Difference between revisions of "FAQ"

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== ALiVE Common Error Messages ==
 
 
 
=== I get this message when trying to use the Alive mod ===
 
 
''include file x cba addons main script_macros.hpp not found''
 
 
You are missing the required mod: @CBA_A3
 
 
 
=== I'm getting an error with placement modules and markers ===
 
 
''Warning no location found for placement, you need to include military location within the TOAR marker''
 
 
Try the placement module without any TAOR marker defined and with debug switched on in the module, once the game starts take a screen shot of the map so you can see what locations are available over the whole map. Then place your TAOR marker (making sure the marker covers the center point of an existing location from you screen shot). Alternatively expand the size of your TAOR marker until some location is found.
 
 
 
=== Mission takes a very long time to load ====
 
 
ALiVE initialisation time depends on the size of the map, number of objectives and Placement modules you have.  On very large and complex missions it can take up to 15 minutes on the loading screen.  Try filtering out the small and low priority objectives.
 
 
 
=== Infinite Load Screen ===
 
 
This is typically caused by one of the following:
 
 
1.  Modules are not synced correctly.  Ensure ALiVE modules are properly synced (F5) in the editor and not Grouped (F2).  The editor loves to group modules so always double check.
 
 
2.  The Virtual AI Commander (OPCOM) cannot find any groups in the addon faction config.  Check that the AI Commander has at least one Placement module with the same faction in the override box, the classname is spelt correctly and the addon is in the list of [[Supported Factions]].
 
 
3.  The Virtual AI Commander (OPCOM) cannot find any objectives on the map or within the TAOR.  Try expanding the TAOR and use debug on the Placement modules to check some objectives show.  Check that the map is in the list of [[Supported Maps]].  Note that sometimes maps are updated and the indexing is out of date.
 
 
4.  Troubleshooting: if in doubt, always test with vanilla factions (e.g. OPF_F and BLU_F) and ideally a vanilla map (e.g. Altis) to rule out any issues with your ALiVE installation or setup.
 
 
 
 
== ALiVE in Editor ==
 
== ALiVE in Editor ==
  

Revision as of 05:48, 1 March 2015

ALiVE in Editor

How exactly do TAOR & blacklist markers work?

See this description of TAOR usage. Blacklist and TAOR markers will only affect unit and location placement at mission start. Blacklist markers will not completely prevent units from moving into those areas during the game if they spot enemy there. However, Military AI Commanders will not find objectives in those areas.


How do I prevent a spawned unit/group from being profiled?

By default units/groups spawned during runtime by scripts other than ALiVE's Placement Modules will not be profiled by the Virtual AI System. In fact, on default settings, only units synced to the Virtual AI module will be profiled, so even manually placed units will remain as normal. For added flexibility, a command can be run on any spawned units to force the profiler to ignore them (for example, using an extended event handler):

_vehicle setVariable ["ALIVE_profileIgnore", true];


How do I set the CAS units to spawn at a certain height for things like the USS Nimitz?

In the CAS module there is a field for spawn height - be sure to use ASL not ATL !!


Is there no way to specify what type of enemy units spawn?

ALiVE is designed to spawn credibly realistic force compositions based on GENFOR combined arms tactics with simple modifiers that influence what type of battle group you will face, whilst keeping a reasonably balanced combined arms battelgroup. However, you can choose to override this by entering a maximum number of groups of each type or setting them to 0 to prevent them spawning at all.

Advanced users can create Custom Blacklists by editing staticData.sqf or customise group types by Declaring Faction Mappings.


What do the numbers mean (50|150) next to the placement modules in debug?

Debug information below may not be accurate!! - Please update this section if you figure something out

The first number (50) is the priority of the objective in relation to OPCOM - higher numbers mean OPCOM will send forces here first, etc.

The second number (150) is the size of the objective - radius from centre.


Zone marker shape- circle is for type (mil - red, civ - yellow) square is for ownership state?

cluster id | cluster type | cluster priority | cluster size

Colour index for the location markers:

CIVILIAN

green - priority 0 ie: CIV|0|150

pink - priority 10

blue - priority 30

orange - priority 30

white - priority 40

yellow - priority 40

black - priority 50


ALiVE in Game

How do I bring up the ALiVE menu (Combat Support / Admin Actions / View Distance etc)?

Your player must have the required item defined on the Combat Support module (see below) and the relevant modules must be placed in the editor.

Use your App Key to open the ALiVE menu: the app key is found next to your right control key. If you do not have that key you can map it to any other key by mapping User Key 20 in the options menu of the game. Do not use a modifier (CTRL, ALT or SHIFT). You will need to restart ArmA for this to take effect.


How do I change what item is required to access the Combat Support Interface?

The Combat Support module has a field for an item classname (default: LaserDesignator) - change this to taste. Try using the "ALiVE_Tablet" object. Note that both ACRE and TFR are supported.


Can I have CAS limited to players with a Laser Designator but still allow transports to be used by all?

Players can interact with ALiVE transport choppers by boarding the chopper and selecting <scroll wheel> Talk to Pilot. This will bring up the tablet interface and allow you to give orders to the pilot. Once you arrive at your location remember to order the pilot to RTB before hopping out.


Can I save the progress without a dedicated server?

War Room and Persistence work best with a dedicate server on a static IP. However, it is possible to set up a "local server" on your PC (arma3server.exe) running the same mods and register that with the War Room. Be sure to check the IP address in your War Room group profile from time to time, as most people are on a dynamic IP and it may change. See the BI Community Wiki for info about setting up a server.

Alternatively, you can enable Single Player saving in the ALiVE Require module but very much at your own risk. The huge amount of data in a typical ALiVE mission may cause the client to crash so be careful when using this option.


ALiVE Modules

How do I get a community made faction to work with the ALiVE modules?

Check if the mod is on the known working faction list

If the mod is not on the list you can request it be looked at by a ALiVE dev on the BIF forum post

If you are the author of a unit mod working with ALiVE, please take a look at the config standardisation page


How do I get a community made map to work with the ALiVE modules?

Check if the mod is on the known working maps list

If the map is not on the list you can request it be looked at by a ALiVE dev on the BIF forum post


How do I define a custom objective for Military AI Commanders?

See the Military Placement (Custom Objectives) module.

Advanced Mission Editors can use the following script command to add Objectives: [_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM