Member
Last active 8 years ago
@SavageCDN ^ yes and considering the number of groups that use ALiVE in their persistent missions I would think this issue would have been reported in the past. I've had a mission running for 6 days before...although that was some time ago (around alive version 0.7). Will attempt to repro...
Well, generally speaking, I know from experience that only a small percentage of your playerbase will actually bother to report issues. Most people either simply try to ignore the problems, work around it, or abandon your product entirely and move on to something else.
Here's a recent example. In multiplayer, smoke is not working for the AI (more specifically, AI local to the dedicated server), they can see through it like it's not there. The issue was there for many months and still is (it's been there for at least 6 months, if not longer). Finally I got off my lazy arse and I reported it on the bug tracker and it seemed like I was the first (now, BIS has acknowledged it and is working on it). Yet, the bug report has gotten very few upvotes and nobody else is reporting this issue. How is that possible? It's an issue that affects almost everybody who plays against AI on a dedicated server and this issue has been there for a very long time. It affects all the big coop communities. Surely, somebody must have noticed it before I reported it. Yet, nobody bothers to report it. Such is life... In my case, it was because of laziness that I didn't report the issue sooner. Maybe everybody is lazy? ;)
I second the original post. There appears to be a bug in ALIVE that makes it stop working after a few hours.
I've done extensive testing with just ALIVE/CBA and I have never been able to get OPCOM to really work for more than a few hours. After a few hours OPCOM stops assigning objectives, units stop respawning and it then also stops sending units to objects. If I run some fancy scripts to look at the OPCOM information, I can see that objectives are assigned, I can see that groups are assigned to objectives, but no units are moved regardless. It's like OPCOM is frozen completely.
The simplest test that I couldn't even get to work is (using a bare minimum amount of modules with as much as possible default settings):
Seeing as how even such a small, simple mission doesn't work, I think it's pretty clear that it's not the server performance that is causing the bug.
I have been able to get OPCOM to work longer by making it so OPFOR and BLUFOR AI never fight each other. So, what I mean is:
I also tried to create a mission in which AI units don't respawn, so all units are spawned by ALIVE on mission start, but that changes nothing.
I did all testing on a dedicated server.
So, it seems that ALIVE works for as long as there's no combat happening. If there is combat happening, it seems to break after a few hours.
I don't have a test mission for you because last time I did any tests was about 2 months ago, which is when I gave up on ALIVE. But it's not like it's hard to reproduce this bug, seeing as how it always breaks after a few hours.
But when do they come back? Do you need a mil logistics module for them to come back using the respawn system?
I'm pretty sure it's not that because if I kill off the active AI, no new AI get spawned in. If you also look on the map while having profile debug enabled, you'll see the profiled group simply disappear completely.
So, when there are a bunch of profiled groups around players and you hit the Active Limiter limit, the additional groups disappear from the map. What happens to them? Do they get killed off (reinforcements number goes down and they need to wait for the next transport wave to come in)? Do they come back straight away from somewhere? Or do they get teleported somewhere?
What about the mil logistics module? When you put the reinforcements on dynamic, does it also check custom objectives when deciding where to insert?
What's the difference between creating a mission with military/civilian objectives and only using custom objectives? Will some functionality not work properly if you only use custom objectives (insurgency for instance)?
Main reason I'm asking this is because I'm thinking of creating a mission using only custom objectives to get more control over the objectives. Using mil/civ modules, the north west part of Altis is mostly empty, while the south west part gets very crowded.
I'd like to make a suggestion to include functionality that the OP is asking for. In my community we run into the same issue.
There should be more tools available that inform you on the current status of the war.
On that note, intel generated by C2ISTAR disappears too quickly. If you are busy fighting and don't check the map for a few minutes, you will probably miss a bunch of important markers. Would be nice if you could choose how long those markers last.
What are the conditions to complete a clear civilian objective task?
Reason I ask is because in my community we've tried to complete such a task about 6 times and have never managed to do it.
Thanks for the reply.
One more question on number 2. I've been trying to give the AI Commander units through scripting. Will doing something like the following cause any issues down the line?
["rhs_group_nato_usarmy_wd_infantry_squad", _pos] call ALIVE_fnc_createProfilesFromGroupConfig;
EDIT: Also another question about Commander AI. Does OPCOM support missions where redfor is friendly to greenfor? Or will they try to capture each other's areas?