H

Haymaker

Member

Last active 7 years ago

  1. 7 years ago
    Sat Jul 2 17:09:43 2016

    do underscores work?

  2. Sat Jul 2 16:31:35 2016
    H Haymaker posted in ALiVE Persistence.

    I've reinstalled the alive.cfg file and re-unblocked it, it will take a few days to see how it works

  3. Sat Jul 2 16:29:21 2016
    H Haymaker posted in ALiVE Persistence.

    @HeroesandvillainsOS  Is the mission saving and loading properly?

    Is it just your War Room stats that are messed up?

    No, the ALiVE markers save/load only about 50% of the time, and units repetitively spawn in areas we have already cleared.

  4. Sat Jul 2 16:21:57 2016
    H Haymaker started the conversation ALiVE Persistence.

    Okay I'm having issues with ALiVE persistence.

    I've removed all of the brackets from the hostname of the server and other special characters. The alive.cfg file and @aliveserver are both installed, running, and unblocked. The issue is progress only seems to save 50% of the time, and yes, everyone player exits and server exits. The IP and other info is all correct on the War Room set up. The player profile loads in the top right corner too. But on war-room, it only stores like half of the information if that. It still states we have 0 hours of combat and have only fire 1000 shots as a group, but we've fired more than that x10000. We've been doing this for upwards of a month and it still states only 100 enemy KIa and the live-feed doesn't work properly either.

    Are these characteristics indicative of any specific problem?

  5. Tue Jun 21 19:32:16 2016
    H Haymaker started the conversation Tanoa and APEX.

    When will Tanoa and APEX be supported?

    I've been working on a new ALiVE template with custom functions and features for Tanoa, my goal is to have it 100% bug free for July 11th official APEX release. Unfortunately I can't do this because ALiVE hasn't indexed Tanoa nor does Syndikat work. Is it possible to get it working primitively on the APEX preview build so that people can get their ALiVE templates working before the release?

  6. Sun Jun 12 19:50:54 2016

    Even on removal of RHS to vanilla factions. I'm stuck.

  7. Sun Jun 12 16:39:15 2016

    @Friznit Even upon removal of MCC modules on the mission, the addon from the server, and the addon from the client, I still get the issue.

    I've even changed the unit to RHS VDV, which is a confirmed supported faction.

    The map is also Altis, so I'm about 300% positive that isn't the issue.

    I even changed the mission name in order to get rid of any previously saved database issues. Even when it does load up to the respawn screen, when you click the spawn button it just goes back into the loadingscreen.

  8. Sun Jun 12 16:19:38 2016

    @Friznit Leight's has caused a lot of people problems in the past, if you search this forum there's a long discussion about it somewhere.

    I've been searching far and wide, I've seen it, just so unfortunate being such a critical modification! Looking forward to this new faction coming with Tanoa though!

  9. Sun Jun 12 15:42:41 2016

    @Friznit 1. Almost always due to a unit mod not having groups as expected.

    1. Sometimes can be caused by an old/bad map index but usually ALiVE will pick that up and show the error.
    2. In some cases it can be caused by another mod waiting until player init, meaning the player never initialises and ALiVE won't load (because ALiVE also waits until player if fully intialised) - aka a 'race condition'. Only way to figure this out is do what Spyder suggests.

    Best guess is the groups as I'm using Leight's Opfor Pack. Is there a way for me to define my own custom groups?

    I'm only confused because it only does this, SOMETIMES, and if that's the case with the units, why wouldn't it happen in Singleplayer?

  10. Sat Jun 11 21:38:43 2016

    @SpyderBlack723 Your best bet is to create a new mission with only alive and cba, then ensure it works. Once that's done, add a few mods and retry the mission, if it still works there are probably no conflicts. Repeat this process until the mission no longer works, then take the last set of mods you added and narrow it down till you find the mod causing the mission to no longer run.

    I did something that fixed it, couldn't tell you what, heheh..

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