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Last active 6 years ago
This number is related to the numbers of virtualized units that will spawn at any time. Changing this value can create strange behaviors such as enemies spawning up on your back or front so it is not recommended to change. Active Limiter is not related to HC
I have a method (I do not know if it's the right one) to evaluate if HC is needed. First watch the fps of your server when you are in a medium or large city and induce the enemies to enter combat, you can use Zeus to do this by placing allies or enabling invisibility and fire at any direction without stopping. If your server's FPS drops too much to something like 20, HC will be needed.
I hope it helps in some way
Is it possible to import and export savegame generated by ALiVE between one computer and another?
We use two local servers, if one is not available the other should be used to continue the missions but I'm not sure if ALiVE has this feature to import / export lol
@HeroesandvillainsOS @Friznit has some interesting feature ideas written as open tickets on the issues section of the Github if you’re ever curious to see a lead dev’s idea for expanding immersion elements related to OPCOM.
I've been following everything from ALiVE lately but I'm very curious to know what players expect from this mod!
@Nichols All of the above plus bringing back convoys....that is all.
I tested convoys several times after the B.I changes, actually the bots learned how to maneuver (sometimes they hit something but nothing absurd). Maybe it's time for the convoys to come back.
@JD_Wang Couple of things really, and this really is just a wishlist.
One thing that's been bugging me lately is that if there's no airfield on a landlocked map then I can't use ALiVE for airstrikes. It would be awesome if there was a virtual airstrike option. I know there's always been a push to avoid virtual supports, but I just think given the size of a lot of maps, virtual would be a good option to simulate coalition air forces on standby.
Rolling in Spyders civilian interaction system, or coming up with something similar for that increased immersion. Nothing like being told certain civilians are up to no good. I know the devs looked at persisting civilian names and struck issues, but something like that would be amazing. Making the civilians seem more "alive"
IED's could use some love. The EOD mod promised so much but never actually delivered anything that wasn't a buggy mess. I'd really like to see actual dickers watching over IED's they've planted, maybe IED making materials in a house/compound which could work in with the civilians being up to no good, more IED objects like gas canisters etc.
Now this one's really pie in the sky and a ton of work no doubt, but it would be awesome if ALiVE detected ACE running and replaced all the addactions with ACE interactions. The scroll wheel interaction system needs to die.
A couple of things I've picked up playing BTC Hearts and Minds missions:
An interpreter role/s- These are set by the mission maker and only players with this role can get information from civilians, simulating lack of knowledge in the local dialect.
OPFOR UAV's - In the H&M missions the OPFOR will use the cargo drones and drop grenades from them, similar to the way ISIS have been using drones to drop 40mm grenades.
I also really like this one side mission in the H&M mission where you have to go and do medical on an injured civilian, although that's only really fun if you play with ACE advanced medical.
One final thing, and I have no idea how this couple be implemented, but it would be amazing if the enemy ran supply convoys (especially for the non insurgency missions) that could be disrupted. I just really like the idea of doing recon to find a convoy route and setting up an ambush/calling in a strike to take the convoy out, and for it to actually affect the war somehow.
Oh and just to back up @Cobra I also preferred having to blow up installations instead of the hold action. It was often fun to just drop a JDAM on target buildings :)
Interesting idea about the maps and airplanes, I share the same feeling
SpyderBlack's civilian interaction is indispensable in insurgency, it would be a good one if it were introduced in ALiVE but by what I noticed from the code, it is very large lol
Yeah Convoys is something to really think about after this last update.
ALiVE has been active for many years and many things have been changed and created, the mod has evolved and today we have a unique mod that brings an unparalleled experience compared to any other mod out there.
Of all the things that have already been inserted into the mod, what would you like to see improved in ALiVE?
1) Tasks
2) Transport
3) Logistics
4) Player Command
5) Intel
6) Combat Support
7) Battlefield Intel (markers, map, squads and more)
8) Experience between ALiVE and Player
I did some testing modifying to the solid border at 30% opacity and it was much better to understand where my faction squads was present and the options I had to participate in the battle.
The idea of these markers is to place them on each objective with the default red color and change to blue color ONLY if 1 BLUFOR profile is present in the area. This way, there is no type of "cheat" in knowing where enemies are or if they have invaded the area to attack.
It's a way I found of not having to go in areas where OPCOM is acting. Plus, i still need the tablet to check some information.
It was only a quick test mission that I did using triggers, markers, custom objectives and to be honest, I really liked the result, it improved the "communication" between ALiVE and Player.
Hello, welcome to the forum!
Let me ask you one thing: Have you enabled auto-init?
If enabled, disable. On the one hand it helps on fast loading but it breaks some scripts as it was reported in GitHub.
@Friznit That's not a bad idea actually. We could potentially add a capability for players to place a "Target" marker over an intended objective which spawns an invisible object that calls ALiVE_spawnSources. That would allow pilots to set an Area of Interest that pre-spawns all ALiVE profiles. Not ideal for general roaming around, but you could sort of pass it off as being realistic ish buy calling it an assigned CAS area for the aircraft. Possible something to hook into ALiVE Advanced Markers. I'll have a chat with the dev monkeys and see if I can get anyone interested enough to code something.
Excellent Frizinit, your idea fits perfectly in the context of ALiVE, hopefully it will work! Fingers crossed xD
The camera is not taken into account in the spawn radius but the aircraft.
I had terrible experiences playing with attack jeets on ALiVE precisely because of the spawn radius in airplanes. If you increase too much, spawn / despawn will actually cause fps dropl (not because of ALiVE but because of the amount of objects appearing and disappearing, especially in areas with many enemies). If you reduce the radius, you have to be very close to the target for appear and then you run the risk of dying if it is an AA, MANPADS etc. I did a test with friends on a server and flying with more than 1 plane is really impossible because the fps of everybody falls absurdly!
My only way was to set the spawn radius at 200 (so the bots that are at an airport for example are visible) and use a drone to move to the attack area to spawn the targets. The problem is that sometimes the AR-2 Darter gets drunk (ArmaBUG) and takes too long to get to the destination or worse, is killed before arriving.
SpyderBlack gave some tips on how to replace this drone with an object that will call ALiVE_spawnSources and generate the spawn in a specific location but I could not get it to work.
One possibility could also be: Once the ALiVE generates an air-related task like CAS, SEAD for example, it creates an object using spawnSources and deletes it as soon as the object is destroyed. I do not know if it would be possible but it is a suggestion to the devs.
So players on planes can view and attack their targets at a safe distance without knocking down their own fps or everyone present. As I said, more than 1 plane on the server can create many problems when the spawn radius is high.
Your post made me curious about the vehicle bursts as I was having the same problem on a server with friends.
I removed mod by mod, script by script and it was really the place ambient vehicles + place air assets.
I deactivated these options, put the vehicles manually and apparently the problem was solved.
Now I will test with ace after a saved persistence to see if there is any influence of it in the spawn.
Thank you Marcel and Spyder for the explanations!
I have one simple question: I'm writing an invasion mission in Altis where the beginning is the USS Freedom. Enemies have all objectives of the island dominated and my faction only has a mil objective configured to 200 units in the Freedom, but set for objectives only. My focus is to grow the faction over time. ( using dynamic force Pool)
As progress advances, will OPCOM automatically call troops to place them on objectives? I did some quick tests and it looks like I have to do this manually calling reinforcements and waiting for OPCOM distribute. Its okay if i do that but if these troops all die? The OPCOM will call replacements or I'll have to take care of this part too?
thanks