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Last active 5 years ago
There's a couple of issues here:
1. https://github.com/ALiVEOS/ALiVE.OS/issues/273 and
14:26:41 Error in expression <ebug"] call ALIVE_fnc_CP;
while {count ALiVE_civ_placement_ROADBLOCK_LOCATIONS >
14:26:41 Error position: <ALiVE_civ_placement_ROADBLOCK_LOCATIONS >
14:26:41 Error Undefined variable in expression: alive_civ_placement_roadblock_locations
14:26:41 File \x\alive\addons\civ_placement\fnc_CP.sqf [ALiVE_fnc_CP], line 2354
is related.
2. This is new:
14:25:24 Error in expression <] call CBA_fnc_find == -1) && _response != "UNAUTHORISED!") then { _result = [_> 14:25:24 Error position: <!= "UNAUTHORISED!") then { _result = [_> 14:25:24 Error !=: Type Array, expected Number,String,Not a Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,Location 14:25:24 File \x\alive\addons\sys_data_couchdb\fnc_readData.sqf [ALiVE_fnc_readData_couchdb], line 1819
3. There's errors with the mil_logistics loading, but its not clear what the issue is there.
Actions:
Did you want to write up a tutorial based on what guidance you think is missing?
We've had other feedback that the tutorials and info provided is sufficient so we'd like to get your views on what is missing.
Thanks!
Ok, I see the issue.
The F/A-18s are not configured with updated weapon configs, therefore they don't get registered for Attack or Fighter tasks...
We implemented a fix in dev to address this. So this will work in next release.
You should also reach out to TeTeT to see if he plans to update these aircraft (and their weapons/ammo) to 1.72 configs (specifically the new targeting / sensor changes)
Looks like data is loaded ok, there are some minor errors.
We have seen some instances where players are not restored on original connect, but are restored if they abort and rejoin. We have pushed a fix into dev this week for that issue.
Also noticed some errors on logistics, so are vehicles getting restored to the correct place?
How do you know profiles etc are not restored? It looks like the data and OPCOM objectives are loaded.
Tasks are not persisted.
If no alarm, then it doesn't sound like the aircraft is being tasked.
Select debug in the ATO module, run your mission and wait for an ATO to be sent, then post the RPT.
Firstly, pilots don't run to aircraft on the carrier. BIS AI can't do that.
If pilots are spawned then that means the aircraft are registered with ATO.
In theory aircraft should be moved to the catapult... not sure why that wouldn't happen. Need to see ATO debug in the RPT. Does the alarm sound?
For carrier launch, we only support aircraft that are compatible with Arma 3 carrier operations. Not sure if TeTeT updated the F/A-18s to support that or not.
Nice one Friz, I think that issue/feature request provides a lot of the info needed for "meta" but in a credibly realistic way.
@JD_Wang So I'm from the other end of the spectrum, I actually enjoy not knowing what the OPCOM's goals are etc. In fact half the time we play long term ALiVE missions I have the friendly OPCOM set more as "base defense" than anything. So the players do all the work.
This. This is pretty much the original driving force behind ALiVE. We really wanted to create an entire battlefield where players have to recce, recon etc to understand what is going on - with very little guidance from friendly OPCOM etc.
Saying that, if friendly OPCOM is an attacking force there should be a layer to help players understand what its doing, so player groups can avoid/assist/complement etc. That was pretty much how @SpyderBlack723's operations and intel tablet came about - giving player a better understanding of what friendly OPCOM is doing.
The task system was really a reaction to the group of players that asked "ALiVE - but what do you do?". We're also finding the task system is a nice complement to our new Air component, by directing players to important ground targets. The task system is a good way to bring players into the battle - if they are not willing to do the recce, recon, patrol themselves.
I guess what @shi4stone is looking for is a kinda "progress" scorecard for persistent campaigns. For example UI showing you have captured x% of objectives, cleared x% of enemy areas, enemy has x assets, friendlies have x assets, casualty stats for each side etc. Maybe its an addition to the operations/intel tablet functionality. Maybe its something we build into the in-game map UI.
Obviously, for something like this to be developed we would need a very detailed feature request with design of what it looks like, how it works etc.
Basically IED Module doesn't place IEDs when synced with OPCOM - OPCOM places them based on their strategy vs any settings in the IED Module.
Usage: Place one IED module and configure options as desired. Optionally sync it to Military AI Commander in Asymmetric mode. If synced, the module will no longer create random IEDs but instead Insurgents will place IEDs at strategic locations within their TAOR.