azimuth); _newObj setPos _newPos; }; }; if (isNil "ALiVE> 15:53:54 Error position: <setPos _newPos; }; }; if (isNil "ALiVE> 15:53:54 Error Type Number,Not a Number, expected Number 15:53:54 File x\alive\addons\x_lib\functions\composition\fnc_spawnComposition.sqf, line 125 15:53:54 Error in expression <select 2} else {0}; private _newPos = [_posX + (_newRelPos select 0), _posY + (> 15:53:54 Error position: <_posX + (_newRelPos select 0), _posY + (> 15:53:54 Error Undefined variable in expression: _posx 15:53:54 File x\alive\addons\x_lib\functions\composition\fnc_spawnComposition.sqf, line 109 15:53:54 Error in expression <ewObj setDir (_azi + _azimuth); _newObj setPos _newPos; }; }; if (isNil "ALiVE> 15:53:54 Error position: <setPos _newPos; }; }; if (isNil "ALiVE> 15:53:54 Error Type Number,Not a Number, expected Number 15:53:54 File x\alive\addons\x_lib\functions\composition\fnc_spawnComposition.sqf, line 125 15:58:43 Error in expression <position _player; _distance = _position distance _taskPosition; if(_distance <=> 15:58:43 Error position: <distance _taskPosition; if(_distance <=> 15:58:43 Error 0 elements provided, 3 expected 15:58:43 File x\alive\addons\mil_C2ISTAR\utils\fnc_taskHavePlayersReachedDestination.sqf, line 37
This would definitely explain why my missions forces seem to get much weaker the more players there are. Glad I found this thread.
Okay, so I can blacklist all AA units effectively. But how can I spawn new AA units myself in areas ALiVE is spawning virtual AI groups? Is there a event handler alive fires when it spawns a virtual profile I can watch out for, so I can get the correct area to spawn units based on a probability?
With the faction mappings, that looks like it's for fixing mods that don't have properly setup CfgGroups for their custom units. What I need is a way to figure out where ALiVE is running AI groups without hogging the server checking every enemy unit in the game or something weird.
Yeah without diving into the code, It sounds like a bug.
Thanks for the reply!
In regards to #2 yes, I mean ALiVE placing random enemy static weapons around/on top of buildings etc similar to what UPSMon does. So with regards to 1 and 3, I would need to setup a staticData script that uses the hashlist stuff to blacklist AA, then manually pop them in myself?
Is there a clean way to go about throwing in units near ALiVE spawned groups, like maybe ALiVE fires an event with some data when it spawns a virtual group I can wait for?
Does ALiVE 1.0 still count player groups in the limiter?
@AUTigerGrad Here's a demo of my ambient sounds pack in action on a typical patrol through an Afghan city.
I'll try and get these up along with my African pack in the next couple of days.
This looks amazing! I would love to use this on one of my afghanistan missions.
So I've been making some very entertaining missions recently thanks to ALiVE, but I have a few questions regarding enemy force layout. This is for ALiVE version 1.0.
1. Is it possible to limit the probability that a certain type of unit will spawn? For instance, anti-aircraft troops. Currently, if a faction has AA infantry, a Light Infantry force will spawn lots and lots of AA at objectives, it would be great to have a cap.
2. Is it possible to configure static emplacements? I noticed ALiVE currently does not spawn any.
3. Is it possible to configure how many vehicles will spawn via ALiVE? If a faction config has a group of tanks, the entire group spawns, rather than one or two which would be preferred.
Here is a post I found from a BI dev detailing the change. It looks like for now you can right click -> connect -> sync to.
How do we "sync" our modules together now that syncing has been removed? I'm having issues assigning an AI commander to my military modules, and with the Virtual AI module have had to set it to sync all editor units.