Whigital

Member

Last active 5 years ago

  1. 8 years ago
    Fri Oct 21 06:56:02 2016
    Whigital posted in How To Setup a Headless Client.

    @JayS_NL Those are calls to a log function (FF7_fnc_debugLog) in our function library. Just comment out those lines (17, 28 and 69) and you should be good.

  2. Tue Oct 18 23:53:57 2016
    Whigital posted in How To Setup a Headless Client.

    Had the same problem, 2 HCs connected on mission load, but only 1 used when AI got distributed. Took a look at the variable "headlessClients", and it only contained 1 HC.

    Executed the following from the debug console to get both HCs in the array:

    headlessClients = [];
    
    {
    	if ((typeOf _x) == "HeadlessClient_F") then
    	{
    		headlessClients pushBack _x;
    	};
    } forEach allPlayers;

    With both HCs in the array, it worked as expected, groups got distributed to both HCs, but could never figure out why only 1 HC got added to the array at start. Ended up modifing the ai distribution script and this was the result.

    http://pastebin.com/C3ATm7UB

    Works like a treat, you dont need to have HCs connected at start, and you can stop and start HCs mid mission. All credit to the ALiVE team for the base code, just modified it a bit to suite our needs.

  3. Sat Oct 8 14:35:45 2016

    The static data is loaded in when the ALiVE_Required module is initialized. So to actually get the custom blacklists in to the blacklist array, it has to be specified before the concatenation into the big blacklist arrays.

    Do it all in the init of the ALiVE_Required to make sure the ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST, ALiVE_PLACEMENT_CUSTOM_VEHICLEBLACKLIST and ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST is filled before they get used.

    https://github.com/ALiVEOS/ALiVE.OS/blob/master/addons/main/static/Placement.hpp

    See this for reference -> http://alivemod.com/forum/2374-blacklisting-unit-question

  4. Thu Sep 29 12:06:03 2016
    Whigital posted in ALiVE server wont save!.

    Silly question perhaps, but the server command line was cut off in the RPT, and i didnt see a -serverMod=@AliveServer in there.

  5. Wed Sep 28 22:20:47 2016

    @Whigital And adding the variable to the vehicle spawns a group of crewmen besides the vehicle.

    Having the empty AA vehicles in the mission seems to have that effect, but spawning them in via a script later does not. Im guessing having the variable on the vehicle makes the CS module do some stuff during initialization.

    Only tested on a small TestBench mission, but will try on our full ALiVE theatre.

  6. Tue Sep 27 14:31:08 2016
    Whigital posted in Alive - HC Client [solved].

    Be sure to start your server without -autoInit to make sure the HC is connected before the mission is loaded. Otherwise, the server will load the mission on start, and initialize before the HC is connected and recognized by the ALiVE_require module (main).

  7. Sun Sep 25 19:03:02 2016

    It does not work setting ["ALiVE_CombatSupport", true] on the group, and looking at the if statement in fnc_AI_Distributor.sqf#L46, it checks if the vehicle of the group members are in has the variable set.

    This workaround will work if you set the variable on the vehicle the unit is in. It will, from what i can see, not work on induvidual units not in a vehicle.

    And adding the variable to the vehicle spawns a group of crewmen besides the vehicle.

  8. Sat Sep 24 19:00:44 2016
    Whigital posted in Linux server problem.

    Have you copied the keys from the respective mods to the keys folder of your arma server ?

    And, you dont need to load CBA as -servermod

  9. Sat Sep 24 17:47:26 2016

    I saw that in the code, but thought it might have other consequences. But doing a search for it ("ALiVE_combatSupport") in the repo, looks like it shouldnt affect anything else. I'll give it a go and report back.

  10. Sat Sep 24 08:32:05 2016
    Whigital started the conversation Keeping groups local to the server.

    We use a lot of extra units and vehicles in our ALiVE missions, and have a wish to keep them local on the server (for script and thread locality reasons), and when using HC's, this gets a little challenging.

    For example:

    Hostage rescue, if the hostage group gets transferred to a HC, the unit isnt local to the server anymore and that needs to be taken into account when writing all the loops and spawn code for that unit.

    Base defanse, AA units whit scripts that refill ammo on fire. If locality changes, setVehicleAmmo needs to be executed on the HC.

    Little things like that. My question is, is this an issue for anyone else in the community, and if so, can we get a group variable check in the HC code so it skipps transferring those groups you want to keep local to the server ?

    _grp setVariable ["ALiVE_AI_Distributor_serverLocal", true];

    and then a check for it in fnc_AI_Distributor.sqf#L46

    !(_x getVariable ["ALiVE_AI_Distributor_serverLocal", false])

    If no one never had any issues with anything like this, its no point in adding this feature. Most of the examples above can be worked around with some blackmagic, just takes a little extra effort.

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