Releases: ALiVEOS/ALiVE.OS
ALiVE Changelog version 2.1.6.2410071
Latest Version set to 2410071
Release Build 2.1.6
[ALL] Updated ALiVE version to 2.1.6.2410071 - Clusterbuild 2.16.151618 - A3 Public Stable
[MIL/CIV/CUSTOM PLACEMENT] Garrison Profile groups now spawn to cluster size.
[INDEX] Added Yulakia v1.0beta6 index https://steamcommunity.com/sharedfiles/filedetails/?id=2950257727
ALiVE Release 2.1.5.2409021
ALiVE Changelog version 2.1.5.2409021
Latest Version set to 2409021
Release Build 2.1.5
[ALL] Updated ALiVE version to 2.1.5.2409021 - Clusterbuild 2.16.151618 - A3 Public Stable
[MIL/CIV/CUSTOM PLACEMENT] Fixed issue where profile groups were initially spawning too close together.
[VARIOUS] Updated CDLC Spearhead 1944 faction groups. Fix for 'no entry bin\config_bin\cfgGroups' error.
ALiVE Release 2.1.4.2408061
ALiVE Changelog version 2.1.4.2408061
Latest Version set to 2408061
Release Build 2.1.4
[ALL] Updated ALiVE version to 2.1.4.2408061 - Clusterbuild 2.16.151618 - A3 Public Stable
[ALL] Updated ALiVE version to 2.1.3.2407231 - Clusterbuild 2.16.151618 - A3 Public Stable
[VARIOUS] Added support for CDLC Spearhead 1944 Update v1.1
[MISSIONS] ALiVE_Operation_Cobra.SPE_Normandy Update
[INDEX] Added Mortain index for CDLC Spearhead 1944 Update v1.1
[INDEX] Updated Normandy index for CDLC Spearhead 1944 Update v1.1
[SYS_PROFILE] Updated virtual speed & combat parameters.
ALiVE Release 2.1.2.2309211
ALiVE Changelog version 2.1.2.2309211
Latest Version set to 2309211
Release Build 2.1.2
[ALL] Updated version to 2.1.2.2309211 (CDLC Spearhead 1944 Hotfix v1.0.2 Support)
[INDEX] Updated index for CDLC Spearhead 1944 Normandy terrain hotfix v1.0.2
ALiVE Release 2.1.1.230913
ALiVE Changelog version 2.1.1.230913
Latest Version set to 230913
Major Release Build 2.1.1
[ALL] Updated version to 2.1.1.2309131 - Clusterbuild 2.14.150957 - Public Stable (Game Update 2.14 Anniversary Bonus Content, Enhanced Video Options, Platform Support)
[X_LIB] Added function: ALIVE_fnc_detectDLC
- Description: Detects CDLC present in getLoadedModsInfo array
- Parameters: Scalar - DLC appId
- Returns: Boolean - true if search term is found, false if not
- Example:
- (App ID, 1175380: Arma 3 Creator DLC: Spearhead 1944)
- [1175380] call ALIVE_fnc_detectDLC;
[MIL_LOGISTICS] Minor debug update
[MIL_OPCOM] Minor debug update
[MIL_LOGISTICS] Minor debug update
[MIL_LOGISTICS] New module parameters:
- Increment capturing side's startForceStrength on objective capture. true/false (BOOL)
- Factor % amount to increase startForceStrength on objective capture. 1,4,6,8,10 (NUMBER)
- Decrement losing side's startForceStrength on objective capture. true/false (BOOL)
- Factor % amount to decrease startForceStrength on objective capture. 1,4,6,8,10 (NUMBER)
- NOTES:
- startForceStrength types (Infantry","Motorized","Mechanized","Armored" etc) are incremented/decremented by % factor according to their assigned weights. Zero values will not be increased. (BIS_fnc_selectRandomWeighted).
- The increment/decrement amount is calculated from a sum of the startForceStrength values * factor / 100.
- As more objectives are captured and the startForceStrength count increases so will the resulting increment amount therefore scenarios where there are many objectives, a lower factor is suggested.
- Activating the decremental options can be used to negate increases by reducing a side's startForceStrength when losing an objective. Side increment & decrement factor percentages do not have to be the same!.
[MIL_OPCOM] Additional debugging lines
[SYS_PROFILE] Catch empty _slingLoadClass array
[SYS_PROFILE] Fix for land entities spawning-in near player when entities traversing water. Kand entities will now only spawn-in when reaching land.
[INDEX] Updated Livonia index from newly decrypted contact files (Arma update 2.14RC)
[MIL_PLACEMENT_SPE] Updated call to ALIVE_fnc_garrison
[MIL_PLACEMENT] Added unit garrison guard dynamic patrolling. Garrisoned guards now patrol buildings and locations.
- The density of guard groups was hardcoded to 1 group. This is corrected.
- The density group number is now directly tied to the infantry profile numbers.
- The functionality switches off the alive garrison whitelist priority dynamically when a certain number of garrison groups are parsed per location (greater than 3) therefore spreading larger units numbers out to more buildings dynamically (increase the guardRadius parameter!).
- Updated guardProbability values. The density of guard groups as described above.
- Added guardRadius module parameter. Garrison guard groups will patrol within the specified radius.
- Added guardPatrolPercentage module parameter. The percentage of guard groups units that will patrol.
[CIV_PLACEMENT] Added unit garrison guard dynamic patrolling & roadblock locations.
- Updated guardProbability values. The density of guard groups (taken from infantry profile numbers).
- Added guardRadius module parameter. Garrison guard groups will patrol within the specified radius.
- Added guardPatrolPercentage module parameter. The percentage of guard groups units that will patrol.
[MIL_PLACEMENT_CUSTOM] Added unit garrison guard dynamic patrolling.
- Updated guardProbability values. The density of guard groups (taken from infantry profile numbers).
- Added guardRadius module parameter. Garrison guard groups will patrol within the specified radius.
- Added guardPatrolPercentage module parameter. The percentage of guard groups units that will patrol.
[MIL_LOGISTICS] Updated call to ALIVE_fnc_managedGarrison
[X_LIB] Added ALiVE_fnc_groupGarrisonSPE & ALiVE_fnc_infantryGuardProbabilityCount functions
[INDEX] Updated index for CDLC CSLA Iron Curtain Gabreta Terrain
New Garrison Infantry Video (sped up)
https://www.kellys-heroes.eu/files/Arma3/alive/
New Garrison Infantry Parameters
Garrison test missions for mil placement (mil obj), mil placement (civ obj) & mil placement custom modules
ALiVE_Garrison_Test_MP.Stratis.zip
ALiVE_Garrison_Test_CP.Stratis.zip
ALiVE_Garrison_Test_CMP.Stratis.zip
NOTE
You might want to adjust your existing placement modules in your missions as until you do the new garrison parameters will use the default settings.
ALiVE Release 1.21.6.2308202
ALiVE Changelog v1.21.6.2308202
Latest Version set to 2308202
Release Build 1.21.6
[ALL] Updated version to 1.21.6.2308202
[MISSIONS] ALiVE_Operation_Cobra.SPE_Normandy updated to v.1.00.4
- Update mission.sqm
- Reinstated persistence.
- Doubled the max amount of AI profiles so that the US can push more than half the map.
- Removed Experimental 'Select Assault Position' script.
[ALL] Updated version to 1.21.6.2308201
[COMPATIBILITY_GM] Added new optional addon (move the /addons folder to load) - This ALiVE addon component requires Global Mobilization CDLC Global Mobilization v1.5
- This ALiVE compatibility addon corrects the faction classes for Global Mobilization groups in cfgGroups
- For detailed usage please read the included ALiVE_GM_Classnames.txt & GM-Unit-Classnames.txt
[X_LIB] Filter out unwanted unit classnames from random unit spawner function (including misconfigured GM units)
[X_LIB] Moved debug line to 'ALiVE_SYS_PROFILE_DEBUG_ON'
[X_LIB] Enhanced function debugging: set default 'ALiVE_SYS_PROFILE_DEBUG_ON'
[SYS_PROFILE] Enhanced function debugging: new variable 'ALiVE_SYS_PROFILE_DEBUG_ON'
[X_LIB] Fixed typo in description
[INDEX] Re-indexed Global Mobilization Weferlingen (Winter) terrain due to incomplete staticData
[MAIN] Updated static data for Global Mobilization CDLC v1.5
[MIL_PLACEMENT] Parse missing faction _prefix to ALIVE_fnc_createProfilesCrewedVehicle()
[SYS_PROFILE] Additional SPE vehicle profile logging
[MISSIONS] ALiVE_Operation_Cobra.SPE_Normandy - Added skipTime script
- Fixed CS Artillery collision destroying them when rotating
- Added OPCOM stop on all players disconnected
- Update skipTime.sqf
- Fix for timeSkip
[SYS_PROFILE] Military Placement (Garrison Obj) module persistence is added
[MIL_PLACEMENT] Set default speInfantryBehaviour to "AWARE"
[SYS_PROFILE] Updated entity "aiBehaviour"
[SYS_PROFILE] Fixed issue where "aiBehaviour" was not saving to persistence on vehicle entity
[SUP_PLAYER_RESUPPLY] Cleanup
[SUP_PLAYER_RESUPPLY] Fixed empty list options i.e when selecting 'Groups'
[MISSIONS] SOG:PF - ALiVE_Erawan_Secret_War.vn_the_bra - Fixed mission successful condition trigger
ALiVE Release 1.21.5.2308101
ALiVE Changelog v1.21.5.2308101
Latest Version set to 2308101
Release Build 1.21.5
[SUP_COMBATSUPPORT] Updated SPE GUER utilisation of SPE_leFH18
[ALL] Updated version to 1.21.5.2308101
[MISSIONS] Updated to ALiVE_Operation_Cobra.SPE_Normandy to v.1.00.3
[X_LIB] Fixed issue where artillery was not able to fire German 'NB' smoke shells
[SUP_COMBATSUPPORT] Updated SPE GUER utilisation of SPE_leFH18
[X_LIB] Spearhead 1944 fix for bocage objects have building positions (https://community.bistudio.com/wiki/Spearhead_1944_Known_Issues_and_Workarounds#AI_gets_spawned_inside_bocage_objects)
[SUP_COMBATSUPPORT] Spearhead 1944 Side "GUER" can now utilise "WEST" 10.5 cm leFH 18 artillery (SPE_leFH18)
[SUP_COMBATSUPPORT] Fixed 'Error Undefined variable in expression: _testposinrange'
ALiVE Release 1.21.4.2308081
Latest Version set to 2308081
Release Build 1.21.4
[ALL] Updated version to 1.21.4.2308081
[X_LIB] Debug logging update
[SYS_PROFILE] Fixed multiple 'undefined variable' errors when restoring persistent profile data
[MIL_PLACEMENT] Fixed 'undefined variable _HQ' when reloading persistent data
[MIL_ATO] Fixed 'error undefined variable in expression: _marker' script error
[MIL_OPCOM] Updated ALIVE_fnc_OPCOMIncrementStartForceStrength
[MIL_OPCOM] Added function ALIVE_fnc_OPCOMdecrementStartForceStrength
- Description:
decrement StartForceStrength of targeted side of OPCOM_INSTANCES - Parameters:
STRING - _side ("WEST","EAST","GUER")
STRING - _type (string of "Infantry", "Motorized", "Mechanized", "Armored", "Artillery", "AAA", "Air", "Sea")
NUMBER - _decrementAmount (decrease StartForceStrength type by amount) - Returns:
startForceStrength - Examples:
"GUER","Infantry",1] call ALIVE_fnc_OPCOMdecrementStartForceStrength;
ALiVE Release 1.21.3.2308061
Latest Version set to 2308061
Release Build 1.21.3
[ALL] Updated version to 1.21.3.2308061
[VARIOUS] Fixed issue where fnc_profileEntity calls were throwing an error due to invalid parsed variables.
[X_LIB] Shortened logging
[MISSIONS] ALiVE_Operation_Cobra.SPE_Normandy - Updated mission to v.1.00.2
- Update mission.sqm
- Multiple changes to mission file
- Fixed an issue where players could not order logistics through the tablet.
- Changed the Logistics module from static to dynamic
- Changed special attributes for all sandbag types to allow destruction.
- Added US vests with radios to be used for combat support and C2ISTAR.
- Added minimum distance for garbage cleaner at 200m
- Added Vest with radio for IFS
- Added //comments
- Deleted Old Tracker Script
- Deleted deprecated weather script
- Added New soldier tracker script
- Multiple changes to mission file
- Fixed earplugs script
- Renamed VRandomize to vehicleInit
ALiVE Release 1.21.2.2308042
ALiVE Changelog v.1.21.2.2308042
Latest Version set to 2308042
Release Build 1.21.2
[ALL] Updated version to 1.21.2.2308042
[MISSIONS] ALiVE_Operation_Cobra.SPE_Normandy
- Added US Army Friendly Forces to the battlespace and extented their initial frontline.
- Added German Sturmtroopers with higher skill that will defend the most valuable german objectives.
- Added SPE Function to draw a frontline on the map
- Added persistence to all alive modules (to be tested)
- Added Squad Reset Script activated via Radio 1 (press 0-0-1) This is to regroup friendly AI squadmates to your position if they get stuck.
- Added Randomized minefields AP and AT in front of german objectives
- Added Experimental "Select Assault Position" on radio at US Main. This will teleport the player to an AO he selects on the maps and join him to and ALiVE AI group. May be buggy.
- Added Dynamic Weather script, weather will be different on every mission start (no fog)
- Added setSkill 1; to AI units recruited via flagpole recruitement script. This will make AI squadmates more competent.
- Added function to recruited AI so that they go into a revivable state and will revive and get revived by other AI squad mates.
- Added US Army frontline defense compositions
- Added various Map markers for immersion
- Added 2 static respawn points along US frontline
- Added a few static respawn points in german territory that will become available once the US liberate that sector.
- Added group menu by pressing "U" key.
- Added C2ISTAR map intel and grid colors. The deeper the color, the higher amount of units present.
- Tweaks:
- Tweaked US Army main base layout
- Tweaked German supply, they have only reinforcements for planes so they are destined to loose. This will make german AI units fall back as the US pushes in as they would have in the real Operation Cobra
- Tweaked player slots to be more open and generic for multiple playstyles.
- Known bug:
- Recruited AI squadmate are not revivable by the player. Will fix soon.
[MISSIONS] ALiVE_Operation_Cobra.SPE_Normandy - Added player 'return to base' action on deployed MHQ flag pole
[MISSIONS] ALiVE_Operation_Cobra.SPE_Normandy - Added player join in progress (JIP) addaction states
- Fixed locality issue where deployed MHQ marker's shadow was not displaying on clients.
- Fixed locality issue where AI recruitment was not spawning units on MHQ flag pole
- Fixed issue where AI recruitment was not spawning units on MHQ flag pole
- SPE CAS now operational from player action menu