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Home Page: http://alivemod.com/
License: Other
ALiVE Open Source GPL v2
Home Page: http://alivemod.com/
License: Other
BIS implemented line drawing in patch 1.60 using CTRL-LMB. Adv Markers conflicts with this. Need to change it to an alternative key and/or a double click.
Might as well remove the line drawing element too - not sure anyone uses it much.
Would be nice to see if we can persist BIS line drawing.
1. Selecting Slingloading = Yes in a CS transport heli will spawn a load of boxes with gear around the HLS. This should be optional and the boxes should be empty, otherwise it's going to mess with mission making.
2. With the option set to "NO", Sling loading is still an option in the CS tablet for transport aircraft, however they will go through the motions of picking up an object but won't deploy slings, getting stuck in an endless cycle.
3. Set to Yes, heli successfully picks up a light vehicle but then becomes unresponsive. It replies to further requests but does not move (in this case slowly flying backwards until it crashes) Narrowed it down to a specific vehicle that it was having issues with (prowler). Works fine with boxes and other light vehs.
Air Ops Module
Progress
In Reality: a Joint Forces Air Component Commander (JFACC) may be appointed to command and control the airspace in joint military operations.
In Game: Like a secondary OPCOM that has control of the air space. It controls all attack helis, jets and UAVs, i.e. every combat capable air entity that is not a transport chopper.
Outcome: more use of air assets (by factions that have them) in realistic tactical roles on the battlefield.
Use Case: ALiVE AI Comd of factions configured with air groups uses them to conduct tasks in support of the ground troops. Air units are spawned at objectives by Placement Modules at mission start (existing functionality).
Place Air Ops module and sync to Mil/Civ/Custom Placement modules.
Available Air Tasking Orders (ATO):
For example: IF OPCOM gets in a battle AND IF Air Ops is present AND !(SEAD/DCA/CAP) THEN send nearest CAS unit to join OPCOM Battle
Example taskflows:
*Recce - OPCOM identifies next objective and requests recce helicopter to observe ahead of ground forces, then loiter until objective captured. If fired upon, withdraws to nearest friendly objective.
*Strike - OPCOM identifies high priority objective and requests armed helicopter or plane to conduct attack run then RTB to start location or loiter position.
*Close Air Support - OPCOM detects enemy forces within 1KM of friendly forces and requests armed heli/plane to that location. Search & Destroy for 5 mins then RTB to start location.
*Combat Air Patrol - ambient air. AirOps orders armed plane to search & destroy in 2km radius of friendly held Mil Placement HQ. Can be retasked CAS/Strike if weapons systems permit.
Actions on:
*RTB - heli/plane returns to start location, lands and (automatically?) rearm/repair/refuel, wait 15 mins then released for next OPCOM order (planes may need to be respawned due to BIS AI and taxiing)
*Start location held by OPFOR - return to nearest friendly held objective with HLS or Runway.
*No base available - loiter until based is available or aircraft crashes/is destroyed.
*Aircraft destroyed - replaced by LOGCOM (existing functionality).
*No suitable weapons for task - task rejected and unit RTB.
Enhancements
Potential future enhancements currently out of scope:
*Virtual/AI Tactical Air Control Party / Foward Air Controller (TACP/FAC) - ground based unit that requests Air Tasking Orders on behalf of OPCOM.
*Foward Arming & Refuel Point (FARP) - spawn FARP composition close to front line for rotary wing rearm/refuel.
Player FAC - player interface to ATO, similar to how Player Combat Logistics is a UI for Combat Logistics simulation. Possibility to replace Combat Support?
ATO Properties
Implementation
Init
Startup
Initial analysis
ATO requests [from JFACC]
OPCOM Support Requests
Airspace management
Radar detection
Event monitoring
Air Mission Framework (crew response, taxi, takeoff, execute, land)
Hangar/Helipad management
Runway deconfliction
"It would be nice to have the ability to invert the Placement module filtering to 'ignore huge objectives', 'ignore medium + large objectives', 'only small objectives'"
Requested @ http://alivemod.com/forum/2058-limit-placement-modules-inversely/0#p12229
BLU_T_F = NATO (Pacific)
BLU_CTRG_F = CTRG (NATO SF)
OPF_T_F = CSAT (Pacific)
IND_C_F = Syndikat
Gendarmarie = Gendarmarie
From what I can tell, there seems to be no way to stop vehicles from saving with persistence enabled.
Using the Player Logistics (Disable) module, we have a field for Blacklist, which works perfectly with normal objects (like ammo crates, supply boxes etc), but does not work at all with vehicles of any kind (air, land, sea).
I have tried inputting classnames of the vehicles, as well as syncing the vehicles with the module. No effect.
Being able to blacklist vehicles from persistence saving would be a great feature to add simply because bases can get messy very quickly if people do not park things back exactly where they are supposed to go, because wherever players leave vehicles when they disconnect, is where they are going to be when we load back in.
Repro:
Requesting the ability to delete SITREPS/SPOTREPS in a similar way to how we can CTRL+Right Click to delete Advanced Markers.
These tend to pile up on long persistence missions as players place them down quite often. In keeping with a milsim mentality, it would make sense that these could be deleted/cleaned up as needed. As of right now, maps can get extremely cluttered making it hard to track progress accurately.
In addition, we have discovered a bug when a high number of these have been placed down. It essentially stops putting the new SITREPS at the top of the list and starts putting them randomly in the middle/bottom of the list making it very difficult to find and read new ones that are being reported. I have to look at the ID on the marker, then scroll through every SITREP and find the matching ID to read it.
http://i.imgur.com/VZTgkIP.jpg -- If your map doesn't look like this... you are not operator enough!
Thanks for reading!
Vegas
We're currently doing our campaign on that map and it would be amazing for our members if we could do an AAR on the website.
Link to map:
http://www.armaholic.com/page.php?id=29527
Thanks!
This building on Takistan gets used as an Asymmetric HQ but however, it cannot be destroyed:
https://www.dropbox.com/s/97ui8826u45ozyf/20160703221237_1.jpg?dl=0
The building type is:
["fortified_nest_big_ep1.p3d","ca\misc_e\fortified_nest_big_ep1.p3d",false]
I've moved map index tracking and requests to a google sheet because it's easier to manage.
Handy Map Index Request form
Reported on our forum that tasks are not persisting between sessions.
Needs repro.
The delayed exit sequence is a common grievance which discourages a lot of people using ALiVE especially when mission editing in MP. Can it only be enabled if ALiVE (Required) is in the mission?
Request: Ability to white-list items/static objects to give players the ability to "carry" objects not already able to do so w/ the ALIVE Logistics System.
I.E. Some of the vanilla bags of food, bins, ect are not able to be carried. A simple whitelist ability using the object's class name or a line to throw into the init could open up mission possibilities, logistics, defense fortifications, as well as an endless amount of other possibilities.
I'd just like to report an issue where I believe auto-generated C2ISTAR tasks aren't persisting between sessions. This was initially reported by user Riksen using a vanilla ALiVE/CBA mission. I decided to test it on my end using a vanilla mission on Altis with the exception being Spyder Addons and saw the same behavior.
Here is a server rpt file where I tried to continue a mission. For the purposes of the test, the C2ISTAR module and Data module have debug turned on:
https://www.dropbox.com/s/pyy8r0tcxhx7w17/arma3server_2016-06-27_00-00-58.rpt?dl=0
Over the last few weeks I've been dealing with vanilla units (CSAT and OPFIA) spawning occasionally instead of the OPFOR modded faction. I've tested this with multiple factions and can duplicate the issue on a regular basis. Bare in mind most of the time the correct faction spawns so to spot the issue can take a bit of teleporting around.
Here is a test mission on Stratis which duplicates the issue with CSAT spawning. I found a CSAT guy randomly trying to shoot me from a tower in a compound.
https://www.dropbox.com/s/57jzs0uzvffpvi4/Oh_Canada.Stratis.pbo?dl=0
Requirements
CBA
ALiVE
CUP Weapons
CUP Vehicles
CUP Units
To try and accelerate the issue, I set roadblocks and random camps to high, but just note vanilla units can spawn anywhere (though OPFIA seems especially to like the roadblocks. CSAT can spawn anywhere)
The second group I spawned to in this instance had CSAT but sometimes it can take longer to see this occur.
I figured CUP Takistani's was a decent choice here considering even the ALiVE official MSO remake uses that faction (I think). Anyway, I figured CUP_O_TK_MILITIA was about as safe a bet of a "clean" mod as any I could have used though note I can duplicate this with multiple factions.
The debug console accessed through Admin Actions currently has outdated camera and spectator functions. These functions have been overhauled by BIS (the spectator was redone shortly after End Game Tournament, and the Splendid Camera was redone with 1.60). These should be updated in the console, as the buttons are currently accessing old call functions.
A simple change, but well worth it!
The new spectator command: BIS_fnc_EGSpectator
Unsure about new splendid camera function.
Using latest dev
23:22:01 Error in expression <loadUnloaded = false;
};
};
} foreach _payloadProfiles;
;
if(count _loadedU>
23:22:01 Error position: <_payloadProfiles;
;
if(count _loadedU>
23:22:01 Error Undefined variable in expression: _payloadprofiles
23:22:01 File x\alive\addons\mil_logistics\fnc_ML.sqf, line 2671
23:54:56 Error in expression <loadUnloaded = false;
};
};
} foreach _payloadProfiles;
;
if(count _loadedU>
23:54:56 Error position: <_payloadProfiles;
;
if(count _loadedU>
23:54:56 Error Undefined variable in expression: _payloadprofiles
23:54:56 File x\alive\addons\mil_logistics\fnc_ML.sqf, line 3564
Repro: https://www.dropbox.com/s/5aaqtjyz23aywxj/Combat_Test_Full.Stratis.zip?dl=0
ALiVE Exit - Server Save Logistics State
Error in expression < "_result")) then {
_messages = _result select 1;
if(count _messages > 0) then {>
Error position: <select 1;
if(count _messages > 0) then {>
Error select: Type Bool, expected Array,String,Config entry
File x\alive\addons\main\fnc_buttonAbort.sqf, line 230
When using custom assets for Combat Support as per wiki (Advanced Vehicle Placement):
http://alivemod.com/wiki/index.php/Combat_Support
Repro using BLU_F:
Place in init field of Mk6 mortar:
this setVariable ["CS_TYPE","ARTY"];
(works fine)
Adding this to init:
this setVariable ["CS_ARTILLERY_HE",50];
Results in:
15:53:15 ALiVE [m_7|160] Module ALiVE_sup_combatsupport INIT
15:53:15 Error in expression <",groupID (group _entry)];
_he = ["HE",parsenumber(_entry getvariable ["CS_arti>
15:53:15 Error position: <parsenumber(_entry getvariable ["CS_arti>
15:53:15 Error parsenumber: Type Number, expected Bool,String
15:53:15 File x\alive\addons\sup_combatsupport\fnc_combatSupport.sqf, line 144
See also: https://docs.google.com/document/d/1cr0VQoE_sElN1EnNzHzh8Sf5LvKC5YWkAvIJSJxChtE/edit?usp=sharing
Just wanted to report a quick bug. So far I've only tested a manually placed chopper with this setVariable ["CS_TYPE","TRANSPORT"]; in its init synced to CS.
When you use the tablet, select slingloading, select an object in the new drop down, and click on an area in the map; in the event the chopper does not successfully slingload an object (which is very often), the transport chopper becomes unresponsive. It can only be forced to RTB but no additional commands can be given.
At least not within 5-10 minutes of the unsuccessful attempt.
I've seen this happen with the vanilla Huron and vanilla (camo) Ghosthawk.
PersistenceTestingIncon2.zip
Here's a repro done with as much detail as I can muster.
Essentially, the issue is as per the title; in missions with lots of persistent data stored in CouchDB (or in other scenarios where SYS_DATA takes a while to load, for example when people have slow internet connections), player persistence fails for the first player to join a non-auto initialised server.
Produced the linked mission earlier on and have since run three tests on it. Basically, it's the usual array of modules just with a larger number of objectives and an asymmetric OPCOM with all persistence options set to on. The mission files are included in the dropbox link at the bottom. It has no scripts, was built in a sterile environment with no other mods, and had no previous saved data. Mission entirely produced by me today using latest versions of ALiVE, Arma 3 and CBA.
Test 1 (fresh mission name, no pre-existing data, no auto-init): Mission initialised at 12.23.19. Briefing screen appears at 12.24.23. Clicked continue and hint about player data loaded from ALiVE servers appears, everything works perfectly.
Actions taken: moved to new location, dropped primary weapon on ground, placed test marker, moved nearby vehicle, placed second test marker on top of profile e174 in Gravia. Then logged into admin, server saved and exited at 12.28.07, save completes at 12.29.06. Shut down server completely.
Stats:
Time between mission init and briefing screen: 1 min, 4 sec.
Data save duration: 59 sec.
Test 2 (pre-existing data from Test 1, no auto-init): Mission initialised at 12.37.44. Goes into loading screen. At roughly 12.39.15 (+/- 4 seconds), during the load screen, environmental sounds begin (including footsteps and some distant shooting). Server RPT suggests this is during data loading and just after Player Options starts loading (although I'd ask a dev to confirm this as I'm no RPT expert). At 12.39.36, the loading screen finishes, map briefing flashes for a millisecond, and the hint about player data loaded from ALiVE servers does not appear.
Observations: Markers are present at correct location, profile e174 is exactly where it should be, weapon left on ground is at correct position, the moved vehicle is at the place it was left at the end of Test 1. Time of day (I think) has persisted too. Player loadout and starting position however have failed and are the default for the character, despite these options being checked in the player options module. Essentially, all persistence has worked except for Player Persistence.
Actions taken: Player save and exit, server shut down.
Stats:
Time between mission initialised and environmental sounds: 1 min, 31 sec.
Time between mission init and loading screen ending: 1 min, 47 sec.
Test 3 (pre-existing data, "persistent battlefield" and "auto-init" options checked in TADST settings):
13.04.36: Read mission.
13.05.45: ALiVE Global Timer Complete.
13.06.21: Player joins.
13.06.27: Loading screen finishes.
Observations: Hint about player data loaded from ALiVE servers appears and everything works perfectly. Markers loaded, weapon left on ground, vehicle where it should be, e174 at exact position) however this time, the player has persisted too and is in the correct place and has no primary weapon as per the end of Test 1 (not Test 2).
Conclusions
I strongly suspect the persistence problem is caused by Player Persistence loading before the player is found in playable units. Previous tests I've run suggest that if player persistence doesn't load at the start, it won't save at the end, even if everything else does. So I could run Test 2 again, save and exit at the end, and then run Test 3, and the player persistence data that loads will be the original data from Test 1.
A further, less clinical test I ran suggests that the longer SYS_DATA takes to load, the more likely this behaviour is to appear. So, for people with slower internet connections (mine is about 2mb/sec) or internet connections that are bottlenecked in some way, this issue is more likely. Furthermore, the more data there is to load and therefore the longer that loading takes place, the more likely this issue is to persist.
Possible solutions:
There's currently no way to disable reinforcements by helicopter (or any other method of insertion for that matter). Having helicopters inserting reinforcements during a WW2 era mission is a huge immersion killer...
Add a cancel option for when AI craps out and refuses to drive over a rock and so never arrives (e.g. dumps the log convoy in current location and lets OPCOM pick up the profile from wherever it is).
Add a filter to disable selected logistics transport types (airdrop, convoy, insertion). E.g. As a user, I want to disable heli insertion for immersion reasons in scenarios that don't have helicopters such as WW2.
Add a LOGSITREP button showing status of logistics delivery (e.g. location, destination, distance) and current forcepool count.
Easier method to blacklist/whitelist classes (point to an external array in an sqf file?)
For instance from
.Maybe some global variable or module, thanks.
Updated
If you restart an opcom by doing the following:
{
_opcom = _x;
_opcomControlType = [_opcom,"controltype","invasion"] call ALiVE_fnc_HashGet;
_opcomID = [_opcom,"opcomID",""] call ALiVE_fnc_HashGet;
_stopped = [_opcom, "stop"] call ALiVE_fnc_OPCOM;
switch (_opcomControlType ) do {
case ("occupation") : {
_OPCOM = [_opcom] execFSM "\x\alive\addons\mil_opcom\opcom.fsm";
_TACOM = [_opcom] execFSM "\x\alive\addons\mil_opcom\tacom.fsm";
[_opcom, "OPCOM_FSM",_OPCOM] call ALiVE_fnc_HashSet;
[_opcom, "TACOM_FSM",_TACOM] call ALiVE_fnc_HashSet;
};
case ("invasion") : {
_OPCOM = [_opcom] execFSM "\x\alive\addons\mil_opcom\opcom.fsm";
_TACOM = [_opcom] execFSM "\x\alive\addons\mil_opcom\tacom.fsm";
[_opcom, "OPCOM_FSM",_OPCOM] call ALiVE_fnc_HashSet;
[_opcom, "TACOM_FSM",_TACOM] call ALiVE_fnc_HashSet;
};
case ("asymmetric") : {
_OPCOM = [_opcom] execFSM "\x\alive\addons\mil_opcom\insurgency.fsm";
[_opcom, "OPCOM_FSM",_OPCOM] call ALiVE_fnc_HashSet;
[_opcom, "TACOM_FSM",-1] call ALiVE_fnc_HashSet;
};
};
} foreach OPCOM_INSTANCES;
You will get the error:
Please update RHS Config support to include the new GREF factions as well as US Naval units (I notice when ALiVE is spawning USAF units it denotes a lack of a naval category, they just added some neat naval assets).
Thanks :)
When placing the Data module, the bottom field "Custom Perf Monitors" does not auto-populate as it should.
All we get entered automatically is "[["
Correct default field should be:
[['entities',150],['vehicles',300],['agents',450],['allDead',600],['objects',750],['triggers',900]]
Repro:
Are there any plans to open source the ALiVEClient.dll?
Deployable SIGINT capability that detects when enemy forces send a suspected logistics convoy, with a % change of triangulating their position.
Enhance HUMINT by building on the existing civ interactions to provide more feedback and tracking of sector hostility levels in the Comd Tablet.
Add HUMINT to asymmetric enemy soldiers that, if captured, will have a % to reveal one piece of intel such as insurgent intent in an area or insurgent movements
Add HUMINT to enemy soldiers that, if captured, will have a % to reveal one piece of intel, either areas of suspected enemy activity or the AI Comd's current objectives or the location/destination of a logistics convoy.
Enhance the existing IMINT capability of combined C2ISTAR/CS modules, allowing images to be captured, annotated and added to an image library in game (...which can then be referenced when creating manual Tasks)
Autonomous tactical ISR task for Combat Support that allows players to send airborne ISR units on Surveillance tasks to specific locations from where they will report all enemy movement, for example by means of real time map marker updates for any enemy within range.
Tactical ISR for OPCOM, enabling the AI Comd to use ISR units (snipers, recon teams, recce vehicles) to advance ahead of the main groups and recce objectives.
Option to have any enemy within 'visual' range of a friendly forces to be reported in real time on the map (show profiles and/or mark units).
Simulate a wider SIGINT capability by displaying areas of suspected enemy activity and the AI Comd's current objectives.
Operational update on mission load - graphical overlay showing consolidated summary of profile locations and type plus current main OPCOM objectives reserved/captured.
Doesn't appear to be breaking anything but getting this in the rpt:
19:13:01 Error in expression <eate;
[ALIVE_groupHandler, "init"] call ALIVE_fnc_groupHandler;
[ALIVE_groupHand>
19:13:01 Error position: <ALIVE_fnc_groupHandler;
[ALIVE_groupHand>
19:13:01 Error Undefined variable in expression: alive_fnc_grouphandler
19:13:01 File x\alive\addons\sup_group_manager\fnc_GM.sqf, line 153
21:35:10 Error in expression <SetText format["Current Force Pool: %1",_forcePool];
_forcePoolStatus ctrlShow t>
21:35:10 Error position: <_forcePool];
_forcePoolStatus ctrlShow t>
21:35:10 Error Undefined variable in expression: _forcepool
21:35:10 File x\alive\addons\sup_player_resupply\fnc_PR.sqf, line 2818
Place a player unit and group some AI's to it.
Place the multispawn module and set it on spawn on squad.
Place a marker called respawn_west.
Write respawn = 3; in the description.ext file.
Test the mission and kill yourself in the game.
Instead of respawning next to the squad, you spawn on the marker while stuck spectating one of the AI's. If you have no one in the squad, you spawn and can play.
When requesting fortifications from player resupply via a heli insertion, the helicopter explodes when unloading say a small bunker.
Ideally large items like this should be delivered via slingloading - or unload the item further from the helo.
In the Military Logistics module, underneath Air Transport Assets, "Faction" is set by default. When you change it to "Side and Faction," click ok, and open the module again, it says "Faction."
I've attempted this with existing Military Logistics modules, as well as placing new ones, and it's 100% reproducible. Probably an Eden bug but will mean almost every modded faction will never use helicopters for resupply/BCR, mainly because most modded factions don't use helicopter assets. Since AI driving is terrible in Arma, I can see this causing issues since the only option available for these faction will be convoys.
Using the below code to stop all opcoms, you will find that the code never completes if one of the opcoms has controltype asymmetric.
_opcom = _x;
_stopped = [_opcom,"stop"] call ALiVE_fnc_OPCOM;
player sideChat format ["%1 stopped %2", _opcomID, _stopped];
} foreach OPCOM_INSTANCES;
player sideChat "All Done";
What is happening
The code does not complete because any opcom with controltype asymmetric never exits out of its FMS script.
Calling [_opcom,"stop"] call ALiVE_fnc_OPCOM, will lead to _exitFMS being set true on both the opcom's TACOM_FSM and OPCOM_FSM.
Then the script waits until each FMS returns nil (lines 1403 and 1404)
waituntil {sleep 1; isnil {[_logic, "TACOM_FSM"] call ALiVE_fnc_HashGet}};
waituntil {sleep 1; isnil {[_logic, "OPCOM_FSM"] call ALiVE_fnc_HashGet}};
If the opcom's controltype is asymmetric, then TACOM_FMS will return nil right away because asymmetric opcoms don't have a TACOM_FMS, but the OPCOM_FMS, which in this case is insurgency.fsm has no exit. Therefore, this script will run indefinitely waiting for insurgency.fsm to exit.
Solutions:
Notes:
There have been several updates to the way AI is handled in Arma 3, and the ALiVE AI skill module lacks some of the new functionality and format.
For example, we now have "Suppression" and "Fleeing Coefficient" settings among others that are missing from the module. Might also be worth looking into that the format may have changed from actual numeric values (0.9, 0.5) to percents.
Seems there is also no way to change it across the board per faction as far as I know. Would be a great feature to expand because ALiVE already has a module for this specific reason.
Problem: currently profiles will move across water. Spawned infantry units will attempt to swim. We need a lightweight method to detect water crossings and prevent infantry crossing unless they have suitable transport.
(This is a different issue to profiles spawning in the water, which was fixed - profiles that are on the water will spawn on nearest landmass. This problem is related to units that are already spawned by have a move waypoint that crosses water)
If a transport heli or boat is available, either from a cfgGroup spawned by Mil Placement or manually added and Profiled, the inf group will request transport, get picked up and dropped off at nearest land in direction of travel towards objective.
ALiVE Exit - mode: REMSAVE
--------------------------------------------------------------
ALiVE Exit - mode: SAVESERVERYO
[14398,371.995,34.723,"x\alive\addons\main\fnc_buttonAbort.sqf:41","PLAYER CLICKING ON ABORT BUTTON: _this=["REMSAVE"]"]
[14398,371.997,34.723,"x\alive\addons\main\fnc_buttonAbort.sqf:41","PLAYER CLICKING ON ABORT BUTTON: _this=["SAVESERVERYO","76561198010520657"]"]
ALiVE SYS_PLAYER - DISCONNECT
ALiVE SYS_PLAYER - PLAYER UNIT FOUND IN PLAYABLEUNITS (B Bravo 2-3:1 (SSgt S.Tyler) REMOTE)
Error in expression <;
if ( _saveScores) then {
_data =_data + ALiVE_sys_player_SCORE_DATA;
};
>
Error position: <_data + ALiVE_sys_player_SCORE_DATA;
};
>
Error Undefined variable in expression: _data
File x\alive\addons\sys_player\fnc_setPlayer.sqf, line 74
Error in expression <tvariable ["saveAmmo",false];
_data = ALiVE_sys_player_UNIT_DATA;
if ( _saveP>
Error position: <ALiVE_sys_player_UNIT_DATA;
if ( _saveP>
Error foreach: Undefined variable in expression: alive_sys_player_unit_data
File x\alive\addons\sys_player\fnc_setPlayer.sqf, line 58
["SYS_STATS: PLAYER UNIT FOUND IN PLAYABLEUNITS (B Bravo 2-3:1 (SSgt S.Tyler) REMOTE)"]
Using ALiVE 1.07 it seems that height is ignored when issuing an Insertion command.
ACE3 FastRoping needs <= 30m height as the ropes aren't that long.
Haven't tested it yet with the new release.
17:51:43 Error in expression <] call ALIVE_fnc_hashGet;
_forcePool = _forcePool + _reward;
[ALIVE_globalForc>
17:51:43 Error position: <_forcePool + _reward;
[ALIVE_globalForc>
17:51:43 Error Undefined variable in expression: _forcepool
17:51:43 File x\alive\addons\mil_C2ISTAR\utils\fnc_taskCreateReward.sqf, line 46
I don't think English is supported in the string table and you have a lot of entry's with English in the string table. Also Double entry STR_ALIVE_INDEXER_MAPPATH_COMMENT.
I think it should be Original instead of English.
Alive modifies weapon info font and font size. Vanilla font and size is much more better right now.
Alive - http://i.imgur.com/yf5Pk48.jpg
Vanilla - http://i.imgur.com/6Xstv5f.jpg
You can see that with ACE running the Alive Buttons get overtaken by ACE's button.
http://images.akamai.steamusercontent.com/ugc/280730548757688515/F57BD499C857ADA242647D51DA0002E0DB0BA2C3/
A collection of enhancements to the AI Commander to make it more versatile, realistic and immersive.
Logistics helicopters fail to complete the delivery task if players are in the vicinity. Repro here: http://alivemod.com/forum/1859-heli-not-despawning
A lot of groups get stucks on waiting for regroup.
They are waiting for a group who will never arrive (vehicules bloqued or bug in the ai).
A timer on the action could solve the problem.
Seems that Group Manager, Task Manager and Operations manager have a reliance on Virtual AI profiles module.
17:52:15 Error in expression <E_fnc_hashSet;
[_taskParams,"profileID",_profileID] call ALIVE_fnc_hashSet;
[_ta>
17:52:15 Error position: <_profileID] call ALIVE_fnc_hashSet;
[_ta>
17:52:15 Error Undefined variable in expression: _profileid
17:52:15 File x\alive\addons\mil_C2ISTAR\tasks\fnc_taskTransportInsertion.sqf, line 236
17:52:16 Error in expression < = [ALIVE_profileHandler, "getProfile", _profileID] call ALIVE_fnc_profileHandle>
17:52:16 Error position: <_profileID] call ALIVE_fnc_profileHandle>
17:52:16 Error Undefined variable in expression: _profileid
17:52:16 File x\alive\addons\mil_C2ISTAR\tasks\fnc_taskTransportInsertion.sqf, line 288
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.