Difference between revisions of "FAQ"

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== ALiVE in Editor ==
  
== ALiVE mod Installation ==
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=== 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.
  
=== I get this message when trying to use the Alive mod ===
 
  
''include file x cba addons main script_macros.hpp not found''
+
===How do I prevent a spawned unit/group from being profiled?===
  
You are missing the required mod: @CBA_A3
+
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];''
  
== ALiVE in Editor ==
 
  
=== How exactly do blacklist markers work? ===
+
=== How do I set the CAS units to spawn at a certain height for things like the USS Nimitz? ===
  
Blacklist markers will only affect unit and location placement at mission start.. they will not prevent units from moving into those areas during the game.
+
In the CAS module there is a field for spawn height - be sure to use ASL not ATL !!
  
  
=== How do I set the CAS units to spawn at a certain height for things like the USS Nimitz? ===
+
=== Is there a way to specify what type of enemy units spawn? ===
  
In the CAS module there is a field for spawn height - be sure to use ASL not ATL !!
+
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 encounter, 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]], or create an entirely custom faction with the [[Orbat_Tool]].
  
=== Is there no way to specify what type of enemy units spawn? ===
 
  
Currently there is no way to adjust this however it has been logged as a feature request
+
=== What do the numbers mean (50|150) next to the placement modules in debug? ===
  
 +
The first number (50) is the priority of the objective in relation to OPCOM.  The second number (150) is the size of the objective (radius from centre).  Taken together with some other data such as proximity to the location of the Mil Placement module, OPCOM will use these numbers to determine which objective to attack first.
  
 +
Zone markers show the type of objective: red for military, yellow for civilian.
  
== ALiVE in Game ==
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cluster id | cluster type | cluster priority | cluster size
  
=== How do I bring up the Combat Support interface? ===
+
Colour index for the location markers:
  
Your player must have the required item defined on the Combat Support module (see below)
+
CIVILIAN
  
Use your [http://en.wikipedia.org/wiki/Menu_key App Key] to open the Combat Support interface, the app key is found next to your right control key.  
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green - priority 0  e.g. CIV|'''0'''|150
 +
pink - priority 10
 +
blue  - priority 30
 +
orange - priority 30
 +
white - priority 40
 +
yellow - priority 40
 +
black - priority 50
  
If you do not have that key you can map it to another key by mapping User Key 20 in the options menu of the game (you will need to restart arma for this to take effect).
 
  
 +
Relation to filtering settings:
  
=== How do I change what item is required to access the Combat Support Interface? ===
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size
  
The Combat Support module has a field for an item classname (default: LaserDesignator) - change this to taste.  Note that ACRE and TFR are supported.
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none: 0
 +
tiny: 160
 +
small: 250
 +
medium: 400
 +
value: 700
  
 +
priority
  
 +
none: 0
 +
low: 10
 +
medium: 30
 +
high: 40
  
== ALiVE Modules ==
 
  
=== How do I get a community made faction to work with the ALiVE modules? ===
+
===How do I reset persistence?===
  
Check if the mod is on the [[Supported Factions|known working faction list]]
+
Change the mission filename.  See [[ALiVE Data]] page for further details of how to reset persistence and stats.
  
If the mod is not on the list you can request it be looked at by a ALiVE dev on the [http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment BIF forum post]
 
  
If you are the author of a unit mod working with ALiVE, please take a look at the [[Unit Mod Config Standardisation|config standardisation page]]
 
  
 +
== ALiVE in Game ==
  
=== How do I get a community made map to work with the ALiVE modules? ===
+
=== How do I bring up the ALiVE menu (Combat Support / Admin Actions / View Distance etc)? ===
  
Check if the mod is on the [[Supported Maps|known working maps list]]
+
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.
  
If the map is not on the list you can request it be looked at by a ALiVE dev on the [http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment BIF forum post]
+
Use your [http://en.wikipedia.org/wiki/Menu_key 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 once in game by going to ''Configure >> Controls >> Configure Addons >> Addon: ALiVE''.
  
 +
Alternatively, the old method of mapping User Key 20 in the options menu of the game still works but you will need to restart ArmA for this to take effect.
  
=== 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''
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=== How do I change what item is required to access the Combat Support Interface? ===
  
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.
+
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.
  
  
=== How do I define a custom objective for OPCOM? ===
+
=== Can I have CAS limited to players with a Laser Designator but still allow transports to be used by all? ===
  
You can define a custom location for OPCOM by placing a Game Logic location (any type) and sync it to an OPCOM module. Now OPCOM will send troops to attack / defend that objective. You can also add these variables to the game logic init field:
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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.
  
<code>this setVariable ["priority",50]; this setVariable ["size",150];</code>
 
  
Note that you cannot use a game logic to spawn in units like a placement module - it only adds that location as an objective for OPCOM
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=== Can I save the progress without a dedicated server? ===
  
 +
Set Persistence to Local in the ALiVE Data module.  If you want to use War Room services such as Mission Stats, Server Monitoring and AAR, you need to run @aliveserver on the host machine and have a War Room account with the host details setup (ensure the IP address is correct).
 +
 +
Cloud Persistence works best with a dedicated 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 [https://community.bistudio.com/wiki/ArmA:_Server_configuration BI Community Wiki] for info about setting up a server.
 +
 +
Advanced users can set up their own local instance of CouchDB.
 +
 +
 +
== ALiVE Modules ==
 +
 +
=== How do I get a community made faction to work with the ALiVE modules? ===
 +
 +
Check if the mod is on the [[Supported Factions|known working faction list]] or load it with the [[Orbat_Tool]] to see which groups are compatible with ALiVE.
 +
 +
If you are the author of a unit mod working with ALiVE, please take a look at the [[Unit Mod Config Standardisation|config standardisation page]]
 +
 +
 +
=== How do I get a community made map to work with the ALiVE modules? ===
  
=== CQB Module ===
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Check if the mod is on the [[Supported Maps|known working maps list]].
  
'''CQB Locations Parameter'''
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If the map is not on the list you can request it be looked at by a ALiVE dev on our github page.
  
  
''Complete Map'' - this will spawn units over the entire map
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=== How do I define a custom objective for Military AI Commanders? ===
  
 +
See the [[Military Placement (Custom Objectives)]] module.
  
''Towns Only'' - this will spawn units in areas on the map that ALiVE detects as a village\town/city
+
Advanced Mission Editors can use the following script command to add Objectives:  [_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM
  
  
If the CQB module is synced to a placement module it will limit the spawning of CQB units to the military/civilian installations recognised by that module - this overrides the "Complete Map\Towns Only" setting
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== ALiVE and Third Party Scripts ==
  
 +
=== R3F Logistics: can I persist objects moved with R3F Log? ===
  
'''Density Parameter (1st one)'''
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Place a gamelogic on the map named ''LOGIC_ALIVE'' (or you can simply name the ALiVE (Required) module ``LOGIC_ALIVE'').  You need to add the following line of code to ''R3F_LOG\objet_deplacable\relacher.sqf'' at line 12:
  
This is the percentage of occupied houses overall - note that this does NOT scale per client as was the option in MSO for A2
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[LOGIC_ALIVE,"updateObject",[R3F_LOG_joueur_deplace_objet]] call ALIVE_fnc_logistics;
  
  
'''Density Parameter (2nd one)'''
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===VCOM AI: How can I stop VCOM taking over my CAS Units?===
  
This adds houses with a minimum distance of x metres to each other, resulting in a "grid" of cqb positions
+
There are a couple of methods.  The simplest is to follow the Advanced Vehicle Placement instructions to place a [[Combat Support]] unit manually then for each crew member put <code>setVariable ["NOAI",1,false];</code> in their init line.  Alternatively, you can disable VCOM globally for specific unit types in init.sqf:
  
 +
[
 +
  {
 +
    {
 +
      If (!isNull (driver _x) ) then {
 +
        {
 +
          if !(_x getVariable ["NOAI",false]) then
 +
          {
 +
            _x setVariable ["NOAI", true, false];
 +
          };
 +
        } foreach (units group (driver _x));
 +
      };
 +
    } Foreach (vehicles select {_x isKindOf "Helicopter"});
 +
  },
 +
  10,
 +
  []
 +
] call CBA_fnc_addPerFrameHandler;
  
'''Placement'''
 
  
Static will always spawn units from the faction specified in the module.
+
[[Category: Tutorials]]
Dominant spawns units from the dominant faction at the time of spawn - you can 'force' this at mission start by placing some units from a specific faction near the CQB spawn locations.
+

Latest revision as of 06:17, 14 May 2017

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 a 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 encounter, 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, or create an entirely custom faction with the Orbat_Tool.


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

The first number (50) is the priority of the objective in relation to OPCOM. The second number (150) is the size of the objective (radius from centre). Taken together with some other data such as proximity to the location of the Mil Placement module, OPCOM will use these numbers to determine which objective to attack first.

Zone markers show the type of objective: red for military, yellow for civilian.

cluster id | cluster type | cluster priority | cluster size

Colour index for the location markers:

CIVILIAN

green - priority 0 e.g. CIV|0|150 pink - priority 10 blue - priority 30 orange - priority 30 white - priority 40 yellow - priority 40 black - priority 50


Relation to filtering settings:

size

none: 0 tiny: 160 small: 250 medium: 400 value: 700

priority

none: 0 low: 10 medium: 30 high: 40


How do I reset persistence?

Change the mission filename. See ALiVE Data page for further details of how to reset persistence and stats.


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 once in game by going to Configure >> Controls >> Configure Addons >> Addon: ALiVE.

Alternatively, the old method of mapping User Key 20 in the options menu of the game still works but 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?

Set Persistence to Local in the ALiVE Data module. If you want to use War Room services such as Mission Stats, Server Monitoring and AAR, you need to run @aliveserver on the host machine and have a War Room account with the host details setup (ensure the IP address is correct).

Cloud Persistence works best with a dedicated 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.

Advanced users can set up their own local instance of CouchDB.


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 or load it with the Orbat_Tool to see which groups are compatible with ALiVE.

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 our github page.


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


ALiVE and Third Party Scripts

R3F Logistics: can I persist objects moved with R3F Log?

Place a gamelogic on the map named LOGIC_ALIVE (or you can simply name the ALiVE (Required) module ``LOGIC_ALIVE). You need to add the following line of code to R3F_LOG\objet_deplacable\relacher.sqf at line 12:

[LOGIC_ALIVE,"updateObject",[R3F_LOG_joueur_deplace_objet]] call ALIVE_fnc_logistics;


VCOM AI: How can I stop VCOM taking over my CAS Units?

There are a couple of methods. The simplest is to follow the Advanced Vehicle Placement instructions to place a Combat Support unit manually then for each crew member put setVariable ["NOAI",1,false]; in their init line. Alternatively, you can disable VCOM globally for specific unit types in init.sqf:

[

 {
   {
     If (!isNull (driver _x) ) then {
       {
         if !(_x getVariable ["NOAI",false]) then
         {
           _x setVariable ["NOAI", true, false];
         };
       } foreach (units group (driver _x));
     };
   } Foreach (vehicles select {_x isKindOf "Helicopter"});
 },
 10,
 []

] call CBA_fnc_addPerFrameHandler;