Arma 3
ALiVE | Operation Cobra
55 Comments
Atlas  [author] 15 Jun @ 3:54pm 
Yuri, they do but very little to be historically accurate. Also the Normandy map is not very tank friendly and it's entirely possible that they get stuck. From my experience the ALiVE commander also tends to keep them in the rear.
Yuri Prime 15 Jun @ 2:52am 
Do Germans have any armor? Played mission for 3 hours and haven't encountered any tank.
Yuri Prime 15 Jun @ 2:51am 
Nvm fixed an issue
Yuri Prime 15 Jun @ 1:46am 
Can't access to alive menu
Atlas  [author] 30 Apr @ 5:11pm 
Are you using a dedicated server uuillzy?
uuillzy 30 Apr @ 10:54am 
amazing mod but theres so much ai that ur fps goes to like 15 and its pretty unplayable
Vaulcan 13 Mar @ 7:18pm 
Anyone have a wierd clipping issue with units/AI
I place the team but then they start bumping away every few seconds like there was an object in the way.. cant keep them in place
Atlas  [author] 1 Mar @ 8:00pm 
Run the mission as a local server in multiplayer and this will fix your issue
xXfentanyl$banditXx 1 Mar @ 12:05pm 
why do i spawn with a bunch of ai in my squad and they dont move what do i do with them
Atlas  [author] 8 Jan @ 6:20pm 
Vaulcan, this was made by Jman iirc, I don't remember writing that code. Glad you found it, you can now fix it for yourself.
Vaulcan 8 Jan @ 6:14pm 
UPDATE on voice problem

you have it on your code...

// Shut up AI!
{_x setVariable ["BIS_noCoreConversations", true]} forEach allUnits;
0 fadeRadio 0;
enableSentences true;
Vaulcan 8 Jan @ 5:35pm 
I got no voices for me or my AI team too, cant find work this out seems fine with any other mission like this mate
Atlas  [author] 20 Dec, 2024 @ 4:45pm 
Currently the Spearhead CDLC has a bug that breaks the arsenal function used in the mission. Unfortunately, I can't do anything until they fix that on their end and push an update.
Sgt. Slamand 20 Dec, 2024 @ 4:23pm 
Thanks for the quick reply, weird though I only have the recommended installed. Aslo there is nothing in the arsenal at all when I start? I dont know what i am doing wrong.
Sgt. Slamand 20 Dec, 2024 @ 4:06pm 
Myself or the other AI units don't talk at all. Is this a common issue?
Jman  [author] 28 Nov, 2024 @ 2:53am 
Mission updated to v.1.00.6
Airborne 21 Aug, 2023 @ 9:17pm 
Yeah I never saw that second screen with the confirmation.
Atlas  [author] 21 Aug, 2023 @ 7:29pm 
Airborne 21 Aug, 2023 @ 2:22pm 
How do logistics work? I can't seem to get anything to actually show up and I don't know how to track if it's working and on the way. I looked up how it's supposed to work on the alive wiki as well.
Atlas  [author] 11 Aug, 2023 @ 7:06pm 
You are correct, it's more of a sandbox type scenario. Right now the win condition is to destroy the enemy forces near the German HQ. In the next update, this condition will be changed to where the germans must have less than 50 groups on the map to win. It will ressemble more of a CTI.
Airborne 11 Aug, 2023 @ 4:00pm 
Hope it's fixed haven't had a chance to check yet. Side question I'm not very familiar with alive but is there a way to "win" this scenario or is it just like a sandbox where most of the heavy lifting is already done.
Atlas  [author] 11 Aug, 2023 @ 7:39am 
New update for ALiVE Operation Cobra brings some much needed fixes such as:

-Increased action and a more balanced experience

-New friendly unit tracking system

-Fixed CQB AI spawning,

-Fix for SPE fire support,

-Significant Performance optimizations,

and much more!

The mission now has around 100 hours of work done on it. Give it a try, you won't regret it.
Atlas  [author] 11 Aug, 2023 @ 3:36am 
Is this with the latest version? This was an issue previously and though I had it resolved.
Airborne 10 Aug, 2023 @ 9:21pm 
If I die in the scenario when I respawn I no longer have access to the fire support options (the spearhead call-ins not the alive ones).
HCLI_ARNO 7 Aug, 2023 @ 4:22pm 
re-bind it to “home.”
Atlas  [author] 7 Aug, 2023 @ 1:03pm 
This is an old issue with ALiVE and unlikely to be fixed at this point. Please check this out as this is unrelated to this scenario. I cannot post the link, but google this: "alive menu only sound"
Bunny_Warr1or 7 Aug, 2023 @ 6:37am 
i'm having the same issue, no Command interface when i press App menu only the sound
HCLI_ARNO 7 Aug, 2023 @ 6:28am 
The Comand menu key only play a sound,I can't see the interface
Jman  [author] 6 Aug, 2023 @ 11:42pm 
If you have to modify and delete modules you are not using the correct mission version.
Nightwolf2112 6 Aug, 2023 @ 10:27am 
okay thank you. so far after removing the two modules specified below, the mission works in a dedicated environment.
Atlas  [author] 6 Aug, 2023 @ 10:04am 
It is, however before last night's update the one in the ALiVE mod was deprecated. Just make sure that you select the workshop one in the mission screen.
Nightwolf2112 6 Aug, 2023 @ 8:14am 
I currently have this version of the mission on the dedicated https://i.gyazo.com/a4525763b580f942f4ebdd443f49a971.png
Nightwolf2112 6 Aug, 2023 @ 8:04am 
Is the one on the github not the most recent version?
Jman  [author] 6 Aug, 2023 @ 5:03am 
@Nightwolf2112
It’s because you are not using the latest version of the mission on the server.
They renamed the 2 modules, suffixing them with "_hotfix" by mistake in SPE v1.01 therefore the module references in this mission reflect that so they still load. Future versions of Spearhead will be compatible with both naming conventions. Please double check your mission version on the server!.

These are screenshots of the module names in the latest ALiVE Operation Cobra v.1.00.2
https://www.kellys-heroes.eu/files/module01.jpg
https://www.kellys-heroes.eu/files/module02.jpg
Nightwolf2112 6 Aug, 2023 @ 2:00am 
Evening mate, looks like the modules are still causing issues. I just put the mission up onto the box using the latest mission pbo from the github and i'm getting the error (Bad vehicle type SPE_Module_AI_Systems and SPE_Module_Artillery_Support). I just updated all of the mods and CDLC on the dedicated server and there are 3 HC allocated to this.

i think the main issue is with the CDLC modules themselves and needs to be corrected by the main team, nothing we mission makers can really do about it.

If i delete the modules i can get into mission, but then suffer from just a black screen after the teletype intro finishes.
Jman  [author] 4 Aug, 2023 @ 3:41am 
@bluey82d Check you have Spearhead v1.01, the latest ALiVE release & this latest version the mission and all will work just fine. It sounds like one is out of date.
bluey82d 4 Aug, 2023 @ 2:11am 
@jman re the issue below, saw your discussion on the SPE discord, it seems the mission.sqm change is not working or there is something else missing?
bluey82d 4 Aug, 2023 @ 1:48am 
Hi all, on our dedicated server we ran Alive Operation Cobra last night and it was pretty good. Tonight when I try to load in to the mission after slot screen I get this error (Bad vehicle type SPE_Module_AI_Systems), server and mission have been updated overnight. Can share RPT but not clear what happened to break it? Does the mission save progress and could that be an issue?
Jman  [author] 4 Aug, 2023 @ 1:25am 
Jman  [author] 4 Aug, 2023 @ 1:25am 
@Max I guess you'd have to use the normal, non SPE arsenal:

https://community.bistudio.com/wiki/Arma_3:_Arsenal
bluey82d 4 Aug, 2023 @ 12:54am 
Hi @Jman, I have loaded your Alive mission on our dedicated server and had a run with one of our group and it seems great. I noticed that at first there were lots of Blue zones which I felt we had to capture, but after a short time they faded and disappeared. Otherwise it seemed cool but we were a little confused about this bit?
Big Hog Bob 3 Aug, 2023 @ 9:04am 
I can see that the init.sqf already filters the arsenal using the functions you've named. What I'm looking for is a way to manually edit the arsenal as many items are missing such as backpacks and rifle grenade adapters. I've considered adding a filtered arsenal directly to the objects using 'equipment storage' but obviously this would not work for the arsenal included in the mobile HQ.
Jman  [author] 3 Aug, 2023 @ 5:25am 
AliVE Discord Help & Support: https://discord.gg/VWAcPur for further help - not here ;)
Jman  [author] 3 Aug, 2023 @ 5:24am 
@Smiley The module dynamically spawns a profiled, garrisoned group or a manned vehicle/turret depending on the module options chosen.
The group will spawn directly on the module location and in the direction you set the module.

This module was created due to a need for a mechanism to spawn ALiVE units within the dugout locations located on the Spearhead CDLC terrain.
You may use this on any terrain and any faction, not just SPE
The dugout locations contain no 'housepositions' required by the default mil_placement module to spawn units. You may place multiple mil_placement_spe modules. For infantry groups you may select the ai behaviour.
Jman  [author] 3 Aug, 2023 @ 5:24am 
Syncing is not required. However if you want the OPCOM to consider it for tasking then sync it. The task weighting parameters still apply.

You may either define an infantry group classname OR a vehicle/turret classname. NOT both in the same module instance.
Set the infantry group classname field to empty for a random group to be chosen. You may also select the infantry groups AI behaviour using the drop-down.
If vehicle classname field is set, infantry group classname field will be ignored.
Smiley 3 Aug, 2023 @ 5:10am 
Is there any documentation on what the garrison module does? For either WW2 and for other theatre of war ALiVE setups?
Jman  [author] 3 Aug, 2023 @ 3:08am 
@Max One can filter the WW2 arsenal with side(s) and/or faction(s):

BIS_fnc_arsenal_sides = [side player,2]; //converts side automatically to the id number - so both inputs are valid
["Open",true] spawn SPE_Arsenal_fnc_arsenal;

BIS_fnc_arsenal_factions = [faction player,"SPE_US_ARMY"];
["Open",true] spawn SPE_Arsenal_fnc_arsenal;
Big Hog Bob 2 Aug, 2023 @ 2:44pm 
How would you edit the arsenal contents? I've looked through the mission's files and can't find anything looking remotely arsenal based. Cheers.
Jman  [author] 27 Jul, 2023 @ 3:29pm 
ALiVE creates an open battlefield. If you want specfic tasks you can use the ALiVE tablet to automatically generate player tasks.
Please refer here for futher info: http://alivemod.com/wiki/index.php/Command_%26_Control#:~:text=The%20Task%20Manager%20enables%20player,requires%20a%20War%20Room%20account) .
Smiley 26 Jul, 2023 @ 6:11am 
I am new to ALiVE and love the WW2 DLC. I loaded up the mission and wanted to ask what the objectives are - aside from heading to the middle of the island. Are there micro tasks or is it very much a case of running the gauntlet to the middle? There does not seem to be much in the way of feedback. For example, if I locate an AA battery should I blow it up? Will that have an impact on anything? Maybe I am being dumb but I'd be curious to know how best to play this sort of game mode with my team.