Last active 2 months ago
Are you running any scripts on the server by any chance? Worst case scenario, open your basic.cfg and decrease min and mx error send till it goes away.
A thread below this one ( http://alivemod.com/forum/2584-using-objective-capture-status-for-triggering-events/0#p16960 ) talks about what I think you are looking for.
Double check to make sure the Transport modules are placed down and synced to the Player Combat Support. Also make sure to double check each module to ensure none have duplicate information.
Our unit had this issue before (non-ALiVE related). What fixed it for us was removing a bad mod (don't remember which one). What mods are y'all running? I recommend going through them one by one to see if one of them is causing it.
@JD_Wang For what it's worth we just finished a mission on Napf, it's a big map but we're only a small group and had a ton of fun on it. I did have to reindex it though, but if you search these forums you'll find the index thread.
I'm kind of in a rut at the moment too when it comes to which map to start a new mission on. I'd give my left nut for Lythium to work properly, but I've just about given up on that dream ever coming true. I'm pretty sure it'll take ALiVE devs sitting down with JBAD devs and FFAA devs to actually work out what's wrong. Alas that just isn't a priority.
Lythium would be great but yeah, it would need some serious sit down time to unscrew it. I also hate how all the jungle / african maps have that two colored tree bug. Super annoying.
So it's now July of 2018. Been looking for more suggestions due to all the new maps and updates to old maps.
By any chance? Is there any really good map for more infantry / motorized gameplay? Looking to do an ALIVE for a smaller group of people and most maps are just too big for us.
@Guitar18 This would be a random location within the TAOR still right?
I think it depends on the radius setting. It could be placed outside TAOR though it's TAOR is still there.
@highhead are you seeing the same, if you wait 2 minutes before engaging the AI?
What we may be seeing is:
- The first time the AI fires at you, it is still on the server after you teleported near it
- AI Distributor switches the AI to HC after an average of a minute after spawn (interval for distribution check is 60 seconds), and the AI then looses all the knowsAbout information and walks away
- you then get near the AI again, and the knowsabout value is set again, so AI is also firing at you again
I think that is what it is. We had an op today with the HC and increased the spawn distance to the norm of 1500 to give AI time to switch over. Had a very intense firefight today so I am happy.
So what exactly occurs if we allow the AI Commander to spawn semi randomly? How does one figure out that area is where the HQ sits?
@HeroesandvillainsOS The grass thing is a vanilla Arma issue (disgusting I know), nothing to do with your PC.
That video doesn’t strike me as being that odd. You’re hip firing from a kilometer out in the first section and the second section you’ve just come up a hill with AI looking away from you on a patrol route. I mean I guess in a perfect world the first group would at least hear the gunfire and do something but without a side by side without using an HC or running a similar test it’s hard to say.
True, but here is another video showing the same thing.
Go to 1:10 and watch from there.