VCom and ALiVE

  1. ‹ Older
  2. 6 years ago

    When ALiVE spawns units in an already occupied town or placement can they be given a Hold waypoint command? That type of waypoint does wonders with vcom allowing Vcom to garrison buildings.

  3. Edited 6 years ago by sneezemonkey

    Hi longtime lurker here
    Can anyone confirm that NOAI and NOPATHING solutions actually work for the pilot issues and it's not just my code?

         { _x setVariable ["VCOM_NOPATHING", true];
           _x setVariable ["NOAI", true]; 
         } forEach (crew _x);
       } forEach (vehicles select {_x isKindOf 'Air'});
    }, 1, []] call CBA_fnc_addPerFrameHandler;

    Based on what I've read on the net and the documentation, this is supposed to work. It seems to too initially but after about ten(ish) minutes or so I see some move waypoints on the map and my CAS and transports flying towards them. This is with just ALiVE, CBA, and VCOM AI.
    Oops looks like I forgot Unit after NOPATHING

    Also found that there seems to be a difference with Github and non github versions where it is NOAI from github and VCOM_NOAI if not from github

  4. Does anyone know how to prevent friendly AI from stealing your vehicles?

  5. @Opendome Does anyone know how to prevent friendly AI from stealing your vehicles?

    We make all our vehicles locked via ACE then give everyone a masterkey.

  6. Thanks! Yea thats what I ended up doing as well, one odd thing is that I synced all our vehicles to the ace lock module but all vehicles seem to be locked regardless if they are synced to the module or not?

  7. VCOM seems a little busted and broken with the latest release. AI instant detection issues, annoying grand theft auto tendencies with vehicles, stuck AI. I noticed in the notes for the last ALiVE release that VCOM compatibility is mentioned, but CAS and transport vehicles still fly away. Anybody else having these issues?

    Currently having better luck with ASR, but I do miss the platoon level AI strategy that VCOM brings, as well as the IDF abilities, better vehicle driving, and other things. Kind of waiting around for the next release to fix a lot of these issues, although I'm not sure when that's coming as I seem to recall him saying it might be that last release for a bit :/

  8. I was just going to say I have the same issues, I just used ACE locking system to keep them from jumping in our vehicles but helicopters still fly away randomly, tell them to rtb and it says that they are but they go off in the middle of nowhere and hover, and stuff like that. I tried it with/without

    [{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler;

    but seems that it still happens?

  9. I'm using VCOM 2.92 on dedicated as a script with the fix in the forums. It's very much the same as reported, lots of vehicle theft etc, also tend to notice AI pathing seems to be wierd: the group leader rmeains still, the section patrols around him, along with errors about cycling waypoints on no waypoints or WP 0. Difficult to see if it's vcom or alive or what, just watching the thread.

  10. There's an option in the userconfig to turn off vehicle stealing, while it's a nice idea I've just found it better to turn it off.

    I'm also keeping an eye on this thread as I've seen some weird crap going on since the last update. AI just standing there while I walk up to them and shoot them in the face, only then do their squad mates decide I'm a threat. Never consistant though so it's hard to track.

  11. i'm still playtesting it on dedicated, I really can't say that either are conflicting. VCOM definitely runs, since the GTA vehicle theft, is often hilarious (one enemy guy stole a humvee 10m behind me, quite the genius) Vehicle theft is like ACE medical, great idea until you realise its changing the entire game. I've not seen any gamebreaking unplanned features though, so it's staying in, but I'll remove vehicle theft.

  12. Oh yea I can confirm Vcom runs fine but the aircraft is the only weird thing I notice. Theyll randomly take off and fly west, sometimes when on tasking theyll start flying as high as they can. Sometimes they derp out and go to the wrong location. Sometimes they wont RTB, etc

  13. Have noticed several instances of the AI running away from contact IF you punch enough rounds down range to suppress them initially and then keep the rate of fire relatively high. However they tend to start calling in IDF and reinforcements a little quicker in those instances because they think you are a heavier group than them.

    I watched one of our small patrols do that in our ALiVE deployment (they were a 4 man patrol) and each person dumped probably 3-5 mags or 2-3 belts of RPK ammo with the intent of forcing the AI into suppression on my requests...they were then overwhelmed by the response they recieved about 5 minutes later from the AI.

  14. Has anyone else noticed that squad/team leaders for the AI now stay in place at the cycle point area instead of following the patrol route with their teams? I can't pin it down to VCOM but it seems that might be the culprit.

  15. Try this

    go to the directory VCOMAI\functions and delete VCOMAI_ClosestAllyWarn.sqf
    rename VCOMAI_ClosestAllyWarnOLD.sqf in VCOMAI_ClosestAllyWarn.sqf

    that's from the VCOM thread on the BI forums. Hopefully it makes sense

  16. @JD_Wang Try this

    that's from the VCOM thread on the BI forums. Hopefully it makes sense

    I think that has to do more with the AI not responding to calls for help, though it may play into the waypoint problem. I myself haven't noticed any problems with the calls for help, but I have noticed the waypoint behavior - do they still use this behaviour after using that fix?

  17. I haven't noticed any issues since I did that fix, but to be fair I haven't done any extensive testing.

  18. Deleted 6 years ago by Mannulus
  19. A really big thing that is a game-breaker while using VCOM is that the OPCOM ignores all of the warning features that come from VCOM (hearing gunshots, vehicles, far off detection) and continues using stupid move and cycle waypoints in the objective. This results in other AI in the objective that aren't involved in combat to just not do anything. The group in combat doesn't use flanking maneuvers or anything, and they never get reinforced like VCOM should allow. Players end up having to seek out the remaining combatants to clear them completely out of the objective, which gets tiring. As virtualized reinforcements come in per the OPCOM's request, the same thing happens, they're just mindlessly stuck to their move waypoint. There is no cooperation, which VCOM should allow.

  20. Edited 6 years ago by HeroesandvillainsOS

    I’d encourage you to reach out to Genesis. Aside from some edge cases (which included VCOM at one point because Genesis was actively talking with the ALiVE devs), ALiVE simply doesn’t have the manpower to ensure compatibility with outside mods.

  21. I'd love to get in touch with him. Any idea how that would happen? And are you suggesting that VCOM is no longer supported/compatible, or something on my mod list is messing it up? Appreciate the reply.

  22. Newer ›

or Sign Up to reply!