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ALiVE - Advanced Light Infantry Virtual Environment

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alivemod.com

The next generation dynamic persistent campaign for ArmA3

Release 0.9.5

Fixes & Enhancements

This is a further incremental update to prepare the ground for 1.0 release and fix several outstanding issues and features. Some of the more high profile issues have been fixed, such as Combat Support helicopters now turn their lights off when on task, FFV positions are no longer filled with AI, mobile mortar teams are now supported and the Military Intel Section is back in business providing valuable information on the battlefield situation. Linux server admins should note that everything is now in lower case, although a working connection to the War Room database is still awaiting help from a friendly C++ dev. Any volunteers gladly welcomed! Meanwhile, a lot of changes have been made in the background to prepare for the much anticipated ALiVE Asymmetric Warfare Environment, which will simulate a complex Insurgency and Counter-Insurgency scenario. Unfortunately this is not yet ready for general release and we'll post more details in due course.

However, bundled with this release is Hazey's awesome ALiVE Insurgency Revived based upon the same concept as the ever-popular ArmA2 mission, which really shows off the power and flexibility of ALiVE. Check out the MP missions folder in the download. More details in his mission release thread here.

Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission.



Download

Grab the latest version from ALiVEmod.com

Also available from PlayWithSix and ArmAholic.

Note that this build requires the latest ALiVEPlugIn.dll for @ALiVEServer. A separate download link to match Linux server versions will added shortly.

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War Room

Most of the ongoing War Room work is focussed on stability and robustness of the system as it sees more and more use every day. Many thanks to all those providing feedback and troubleshooting issues with the data feeds. You will soon see a significantly more enhanced Server Performance suite built into the War Room with some very powerful analytical tools for server admins. Even if you're not running persistent missions, we strongly encourage you do use the ALiVE Database module to record server stats so we can build a benchmark and provide everyone and BIS with invaluable performance data.

We have added a new 'mission' that automates high quality image capture of any addons you have loaded so they can be uploaded to the War Room. Instructions are included in the demo folder. If you have missing images on your War Room profile, run this up and let us know so we can upload them for you.

Manual

Please refer to the ALiVE Wiki. All the info you need should is there. If anything is missing or unclear, please let us know by submitting a ticket on our Development Tracker and we'll look to fix it.

Support Forum

For direct support and feedback from the ALiVE dev team, join us on Skype or sign up to the forum on our website: http://alivemod.com/forum/

Release Highlights

  • New Maps: indexed Helvantis, Isla Duala & Borhholm (again)
  • Combat Support: fixed heli lights blackout and FFV turrets no longer occupied by AI
  • Combat Support: added support for custom init lines in CS modules
  • Combat Support: added support for mobile mortar teams
  • ALiVE Required: added option to disable persistent markers
  • Virtual AI System: added module options for speed of profile movement
  • Military AI Commander: provide more user feedback in the event of init failure (to resolve the 'infinite load' issue)
  • Several fixes to Military Intel, Virtual AI System, Logistics and AI Commander
  • Exorcised the saboteur from the Player Combat Logistic system

Changelog

- Build 0.9.5

- Note. This Build requires the latest ALiVEPlugIn.dll (@ALiVEServer)

[ALL] Updated version to 0.9.5.1502201

[DEMO_MP] Final cleanup of Insurgency Demo. Ready for Release. mission version 0.55.6

[linux] changed folder/pbo names to lowercase

[index] Isleduala re-index for update 3.21

[CS]Added ability to run code on CS trans and CAS units inc setvariables

[MISC] Fixed missing STR and module descriptions in combat support modules.

[mil_ied] ALiVE now with 100% more akbar! (added akbar to suicide bomber).

[mil_opcom] Fixed zero divisor error with OPCOM analysis (fsm). http://dev.withsix.com/issues/75912

[DEMO_MP] - Added first release candidate of Insurgency | ALiVE mission.

[MIL OPCOM] Disabled asymetric option for this release! Further Insurgeny WIP (all ins controlled civs build campfires atm :))

[sys_profile] Added option in Virtual AI module to choose a speed modifier (25%>125%) for simulated AI. http://dev.withsix.com/issues/75395

[ALiVEServer] Updated plugin to support enhanced performance monitoring

[sys_perf] Fixed issue where lack of custom monitor parameters caused RPT spam

[sys_data] Fixed issue where an error was returned during a successful save

[sYS PROFILE] Fix for non moving air units were blocking virtual combat

[MIL OPCOM] Extracted temp function, enabled syncing of CQB module, some more WIP work

[X LIB] Made building grid not clear if player is in a vehicle

[sys_profile] big changes to handling of vehicle assignments to fix some FFV bugs.

[]MIL CQB | X LIB] Fix for Builiding-Grid (optional markerbrush change)

[CS]Allow Code to be ran on CAs and transport units

[MIL_CQB] Added ability to change buildingGrid markerBrush type via module params.

[sys_statistics] Fixed issue where stats system throws an error if users war room profile does not exist

[tools] Updated Image Capture War Room mission and documentation

[sys_logistics] Fixed issue where despite being disabled logistics still attempts to save

[MIL CQB] Implemented building grid option (tbd: Add markerbrush optione like "solid" etc.)! NOTE: to reliably enable the buildinggrid, turn it on on all CQB instances or they would potentially override each other

[X LIB] Added ALiVE_fnc_CreateMarkerGlobal that uses createMarker instead of createmarkerlocal (intended for global use of markers on server)

[Demos] Finished making sure demos were 0.9.5 ready.

[Log]Fix forcepool 0 error http://dev.withsix.com/issues/75912

[Combat Support] Fixed spelling errors and tooltip for mobile mortar teams

[sys_player] Stop hash inspection

[mil_IED] Fixed spelling error in "Extreme"

[Combat Support] Fixed issue where CS arty scripts error if a unit dies (mortar teams)

[mil ied] Prevent a vehicle having double IEDs attached

[mil ied] Rewrote VBIED to only attach IEDs to vehicles within certain locations (and not when vehicles were spawned)

[MIL OPCOM] Adjusted Assault condition, fixed scripterror until defend is done

[MIL OPCOM | MIL COMMAND] Further INS WIP (incl. CQB and Assault)

[sYS PROFILE] Fix for virtual units without waypoints were not fighting but stuck

[X LIB | MIL CQB] Implemented building grid functions, fixed isEnemyNear to not include snakes

[Combat Support] Updated mortar arty so that vehicles are provided to mortar support teams

[sYS_LOGI] Fixed issue with debug message displaying even while debug is set to false.

[CS]Fixed FFV issue with CS and Hummingbird

[sYS_VDIST] Fixed reported localization error.

[Demos] Updated Sabotage Mission for 0.9.5 compatibility. https://dev.withsix.com/issues/76001

Fixed http://dev.withsix.com/issues/74932 no chnage in behaviours

[sYS_PLAYERTAGS] Fixed issue with Feature Turned off being reported even with debug off.

[intro] Added additional intro scenes.

[MIL OPCOM] Fix for hanging on loading screen!

[X_LIB] Added ALiVE_fnc_canSee (checks if a player/unit can see another object/unit

[ALIVEServer] Updated plugin to handle string that may not be JSON compliant

[ALiVEServer] Updated plugin to avoid whitespace in monitoring string values

[sys_data] Updated default values for custom perf monitor.

[Mod Image Export] Updated functions to cater for mods that don't correctly list all items in CfgPatches, added support for grenades.

[sys_data] NEW! Updated Perf Monitor (similar to ASM) with custom counts and improved process/OS stats

[ALiVE Required] Added options to disable Adv Markers, Admin Actions and Player Logistics

[mil_ied] Added ambient suicide bombers to IED module

[mil_IED] Added suicide bombers

[intro] Added Johari graphic to main menu

[intro] Added Johari's This Is War metal cover of the Arma 3 theme tune to the main menu intro.

[ALiVEServer] Added ASM-like functionality. New version of NewtonSoft.JSON, new version of ALiVEPlugIn.dll, sys_data updated. please upgrade entire @ALiVEServer. Replace Data module in missions.

[XLIB] Make ALiVE_fnc_CreateMarker remove an existing marker of the same name before creating it, in order to be able to update a marker with one call

Disclaimer

ALiVE is still in BETA and subject to change. We may need to clear persistent database data from the War Room before major updates but we will try to let you know well in advance if this happens. We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker.

Work In Progress

We are hard at work on the Asymmetric Warfare Environment, popularly known as the Insurgency Module although it's technically not a single module but a whole new game mode. We have a working system already but there is a way to go before it achieves our final vision. Our main theme at the moment is to ensure ALiVE is a intuitive and robust as we can make it for general release of 1.0 We'll be taking a long hard look at the outstanding feature request list and make some decisions about what we can realistically achieve for what will be the official gold version, but we're determined that Asymmetric Warfare will be in there! We will of course continue working on future enhancements after that.

Thanks To

Special thanks to everyone here for supporting us with donations to the War Room. Database hosting isn't free and the overwhelming popularity of ALiVE means we are using rather more data than we originally anticipated. If you want to contribute to keep the War Room ALiVE (see what I did there) then please find the Donate button at ALiVEmod.com!

Have fun!

Edited by MadDogX
updated on request
  • Like 9

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Congrats on the release!! Looking forward to testing this out.

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I noticed that the current version of the mod appears not to work with the dev-branch, is that correct? It gives me an error that im running an incorrect version.

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"The next generation dynamic persistent campaign for ArmA 3 (stable)

Alpha Baseline Release 0.5.1"

That is correct.

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what is the key to bring up the tablet / admin actions? can't seem to find it anywhere:rolleyes:

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what is the key to bring up the tablet / admin actions? can't seem to find it anywhere:rolleyes:

Hello Mate, the default is windows app key, however if you don't have one. You can define your own key by using Custom Key 20 in the settings.

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Congrats on the release, been following your WIP thread for quite some time :)

Can't wait to finally give this a go. Will upload to our server soon.

Edit: Looks like Serjames is already on the case :p

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Congrats on release! :) Can't wait to see what the community cooks up as well as my clan mates >:)

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Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account (wolffy.au) on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

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Thanks Foxhound - really appreciate the speed you put us up on Armaholic!

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Congratulations with the release! That's some serious piece of work. Can't wait to try it.

Edited by DarkWanderer

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can someone help me out for a sec or 2?

i have no idea where to start, just lots of modules and i have no idea how to get started.

any tips or quick examples? i.e.

place ***

sync *** to ***

place ***

sync *** etc

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There's a very comprehensive manual. It's a good place to start looking.

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can someone help me out for a sec or 2?

i have no idea where to start, just lots of modules and i have no idea how to get started.

any tips or quick examples? i.e.

place ***

sync *** to ***

place ***

sync *** etc

You can start on our website where we have some video tutorials to get you up and running. You will also find a link to the manual and a link to the tutorial missions.

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