Difference between revisions of "FAQ"

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== ALiVE in Editor ==
  
== ALiVE Common Error Messages ==
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=== How exactly do TAOR & blacklist markers work? ===
 
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=== I get this message when trying to use the Alive mod ===
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''include file x cba addons main script_macros.hpp not found''
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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.
  
You are missing the required mod: @CBA_A3
 
  
 +
===How do I prevent a spawned unit/group from being profiled?===
  
=== I'm getting an error with placement modules and markers ===
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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):
  
''Warning no location found for placement, you need to include military location within the TOAR marker''
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'' _vehicle setVariable ["ALIVE_profileIgnore", true];''
 
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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.
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+
 
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== ALiVE in Editor ==
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=== How exactly do blacklist markers work? ===
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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.
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=== Is there no way to specify what type of enemy units spawn? ===
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=== Is there a 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
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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.
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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? ===
 
=== 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'''
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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.
  
The first number (50) is the priority of the objective in relation to OPCOM - higher numbers mean OPCOM will send forces here first, etc. Minimum 1  Maximum 500
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Zone markers show the type of objective: red for military, yellow for civilian.
  
The second number (150) is the size of the objective.  Minimum 150??  Maximum ??
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cluster id | cluster type | cluster priority | cluster size
  
 +
Colour index for the location markers:
  
Zone marker shape- circle is for type (mil - red, civ - yellow) square is for ownership state?
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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
  
Colour index for the location markers:
 
  
CIVILIAN
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Relation to filtering settings:
  
green - priority 0  ie: CIV|'''0'''|150
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size
  
pink - priority 10
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none: 0
 +
tiny: 160
 +
small: 250
 +
medium: 400
 +
value: 700
  
blue  - priority 30
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priority
  
orange - priority 30
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none: 0
 +
low: 10
 +
medium: 30
 +
high: 40
  
white - priority 40
 
  
yellow - priority 40
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===How do I reset persistence?===
 +
 
 +
Change the mission filename.  See [[ALiVE Data]] page for further details of how to reset persistence and stats.
 +
 
  
black - priority 50
 
  
 
== ALiVE in Game ==
 
== ALiVE in Game ==
  
=== How do I bring up the Combat Support interface? ===
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=== 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)
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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 [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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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''.
  
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).
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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? ===
 
=== 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.  Note that ACRE and TFR are supported.
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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.
  
  
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=== The tasks assigned to players - can these be changed? ===
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=== Can I save the progress without a dedicated server? ===
  
Currently no.. this feature was added as a simple "give the player something to do" during testing phase.  It is still a WIP but not a priority for the devs at the moment.
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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).
  
There are only two basics tasks - Hold and DestroyYou can sorta tailor what type of tasks to appear though:
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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 changeSee the [https://community.bistudio.com/wiki/ArmA:_Server_configuration BI Community Wiki] for info about setting up a server.
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Advanced users can set up their own local instance of CouchDB.
  
"Its all about the objectives you pass to OPCOM, so if you give OPCOM civilian placement objectives with filter on communications buildings you will get destroy tower tasks"
 
  
 
== ALiVE Modules ==
 
== ALiVE Modules ==
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=== How do I get a community made faction to work with the 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]]
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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.
 
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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]
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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]]
 
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]]
Line 107: Line 111:
 
=== How do I get a community made map to work with the ALiVE modules? ===
 
=== How do I get a community made map to work with the ALiVE modules? ===
  
Check if the mod is on the [[Supported Maps|known working maps list]]
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Check if the mod is on the [[Supported Maps|known working maps list]].
 +
 
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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.
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=== How do I define a custom objective for Military AI Commanders? ===
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See the [[Military Placement (Custom Objectives)]] module.
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Advanced Mission Editors can use the following script command to add Objectives:  [_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM
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== ALiVE and Third Party Scripts ==
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=== R3F Logistics: can I persist objects moved with R3F Log? ===
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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:
  
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]
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[LOGIC_ALIVE,"updateObject",[R3F_LOG_joueur_deplace_objet]] call ALIVE_fnc_logistics;
  
  
=== How do I define a custom objective for OPCOM? ===
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===VCOM AI: How can I stop VCOM taking over my CAS Units?===
  
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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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:
  
<code>this setVariable ["priority",50]; this setVariable ["size",150];</code>
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[
 +
  {
 +
    {
 +
      If (!isNull (driver _x) ) then {
 +
        {
 +
          if !(_x getVariable ["NOAI",false]) then
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          {
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            _x setVariable ["NOAI", true, false];
 +
          };
 +
        } foreach (units group (driver _x));
 +
      };
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    } Foreach (vehicles select {_x isKindOf "Helicopter"});
 +
  },
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  10,
 +
  []
 +
] call CBA_fnc_addPerFrameHandler;
  
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
 
  
Mission Editors can use the following script command to add Objectives:
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[[Category: Tutorials]]
[_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM
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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;