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jeff_bis

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About jeff_bis

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  1. Thanks guys. I'll tinker with dropping people in and passing them off. Once they are passed opcom is allowed to replace them when they die (reinforce dynamic groups?) Spyder, yes right now I notice the only time I get messages when the force pool increases is when I complete one of the opcom tasks. Considering the blufor opcom usually breaks after 1-2 tasks thats not the best method. By breaking I mean it stops sending new tasks and it stops moving blufor groups around and even reinforce. But this may be because asymm is out of control and theres a billion groups. Trying to figure out how to limit that. Its a small map and the opfor only start with 60 placed and civ is med hostility. It seems to explode fast. But I did not get a message when I took a town. And recently log gave me, a "no location for insertion" message. Which was weird, desert map, I could see for 1 km in all dir and no enemy near base.
  2. Another question for our folks at alivemod. Im trying to build a mission where blufor has a foothold and takes over the entire map. Its a small map. Both opfor and blufor have all objectives sync'd and I have blufor set to occupy(tested with invasion but to easy for enemy to recap), opf set to asymm. I start with a custom obj with a few groups and the log mod (testing with dynamic group amount and infinite as well as packets vs constant). So about 2-3 hours into my mission blufor will have taken and held all local obj. and they stay there. As im going around to different cities and capturing them I expect 3 things which I'm not seeing. Perhaps it hasnt been featured yet, or we are supposed to do this on our own? 1) I expect alive to spawn in more groups as more objectives are taken 2) I expect alive to reinforce the objectives I've captured. 3) I expect alive to attempt to occupy the objectives I've given it. At this point the opcom fortifies the first few objectives. Once it runs out of groups it sits idle. I dont know how to get it to spawn more groups to continue advance. Am I simply using alive incorrectly?
  3. Spyder, thank you, it was yours. I ran into an interesting situation. I put a mine detector on my character, went to this location and got a hint that stated I was on top of one. Every once in a while it would give a value, but rare. I never did find a single one. Also I noticed the debug for civs. There is rogue, roguetarget, suicide. I imagine these are identifiers, but I snooped around the suicide never found anyone of interest, looked at the rogues and rogue targets and didnt see anything of interest and blew up an ammo dump also with no updates or indicators. I also searched every body and never found any intel. Does intel exist? Is this gamemode still very much work in progress or should I have been finding much more....? Thanks for any help gents.
  4. Gentlemen, last time I asked for help you guys help me set up MSO on a dedi. Excellent skypegroup. So its been a while. I've managed to bumble through all alives beautiful updates enjoying the new features with reckless abandon and now insurgency pre-fab.... Like a wet dream. I was tired of rebuilding my insurgency missions and all the meticulous scripts involved that broke every other version til I patched them up like hawkeye bitching about burns and hot lips while performing brain surgery. Ok so asymmetrical is good shiz, in your tips it notes that in order to quell the insurgency you must maintain a presence in the towns. I notice in the sample mission there are some fellow blufor but no logistics (reinforce). So once you and your team effectively capture a town, how can you garrison it? Is there any way to configure OPCOM to send backup to defend your work? Is this even needed? Can I script a radio trigger to get my pos, tie it to the objective name and pass a variable to opcom to increase priority or force defense? Am I supposed to just rely on the fact that an opcom objective was taken and hope opcom tasks units to defend? Anyhow great work, I hear Lingor is coming along and Im dying for a proper jungle map. I hope this one works as Isla Duala does not spawn hardly any civies. But looking forward to the index. Thanks again gents.
  5. Zeno, looks good will have to give this a try. I know when I was trying to implement this in alpha in my own personal missions we could never get the AI to stay in place. We tried all the disable commands and everything else (FSM/tweaking allowable actions/etc..)but at some point if you were successful it would just turn them completely stupid. So it looks like this finally works Im eager to give it a shot. Thanks.
  6. jeff_bis

    VBS2/3 Discussion thread - the one and only

    Defused, You may email, support@bisimulations.com and submit a ticket for sales. However as has been previously posted we no longer offer personal editions but there may be other possibilities. You are free to explore that route.
  7. jeff_bis

    Binkowski

    Any update?
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