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=VG= SavageCDN

VG Clan Administrators 2A (Inactive Duty)
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Everything posted by =VG= SavageCDN

  1. Thank you Jamie for letting us know.. he seemed like a great guy and was always saying good things about VG. I'm glad to hear he went peacefully in his sleep. RIP Bottom
  2. Canadian Armed Forces is a nice mod... C-series rifles and they should be releasing the LAV III soon http://www.armaholic.com/page.php?id=19420 TMR realism mod http://forums.bistudio.com/showthread.php?160054-TMR-Modular-Realism Support Drones http://forums.bistudio.com/showthread.php?162621-U-C-S-V-Cargo-amp-Support-Drone If ever you guys want to setup some mods/missions on the server let me know. Also what do you think about a 2nd Arma 3 server for that purpose?
  3. More updates... files are available in TS3 ALivE channel file browser. Changelog if you're interested http://pws.arma3liverepo.info/versioning.txt Dev team is trying to arrange a 15-20 player test this weekend will update with more info if it ends up taking place.
  4. Another update later today - lots of bug fixes and new dynamic weather module. Will edit this post once they are available in TS ALiVE channel.
  5. I've added a demo mission on Stratis that is much quicker to initialize (and better on your FPS).. it should start by default when you join the server. Preview of upcoming AAR website stuff: http://combatteambravo.com/aar/IntelOps.altis.raw_aar-20131105.html?markerID=5#zoom=4&lat=-169.03125&lng=146.15625 More info from BIS forums: Main Features ALiVE features the revolutionary Virtual Profile System that supports thousands of units operating simultaneously across the map with minimal impact on performance. Unlike older caching systems, Virtual AI groups will continue to move, operate and fight and will seamlessly spawn into the visual game world when players are in range. ALiVE identifies key military, industrial and civilian installations automatically for any map. It uses an advanced, multi-layered AI Operational Command structure which assesses the strategic, operational and tactical situation across the battlespace, analyses the relative strengths of enemy and friendly forces and issues missions accordingly. The result is a fluid, dynamic and credibly realistic battlefield as forces modelled on real world Combined Arms doctrines fight for key objectives. The second generation Persistent Campaign system automatically retains mission critical data on an external database without any user installations required - no need for complicated MySQL databases, it is all handled completely automatically! ALiVE have created and fully integrated the ArmA3Live.com Battle Monitoring system, which tracks operations in near-realtime and provides powerful analytical tools to review every kill and every shot fired. ALiVE also provides a variety of popular Player Support utilities such as View Distance, Respawn and Revive Manager, Long Range Communications Rebroadcast for ACRE and an integrated Support Radio Suite for AI controlled Combat and Combat Service Support. The intuitive, easy to use modular framework means mission making with ALiVE is quick and easy, even if you have never opened the editor before. Simply place modules down and play. ALiVE can be used completely stand alone or as part of more complex missions and scripts.
  6. Server is being updated with latest version of ALiVE. You will need to delete the 1st version and re-download from the Teamspeak file browser channel (ALiVE MSO for A3). Haven't looked at it yet so not sure what has changed. @ALiVE mod PDF manual test mission For maximum compatibility and to ensure everything works please only load @CBA and @ALiVE mods during testing. Note that the demo mission takes much longer to initialize than before... seems to be the CQB module that is adding locations over the entire map. I'll see about removing those or making another smaller mission to test.
  7. I hear you our cable bill (TV, Internet) is now close to $200 a month and we're considering ditching it entirely, going with a small local ISP that has no limits on d/l per month and watching anything over Netflix or similar service. It's not as bad here in Kanuckistan... we still have the same shitty speeds and overpriced connections but at least the gov't has some regulatory powers and forces the big monopolies to provide services to smaller communities. Also there are 2 main players in Canada, Bell (phone line) and Rogers (Cable) - both have been forced by regulation to allow other smaller ISPs to purchase access to their physical lines meaning a smaller ISP can now offer similar services without having to lay their own wires. Of course the big two resisted this kind of thing however our gov't kindly reminded them that way back when they were given an easement (and tax breaks) to allow them to run lines on public and private property. I believe the US broadband market is completely deregulated so those are the results you see. Same thing happened with telephone.. gov't forced companies to provide services to everyone nationwide.. even with HUGE distances between settlements like in the arctic.
  8. Yeah not sure maybe the teleporting has a negative effect on the spawning or causes other problems? It would seem odd to spawn an armored unit in the ocean :) @Vetala - don't worry.. go ahead and play other missions just reset the server when you're done (ie: back to the mission list screen) Dunno about anyone else but after yesterday's update the ALiVE missions are unplayable (extremely low FPS and high mem usage)... update - actually it runs like shit for me in SP and MP preview but if I join the VG server mission seems to run fine
  9. Just a quick note: DAC is included in the ACE mod so no need to add it separately. In the editor select unit, game logic, DAC intern (to use the default DAC values and configs). DAC extern requires you to add the config files to your mission folder. I can show you how to do this if you like. Of course you can use the script version of DAC instead however that will add about 1mb to your mission size. Also everyone be nice... mission making is hard work and while good feedback is appreciated let's not get carried away.
  10. OK thanks... we'll get in touch with the server operator and have it reset (unfortunately we can't do this ourselves)
  11. Also if you feel someone should have admin powers please let us know we are OK with handing that out to regular, trusted players.
  12. While I am not a pilot or anything resembling a pilot.. I see guys hopping onto Teamspeak all the time and filtering through the various BMS, Falcon channels. There seem to be plenty of willing players just not on at the same time :) Good luck!
  13. Yeah I dont see why not... you can still play those missions on the server you'll just need to login and select them from the list. Patch was released today updating A3 server now edit; server updated
  14. Yeah I think you're right Semler - even though the unit icon is over the water I don't think they actually spawn in the water... it seems to move the unit (when it spawns) to the closest coast. I've noticed that too with mechanized/motorized units... map icon has them 100m away from the road but if you teleport near them they will spawn in on the road. It seems that terrain is pretty much ignored in the 'virtual' environment when it comes to placement and movement of units. Not sure if it affects any virtual combat. I also think the virtual combat happens too fast.. units seem to move right by each other at times in trying to reach their objectives. Once they reach their destination fighting seems to happen more (units get eliminated and removed from the map). Probably needs some more observation. I tried using CAS (you need a laser designator then apps key > Combat Support) but it just gave me a script error. Hopefully they send out an update this weekend as I'm anxious to see how it runs with full logistics /supplies / reinforcements. Feel free to de-pbo the mission file and see how it works. You can adjust the number of AI under each "Military Placement" module > Force Size. Starts at Platoon (30) and goes all the way up to (I think) Battalion (800).. or even higher can't recall ATM. Running in Singleplayer in the editor preview does work.
  15. It's the mission they provided as a demo.. I made a few tweaks. - Support module is not working yet apparently so no re-inforcements or supplies. - I think the Bluffor aircraft in the north are for CAS support but I think it's broken You access the ALiVE menu using your apps key (not mentioned in the manual)
  16. Files are in the Arma 3 ALiVE teamspeak channel... I was kinda hesitant to post the links in the forums Expect an update at some point this weekend with new files screenshot of Combat Support GUI http://kevingunn.co.uk/cs_gui.png example of optional stats tracking site http://tupolov77.wix.com/a3live
  17. Pvt. Charry LAN_WROTE ... So I get stuck on something. I need some Civilians to get shoot at me if I activate a trigger. Can't really find a good solution on the Internet. Then I need a single Enemy spawn after I activate a trigger(without any addons). Already tried to use the "BIS_fnc_spawnGroup" but it didn't help. Any Ideas? The 'easiest' way for the Civilian problem is to join the civ unit to an OPFOR leader who has a probability of presence set at 0% - at least that's how you'd do it in the editor. Scripting that in will be more difficult but possible I'm sure. As soon as the civ unit 'joins' the non-existant OPFOR group he will become enemy. For a single unit spawn use createUnit: http://community.bistudio.com/wiki/createUnit ie: create a unit and add to player's group: "classname_of_unit" createUnit [position player, group player]
  18. Ok server is now running the @ALiVE mod. Mod and PDF manual are available for download in the Teamspeak channel You will need this mod plus @CBA_A3 - here: http://www.armaholic.com/page.php?id=18767 Signature checks are not enabled (no keys for @Alive mod yet) so make sure you are running @Alive, @CBA, and client-side mods ONLY. Server is locked again - password is: vg I would suggest reading the manual as it gives you a general idea about ALiVE. It's quite different from MSO for Arma 2 but has a lot of the same features. Persistent database stuff is not yet working. There are AI commanders for each faction that control all AI groups on the map, creating a large on-going battle. AI will spawn in when players get within 1500m. What's neat is AI groups outside that range still 'fight' in a virtual battle even if there are no players near, regardless if they are actually spawned in on the map or not. For the test mission on the server some debug information is enabled to help in testing. It takes a few minutes for the server to start the battle and generate the units, so be patient. All groups will be marked on the map once things get going and you'll also notice a lot of crap on sidechat... obviously this is only for testing purposes. *** VERY IMPORTANT *** The ALiVE devs were kind enough to include us in their beta testing - please return the favour by NOT spreading the word on this!! They do not want this released yet!!
  19. Server is on stable branch at the moment. I believe another patch is coming this week as well (with campaign release). Headless client will come soon... no real performance increase with small player counts and Insurgency-style missions. It makes a big difference in larger missions with lots of AI simultaneously on the map. Also I've been approached by the MSO Dev Team to see if we would like to test MSO for Arma 3 - called "ALiVE" (Advanced Light Infantry Virtual Environment). It's an add-on now instead of just mission scripts so a download is required. What do you guys think do you want to try it out? If so we'll have to keep it within the group and also provide some basic feedback.
  20. Yeah I'm anxious to try it out http://youtu.be/jQ_ozi6nE28
  21. I'll check it out when I get a chance.. this weekend probably.
  22. lol yeah... "I know let's make the interface like an iPad cause that's what people want on their desktop PCs"
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