TrEuDaT

Member

Last active 9 years ago

  1. 9 years ago
    Sat Nov 1 13:55:28 2014
    TrEuDaT posted in Stats not working.

    I just read a couple other posts where you are trying to help someone out with problems with war room stats. I have no idea what I did to fix similar problems, but I'm running my server now with 11 mods + ALIVE mod....12 total and the War Room is successfully collecting stats. Maybe it has something to do with the initialization order. If it helps, my current server commandline is....

    -mod=@AliveServer;@CBA_A3;@ASR_AI3;@alive;@agm;@jsrs2;@blastcore_a3;@sthud_a3;@nato_russian_sf_weapons;@mas_usa_devg;@african_conflict;@blastcore-tracers;@babe_midtex;@st_stamina_bar

    I've also uploaded my latest server report here for your reference...

    http://pastebin.com/8Lr0g71k

    Let me know if I can help any other way. Thanks.

  2. Sat Nov 1 13:31:53 2014
    TrEuDaT posted in Stats not working.

    Yes, I'm running AGM. Conflict?

  3. Fri Oct 31 15:59:19 2014
    TrEuDaT started the conversation Military AI Commander and Factions Questions.

    ALiVE Team,

    As always, I'll start by saying I love your work. Having a blast with it and I see infinite potential when it comes to future mission design.

    Ill just get right to it...

    1. MILTARY AI Commander Module: In the override factions line, how am i supposed to enter the factions (using the African Conflict mod)...

    IND_F,mas_afr_ind

    or

    "IND_F","mas_afr_ind"

    ?

    If quotes aren't needed, recommend correcting the pop up help box.

    2. Recommend starting a repository for tried and tested inputs for faction mods....that way we could simply copy from it and then insert it to an existing staticdata.sqf on our local machines. For example, the ALiVE wiki says that the faction name i should be using instead of the one shown above is...

    mas_afr_rebl_i

    However, the modders page on armaholic says we should be using " mas_afr_ind".

    Is this where the staticdata.sqf comes into play? http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings

    If we don't use the staticdata.sqf, will our faction mods work correctly? Essentially, do we have to have the staticdata.sqf in our scripts to make the mods listed on the wiki (known to work page) work correctly?

  4. Wed Oct 22 23:15:45 2014
    TrEuDaT posted in Stats not working.

    Worked up another mission last night and stats are now working. No idea what the problem was.

  5. Wed Oct 22 13:31:02 2014

    you have to have the following alive system modules placed somewhere on the map...

    Require Alive
    virtual AI

    then put your markers down and size and place them over the desired territory for blufor and opfor. Name them something like blu_taor_1 and opf_taor_1

    Now put down an opcom for both the blufor and opfor

    Now put down an ALiVE Military placement (MP) module for each. in the blufor MP module, in the TAOR field, type in your marker name (e.g. blu_taor_1). Now sync it to your blufor OPCOM to give it control and sync it to your opfor OPCOM to let it know it has an objective to go get.

    The MP module should look for all military emplacements within your marker and it will place the units you've specified in your module.

    Military civilian will put down military in cities and towns within your marker.

    If you have a small marker inside a large marker, you can use the blacklist field in your MP or MCP module synced to the large marker to prohibit units from spawning in your small marker....

    Recommend playing with it and following the tutorials on youtube.

  6. Wed Oct 22 02:33:23 2014

    i'm really not quite sure if it matters, but just in case it does, i would rename your "Civ_x" markers keeping the case the same (i.e. civ_1,civ_2,CIV_3,etc)...

    I can't tell what modules are what in your picture, but instead of syncing the modules, I'd use the same approach you used with the civ modules and simply put the marker names in the TAOR line of your MP and your MCP modules. Keeps it cleaner. Also, instead of putting MP and MCP modules everywhere, I'd place markers down and put those marker names in consolidated MP and MCP modules.

    I also suggest saving your mission as another mission name and test it without your other mods installed. That way you'll know if its your mods that are screwing you up, which is a very good possibility.

  7. Wed Oct 22 00:08:34 2014

    I think it has to do with some animation script or something in your mods. I don't think it is alive related...

  8. Tue Oct 21 23:57:02 2014

    I'm in the same boat you are brother...no I don't. If you figure it out, let me know!

  9. Tue Oct 21 23:49:10 2014

    It certainly should work with one large marker, but I think you'll find they pop up where you don't want them, in which case you can create and name markers and place those names in the black list line of the module.

  10. Tue Oct 21 23:42:42 2014

    Looks like you are running mods that conflict with each other. For example, you are running agm with your milsim mod, which rolls up a bunch of mods that conflict with agm.

    I would start there. Regarding civs, it is very easy. In your mission editor, put down a civilian population module with no links, then put down an ambient civilian module with no links. Create and name a marker and or markets and add those names to the taor line in the ambient civilian module like so...

    Blu_taor_1,blu_taor_2,marker3, etc

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