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syco

Only 63 men allowed per side?!

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I was adding some more troops to my self-made mission when it gave me a warning that the maximum amount of units (men) per side is 63 (or 68)!!! whats up with this? Is there any way around this nonsense??!! mad.gifmad.gif

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They have to draw the line somewhere, and I guess that was it!

I don't know if there is a way to get around it other than using respawn...

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Use Dynamic Unit Creation.

Thus meaning only create units if the player is going to see them.

And do you think your PC Could Cope with like 140 AI Units all moving at once ?

I dont.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FW200 @ Nov. 07 2002,15:39)</td></tr><tr><td id="QUOTE">The max is 64 GROUPS!!!!! not units!!<span id='postcolor'>

64 GROUPS per side?? I don't know my friend... Mission editor removed the preview option when I added a soldier to the map and gave me the sixty-something units per side. I'll try it again and PRAY that you're correct, because I have a few more soldiers to add. I'll come back and let you know. Thanks

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (syco @ Nov. 07 2002,15:47)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FW200 @ Nov. 07 2002,15:39)</td></tr><tr><td id="QUOTE">The max is 64 GROUPS!!!!! not units!!<span id='postcolor'>

64 GROUPS per side?? I don't know my friend... Mission editor removed the preview option when I added a soldier to the map and gave me the sixty-something units per side. I'll try it again and PRAY that you're correct, because I have a few more soldiers to add. I'll come back and let you know. Thanks<span id='postcolor'>

FW200 is right.

64 groups is the limit.

But sometimes when I've reached that limit I'm unable to add more units to existing groups aswell confused.gif

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its beacause you got over 12 soldiers in a group. it have happened to me before and it ddoesnt help to remove the soldier either, the previw option doesnt come back

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It's 64 groups per side, totalling 768 men per side, totalling 3,072 men if you use WEST, EAST, RESISTANCE and CIVILIAN.

Although I seriously doubt the game would even run with that many units. Just create a group of 12 men and copy and paste it until you reach the limit. Do the same for each of the 4 sides and try to run the game. Good Luck getting more than 1fps.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (eisa01 @ Nov. 07 2002,16:53)</td></tr><tr><td id="QUOTE">its beacause you got over 12 soldiers in a group. it have happened to me before and it ddoesnt help to remove the soldier either, the previw option doesnt come back<span id='postcolor'>

No, that has happend when I've added a single unit (soldier) to a group consisting of just one other soldier smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Azz [GUN] @ Nov. 07 2002,09:19)</td></tr><tr><td id="QUOTE">And do you think your PC Could Cope with like 140 AI Units all moving at once ?

I dont.<span id='postcolor'>

140 Units is a piece of cake... 300 units is not so easy with current machines...

If you click on the COC banner below you can experience some really big battles. smile.gif (www.thechainofcommand.com)

Why is this topic even here? Don't you guys read the error messages? smile.gif

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It is 63 groups, it is because you had all the men in their own group that you could only have 63 men. Group some of the men together.

RED

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My funny alamo-style scenario on a part of Kolgujev had the same problem with one West  M2 Machinegun (me) named BOB surrounded by a hell lot of east soldier with

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setunitpos "UP"; this move getpos BOB<span id='postcolor'>

in their init line biggrin.gif

The 63 group limit seemed strange because there was no group at all , just 63 soldiers

So Thanks RED , now i understand what was the problem

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Chronicles @ Nov. 07 2002,14:14)</td></tr><tr><td id="QUOTE">The 63 group limit seemed strange because there was no group at all , just 63 soldiers<span id='postcolor'>

biggrin.gif that's too funny... but now I see how you can get stuck on it if you never made a group or something. wink.gif

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Nope...got the error again:

Maximum 63 units allowed PER SIDE

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (syco @ Nov. 07 2002,16:05)</td></tr><tr><td id="QUOTE">Nope...got the error again:

Maximum 63 units allowed PER SIDE<span id='postcolor'>

I don't think that error exists... read carefully

maximum 63 groups

12 ai per group

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I dunno the right syntax off that error message, but

i know that: 1 soldier is a unit

a 10 men squad can be seen as a unit aswell

You can create waypoints for single units, and you can

create waypoints for whole groups (even if there are

12 men in this group, there will only be one set of waypoints).

So maybe your error message about 63 units per side is

ok.

Well let's say from now: If you can create a seperate set of

waypoints, this is a unit then. Now your limitations are:

63 sets of waypoints per side.

If you still get the error message, even after removing that

bunch of soldiers (too much), just start again from scratch.

Also should work: fix the number of units in your not working

map, then save it. Then start a new map from scratch and

press the merge button. Now the same popup as for loading/saving a mission will show up. There you select your

original map, and it will be loaded into your new map.

Not sure if it fixes the error message, but i think it's worth

a try, before creating all again from scratch.

hope this helps

~S~ CD

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If you use scripts you could have unlimited number of dudes through out a whole battle. Just keep deleting and recreating the dead dudes. Of course yer still limited to 63 groups on the map at any given time.

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Hi all

As Bn880 has said the limit is 63 groups of 12 individuals

For each WEST, EAST, RESISTANCE and CIVILIAN.

so 63 x12 = 756

Times 4 sides = 3024 individuals

Frankly your computer will grind to a halt before you reach the limit on individuals in OFP

Beware that on 1.46 some objects addons are listed as Civilians and can cause this problem when you put in some addon objects like lines of fences (but if you [F2] in the editor and link the fences together the problem disapears)

I my self have missions out of 200 individuals a side and am beta testing light air battalion missions of 700 plus a side along with scripted replacments

Kind Regards walker

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Azz [GUN] @ Nov. 07 2002,15:19)</td></tr><tr><td id="QUOTE">Use Dynamic Unit Creation.

Thus meaning only create units if the player is going to see them.

And do you think your PC Could Cope with like 140 AI Units all moving at once ?

I dont.<span id='postcolor'>

Where can you get his Dynamic Unit Creation script?

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Search the forum for create unit.

RED

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (syco @ Nov. 07 2002,22:05)</td></tr><tr><td id="QUOTE">Nope...got the error again:

Maximum 63 units allowed PER SIDE<span id='postcolor'>

This is simple : A soldier not in a group forms a group by himself. To have more soldier, add the nex ones in a group. Never seen the "group (F2) " on the top of your screen? Just hit the F2 key, and draw a line with your mouse between 2 units, and DAHDAH! they are in the same group. I sincerely hope you did not define the same set of WPs for you 63 soldiers....

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hi everyone ... let me tell you something...

its 63 groups per a side ...

in my mission i have used with over 70 units in one side only...

so...

its 63 groups and that it...

have a nice day biggrin.gif

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A good way to free up system resources, as far as I can tell, is to use

this disableAi "autotarget"; first, to keep the CPU from being used for each AI to look for their own targets

this disableAi "target"; to keep AI from watching assigned targets

and finally

this disableAi "move"; to keep Ai from moving, for example, for static anims in a cutscene, I guess.

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I don't think you can, last I checked.

But for scripted and linear missions, where you're scripting in the targets the A.I. shoot at, disabling "autotarget" is a great way to free up resources so that you can add even more A.I.

At least, that's what the frame rates involved with 50 individual A.I., before and after this tweak, seemed to be saying.

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