R

RagcBaker

Member

Last active 2 years ago

  1. 4 years ago
    Tue Mar 24 07:53:30 2020

    Hy stu13,

    Which modules you placed?

    AI Commanders and ???
    Do you set the Civilian and Military Placements? If yes how do you configured this modules?
    Which factions you use? Do you use Headless or normal server configuration?

    Greetings
    Baker

  2. Fri Feb 21 18:50:44 2020

    After some further testings, i found out that the increase of memory are from the Air Commander Module. I removed the Air Commanders in my Mission. The memory stops increase.

    I will now check the modules pause configuration.

  3. Wed Feb 19 22:40:15 2020

    Thanks JD_Wang

    we also tried to use 1 instead of 0 in the count of playable Units. But the same problem. Maybe someone can write a short tutorial how to set this up correct for a mission. An example initServer.sqf or and other needed files like init.sqf or description.ext

  4. Sun Feb 16 19:56:31 2020

    I have tried different thing now. But nothing seems to work.

    - paste the following into init.sqf

    ["ALIVE_MIL_OPCOM","ALIVE_MIL_OPCOM","ALIVE_CIV_OPCOM","ALIVE_AMB_CIV_POPULATION"] call ALiVE_fnc_PauseModule;
    • Uncheck Autopause in ALiVE Module
    • place a trigger and sync Commander Modules to it
    • create the initServer.sqf with the code above

    Nothing happens, modules work as before. Did someone have an idea or help for me?

    in Module "LOGIC_ALIVE" set "AI Distribution" to Headless Clients
    Headless Client is configured in init.sqf as followed

    if (!hasInterface && !isDedicated) then {	
    headlessClients = [];							
    headlessClients set [(count headlessClients), player];		
    publicVariable "headlessClients";						
    isHC = true;									
    };	
  5. Fri Feb 14 21:45:05 2020

    We use Vcom AI also.
    maybe this can be a part of the problem.

    I tried now without VcomAI but the problem still be the same.

  6. Wed Feb 12 20:42:22 2020
    R RagcBaker started the conversation Auto Pause ALiVE Modules with Headlessclient.

    Hy ALiVE Team.

    I have some questions about Pause Module with Headless Client Configuration
    I do the thing in the following post. But it seems not working.
    http://alivemod.com/forum/4862-auto-pause-feature-clafghan

    initServer.sqf

    ["someId", "onPlayerConnected", {
    	if (({isPlayer _x} count playableUnits) > 0 || OPCOM_TOGGLE) then { ["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM","ALIVE_AMB_CIV_POPULATION"] call ALiVE_fnc_unPauseModule; OPCOM_TOGGLE = false; };
    }] call BIS_fnc_addStackedEventHandler;
     
    ["someId", "onPlayerDisconnected", {
    	if ( ({isPlayer _x} count playableUnits) == 0 ) then { ["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM","ALIVE_AMB_CIV_POPULATION"] call ALiVE_fnc_pauseModule; OPCOM_TOGGLE = true; };
    }] call BIS_fnc_addStackedEventHandler;

    The problem is that the server is not stopping increase Memory or CPU usage. In editor a game logic headless is placed and named. In the ALiVE Module "auto pause" option is set. Can someone tell me what i´m doing wrong in the setup or configuration?

    Thanks in advanced
    Baker

  7. Tue Oct 22 19:26:00 2019
    R RagcBaker posted in Someone use my clan TAG on warRoom.

    Any Updates on this request?

  8. Tue Jul 23 19:04:13 2019
    R RagcBaker started the conversation Someone use my clan TAG on warRoom.

    There is a user who use my Clan TAG and my homepage for having an account in WarRoom.

    [RAGC] Realisticarma.com

    But i´m the owner of this domain and head of this clan. Is it possible to delete this group on war room so i can create my own group with this TAG = RAGC

    Thanks in advanced
    Baker

  9. 5 years ago
    Thu Jan 3 10:37:53 2019

    It working on my server with mods and so on. I must have a look at the mission and the server. Do you load the ALiVE Server Mod on Serverstart?

    Which faction you use?

    Greetings
    Baker

  10. Thu Jan 3 09:27:48 2019

    It seems that you have configured the Logistics modul not correct. Logistics Modul just send out the troops if they have air or land vehicles defined for the faction. Which configuration you set in the module?

    Static or dynamic?
    If you set static where you place the logistics module?
    We place the module near to the airbase which is covert with an own taor marker and a military placement module which is create air assets and ground troops.

    In this config on chernarus ai is reinforced with choppers from the airbase.

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