highhead 20 Posted February 9, 2014 guys if i place editor units,and put there name in the opcom drop box for opcom to controll,do they still get reinforced through logistics even though they didnt spawn in a placement?And if they do get reinforced do they get reinforced with the same unit type? thanks Think ARJay knows best, but without looking at the code id say mil logistics needs mil placement units to reeinforce! Laters Share this post Link to post Share on other sites
spookygnu 563 Posted February 9, 2014 I've seen the code params for the F18 somewhere so I can use it for CAS, can someone point me in the right direction. When I use the CAS in game it gives me a buzzard. Share this post Link to post Share on other sites
zach72 1 Posted February 9, 2014 Just put the F18 classname into the CAS module for aircraft to use. Share this post Link to post Share on other sites
spookygnu 563 Posted February 9, 2014 ok cheers dude! Share this post Link to post Share on other sites
jaysmizzle 3 Posted February 10, 2014 (edited) deleted Edited February 10, 2014 by JaySmizzle Share this post Link to post Share on other sites
arjay 7 Posted February 10, 2014 How do I find faction classnames? I'm trying to add the Finnish Defense Forces. Contact the mod author, or have a look in CfgFactionClasses in the config viewer. Share this post Link to post Share on other sites
GDent 10 Posted February 10, 2014 is it possible to create ambient traffic all around with this? or, can a script be used to create civilian traffic all over the map and will they be profiled by ALiVE? Share this post Link to post Share on other sites
redarmy 422 Posted February 10, 2014 Think ARJay knows best, but without looking at the code id say mil logistics needs mil placement units to reeinforce!Laters Ok cheers highead,i did test it a little and the reinforcments did occur but seemed much less than usuall and did ot reproduce the same unit tyoe. It could and prolly was only reinforcing the default placement-spawned units. Share this post Link to post Share on other sites
highhead 20 Posted February 10, 2014 is it possible to create ambient traffic all around with this? or, can a script be used to create civilian traffic all over the map and will they be profiled by ALiVE? Hi, ALiVE at the moment creates traffic for all military groups with vehicles. We are at the moment implementing and testing persistence (aka. Mission - saving) and afterwards or maybe even in parallel we are going to integrate our plans for civlians, which also include civilian traffic of course. In the meanwhile you could take a look at ARJays Agent system or TPWs ambient civlians, should be quite easy to put in yout mission! Laters Share this post Link to post Share on other sites
GDent 10 Posted February 10, 2014 Another thing, this may be very specific, but I'm not sure if it's within the scope of ALiVE I want to set up a dynamic, persistent warzone type thing, where enemy forces will grow in size over time, move from site to site, things like that. as I've seen, the military placement modules let you choose a set size, but I don't see a way to create military movement to new areas (though I haven't looked at how OPCOM deals with objectives yet, seems related), "recruiting" or growing in size so that we have to hit them hard after a while, etc. I also recall MSO having things like civilian relations, where they would throw rocks at your team if you were in bad standing with them, for example. I think it would add a lot of atmosphere and life to all this if civilians could move and respond to enemy occupation, ambient civilian traffic, and enemies coming in and slowly occupying locations covertly any tips about all this would be appreciated. i know some of it is very specific and just really ideas, but if any of it is related to something we might get in ALiVE, it would be cool to know about thanks for the response, by the way. I'm having a blast messing with these modules Share this post Link to post Share on other sites
highhead 20 Posted February 10, 2014 Another thing, this may be very specific, but I'm not sure if it's within the scope of ALiVEI want to set up a dynamic, persistent warzone type thing, where enemy forces will grow in size over time, move from site to site, things like that. as I've seen, the military placement modules let you choose a set size, but I don't see a way to create military movement to new areas (though I haven't looked at how OPCOM deals with objectives yet, seems related), "recruiting" or growing in size so that we have to hit them hard after a while, etc. I also recall MSO having things like civilian relations, where they would throw rocks at your team if you were in bad standing with them, for example. I think it would add a lot of atmosphere and life to all this if civilians could move and respond to enemy occupation, ambient civilian traffic, and enemies coming in and slowly occupying locations covertly any tips about all this would be appreciated. i know some of it is very specific and just really ideas, but if any of it is related to something we might get in ALiVE, it would be cool to know about thanks for the response, by the way. I'm having a blast messing with these modules See an example how to create new objectives for OPCOM on the fly a few posts back! There is a snippet on our wiki. All the other points is exactly what we are doing in ALiVE. If its not yet there yet, it just hasnt been finished. Some patience, patience :) Share this post Link to post Share on other sites
GDent 10 Posted February 10, 2014 thank you, I'll look farther into what we have now. awesome work you guys are doing, can't wait for what's to come Share this post Link to post Share on other sites
Gudsawn 93 Posted February 10, 2014 Is it possible to use ALiVE to create ambient vehicles without placing units? I'm using the CQB module to populate a town and wish to add some ambient vehicles without adding extra military placement units. Share this post Link to post Share on other sites
arjay 7 Posted February 10, 2014 Is it possible to use ALiVE to create ambient vehicles without placing units? I'm using the CQB module to populate a town and wish to add some ambient vehicles without adding extra military placement units. Not at the moment GDSN, ambient vehicles are only spawned around mil placement locations, and only when place units option is selected. We will be working on ambient vehicle placement for towns in the civilian modules for ALiVE. Share this post Link to post Share on other sites
Gudsawn 93 Posted February 10, 2014 Not at the moment GDSN, ambient vehicles are only spawned around mil placement locations, and only when place units option is selected. We will be working on ambient vehicle placement for towns in the civilian modules for ALiVE. Excellent, thanks for your reply. Share this post Link to post Share on other sites
legio4777 12 Posted February 10, 2014 Hey Guys. I want to create a mission in UTES from the A3MAP pack. In this map exists a US Carrier. I wanna place over the carrier the combat support modules. As you know you have to set to the units the elevation to appear on. How can I put the elevation at the modules to have in the carrier the combat support modules? Any idea? Code to put in the init of the modules? Or What can I do? The concrete elevation is 18m. BR Share this post Link to post Share on other sites
gunny1979 3 Posted February 10, 2014 Hey Guys.I want to create a mission in UTES from the A3MAP pack. In this map exists a US Carrier. I wanna place over the carrier the combat support modules. As you know you have to set to the units the elevation to appear on. How can I put the elevation at the modules to have in the carrier the combat support modules? Any idea? Code to put in the init of the modules? Or What can I do? The concrete elevation is 18m. BR In each of the modules, there is a field where you type the Spawn Height, put 18 in there. Share this post Link to post Share on other sites
oktyabr 12 Posted February 10, 2014 Heya! So I have all my CAS stationed at the main airbase. Main airbase gets over run by opfor. I ghost in to see how bad the carnage is and of course the opfor (profiles) are engaging the CAS helis that are sitting there waiting for orders. Helicopter eventually explodes... and eventually respawns. Rinse and repeat. Is there any way to make CAS unavailable as long as the sector it is housed in is under enemy control? (Sorry, my Skype has been misbehaving lately!) Share this post Link to post Share on other sites
gunny1979 3 Posted February 10, 2014 Heya! So I have all my CAS stationed at the main airbase. Main airbase gets over run by opfor. I ghost in to see how bad the carnage is and of course the opfor (profiles) are engaging the CAS helis that are sitting there waiting for orders. Helicopter eventually explodes... and eventually respawns. Rinse and repeat. Is there any way to make CAS unavailable as long as the sector it is housed in is under enemy control? (Sorry, my Skype has been misbehaving lately!) Hi Oktyabr, It is something on my list that I have thought would be a great addition, Combat Support will not have any more feature requests added now until we have got other things we are working on sorted. I have realised that I have spent too much time on this Module, and other items are being pushed back, but yes it is on the list. Thanks Gunny Share this post Link to post Share on other sites
highhead 20 Posted February 11, 2014 YO COMRADES! Let me show you some WIP of our warroom page after we released it to our closed testing group! As data is flowing, the site grows and grows! I personally love the personal stats and performance page most! Hopefully i can add more screens in the upcoming hours! http://m.imgur.com/a/r3y4o Prepare... Share this post Link to post Share on other sites
legio4777 12 Posted February 11, 2014 In each of the modules, there is a field where you type the Spawn Height, put 18 in there. Hi Gunny Many thanks for your support here. I wanna report you a bug in UTES. After several tries the choppers in the combat support module doesn´t recognize the US Carrier like available to land. "Unable to comply the order at designated coordinates". Do you know why is this caused for? Is there any solution. Thanks again. Share this post Link to post Share on other sites
alexsegen 17 Posted February 11, 2014 (edited) YO COMRADES!Let me show you some WIP of our warroom page after we released it to our closed testing group! As data is flowing, the site grows and grows! I personally love the personal stats and performance page most! Hopefully i can add more screens in the upcoming hours! http://m.imgur.com/a/r3y4o Prepare... I think I can fap to this. Thank you! It's awesome. Can't wait to see my stats there :cool: EDIT: Oh I want to report something. I don't know why but when I give an order to the air transport unit (Combat Support Module) to go RTB, the chopper just lands like 100m away from my position. It happened almost everytime last night in your "Hell of Zargabad" demo mission. (Yes, I added Air Transport Support to it). Any logical reason? Edited February 11, 2014 by AlexSegen Share this post Link to post Share on other sites
redarmy 422 Posted February 11, 2014 Alive team, have you considered ever implementing some kind of AI controlled cas transport script into your mod? Just a thought so hear me out....While playing Alive,sp mainly,i just tried to take on the role of a helo pilot,transporting AI to the battlefield and strategic objectives,and with the help of MCC,using its group generator to load profiled(currently spawned) troops into my chopper,then proceed to a location,drop them,give the SAD waypoints to an objective then RTB to pickup more. It was alot of fun,especially with random AA and that and constantly updating alive placements changing hands and then needing to relocate etc etc,from the role of a helo pilot in sp,its the best i can come up with as from a performance point of view,no other mod can i be in a battlefield and take this role of helo support/transporter. However,because of the profilig,the afformentioned MCC group generator stops working as troops eventually refuse to load/unload. I just thought of how much more immersion some kind of AI or player pilot role it could bring to Alive watching infantry being airlifted into zones instead of a stampede to the finish line if you know what i mean. Hope you get the angle which im coming from,butim also aware the profile system limits waypoints,but considering i slightly got around it with MC features,is there a way it could ever be implemented.Purely for immersion,a small touch that would add tons of ambience i feel. Thanks for reading Share this post Link to post Share on other sites
oktyabr 12 Posted February 11, 2014 YO COMRADES!Let me show you some WIP of our warroom page after we released it to our closed testing group! As data is flowing, the site grows and grows! I personally love the personal stats and performance page most! Hopefully i can add more screens in the upcoming hours! http://m.imgur.com/a/r3y4o Prepare... Very, very sexah. Looks quite state of the art. Almost begs that A3 got a facelift to keep up ;) Alive team,have you considered ever implementing some kind of AI controlled cas transport script into your mod?... ...I just thought of how much more immersion some kind of AI or player pilot role it could bring to Alive watching infantry being airlifted into zones instead of a stampede to the finish line if you know what i mean. I like that idea. For more immersion imagine if the Logistics module transported some of the fresh replacement troops by air too. You, the player, might be near the front and see/hear an AI heli touch down long enough for a bunch of AI troops to jump out and then RTB for more troops/supplies. Have two or three choppers flying all over the place like this (or more). Jump in a CAS/Transport helicopter as pilot and receive tasks that fit the position. :) Share this post Link to post Share on other sites
redarmy 422 Posted February 11, 2014 Very, very sexah. Looks quite state of the art. Almost begs that A3 got a facelift to keep up ;)I like that idea. For more immersion imagine if the Logistics module transported some of the fresh replacement troops by air too. You, the player, might be near the front and see/hear an AI heli touch down long enough for a bunch of AI troops to jump out and then RTB for more troops/supplies. Have two or three choppers flying all over the place like this (or more). Jump in a CAS/Transport helicopter as pilot and receive tasks that fit the position. :) Yes,thats exactly what im talking about,thank you for wording it as such. Tasks for the player are great idea.I took this idea from watching dyslexcis shack tac vids and rally enjoying watching him fill the role of helo pilot and dropping troops off and getting in to all kinds of awesome situations.But trying to replicate something like that in sp is hard and a hog on FPS if i dont use ALIVE. Share this post Link to post Share on other sites