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friznit2

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Everything posted by friznit2

  1. Although it's not officially released yet, full instructions for the Orbat Tool (Orbatterer, Factionator...I like Orbatron personally) are on our wiki here Please check the Key Concepts in particular, as this has important points on best practice and constraints around what you can and cannot do. Worth noting that faction configs built with the tool have no dependency on the ALiVE mod once they've been pbo'd, so you can use them in regular ops too.
  2. Not possible for the first two. For controlling ingress, move the CAS unit to a loiter point first, then order it to conduct an attack run from there. The AI can be a bit special sometimes and feels the need to circle around but most of them time I can get it to drop on the first pass.
  3. There was an issue that has been fixed in dev that impacted civs on some maps.
  4. You're right, it should. Could be a bug. I'll check it out and if so raise a bug report for Highhead to look at.
  5. Bamse - should work on dedicated just fine. It does on mine! Not sure what's going wrong there. Will need more testing. Svarun - you'd have to do that by customising the staticdata at the mission level. Details are on the wiki or you can ask on our forum. A number of people are doing similar things with transport helis etc.
  6. Assymetic AI Comd will try raid objectives and destroy key infrastructure, though they'll hold the objectives if they can. Their main effort is roadblocks, IEDs, recruitment centres and bomb factories needed to recruit more insurgent fighters. Like the regular AI Comd, they will pick high priority objectives which are nearby first.
  7. Note to all map makers out there: if you obfuscate, ALiVE cannot index. If you really feel that obfuscating a map addon is strictly necessary, please consider providing an non-obfuscated version for the ALiVE dev team.
  8. You can actually put any transport vehicle classname in the Combat Support transport field - it works with trucks although it looks a bit funky cos all the radio chatter talks about landing/taking off but it works. No reason why this shouldn't work with boats too. However, actually getting AI to detect water, call a transport unit, climb in, fly/drive across the water, detect land, dismount and continue is technically challenging, not least because the path finding algorithms are massively CPU intensive so it doesn't scale well for ALiVE ops. It's on our radar but can't promise if/when we'll find a workable solution.
  9. Sorry, I'm pretty dreadful at keeping the wiki page for factions up to date cos it seems to change constantly. Highhead mapped the Unsung factions so they should work fine. I'd point to our last release post but the forum thread seems to have broken horribly. https://github.com/ALiVEOS/ALiVE.OS/commit/ab7729380ecc159529fa5f61b5dd94dc0f39b74b UNSUNG_E and UNSUNG_C for civis
  10. The map is already indexed otherwise it wouldn't work at all with ALiVE - you'd just get an error and it wouldn't load. Unfortunately some BIS buildings are placed backwards, and there's nothing we can do about that other than use the workaround above. You can 'encourage' the AI to use more air patrols by manually placing some air units and syncing them to the Virtual AI module. The AI Comd will detect anything that has been profiled in this way and use it.
  11. Hindu Kush is unfortunately one of those maps that refuses to index properly for no discernible reason. I've tried it several times and it only ever returns 4 sectors. If you have better luck please let us know!
  12. friznit2

    Difficulty Overhaul

    Just like it was before the overhaul, yes please.
  13. The AI Comd won't issue orders to players. You can see what he's up to using the C2ISTAR Operations menu (enable it with the module and select the required item, such as alive_tablet) and then move your player group to support the AI Comd's current tasking. Personally, my preferred method with VOLCBAT is to leave the BLUFOR AI Comd in defence at our FOB, whilst planning and executing our own ops with the player manned platoon. The initial phase of the campaign typically involves section+ strength recces to find the enemy, supported by a QRF or ARF in AI driven Combat Spt assets. Section Comd's submit SPOTREPs and Patrol Reports using ALiVE adv markers, which enables our G5 Plans team to develop the conops. We then execute deliberate platoon ops on subsequent main mission nights. Using C2ISTAR G3 Ops we can retask elements of BLUFOR AI Comd to support if required.
  14. O lawd that ALiVE logo in the rpt. This is what happens when you let Tupolov out of his cage >.<
  15. This has to be done by the faction's addon config. There is nothing ALiVE can do about it.
  16. Yes you can play SP, many people do. And the ALiVE wiki is the most up to date info.
  17. Yeah we're aware of it. BIS_fnc_inTrigger is broken in the RC, which basically makes ALiVE completely FUBAR. We can either write another ALiVE_fnc to work around the issue like we did when BIS_fnc_SortBy was borked in the last release, or we can recode ALiVE to use inArea instead. The latter approach is the most likely because it's a better solution anyway but we can only release that at the same time as the ArmA patch and it won't be backwardly compatible. The joys of modding!
  18. CommanderX - AI Commander will retake the position automatically if it has enough groups to do so. You can pause the Module with a script (see our wiki) but this will pause OPCOM completely - you can't prevent him retaking a specific objective without some very advanced scripting (e.g. you could remove the objective then re-add it later - there are examples on the wiki but it's not easy). Dedi Servers take longer to load - no idea why, ask BIS! Keep the number of objectives and profiles low so loading times remain manageable. Moraa - no, it's not. BIS has broken a couple of functions in the Release Candidate which prevent ALiVE working at all.
  19. Don't give me ideas! Pd3... Arty is super special in ArmA and not in a useful way. I'll check out of it's possible to rearm them via script in a generic way that works for all arty or mortar types. Meanwhile you may have to stick with upping the number of rounds available
  20. It's automagic once they've returned to base and shut down.
  21. It's fine. Try unsubbing and redownloading.
  22. Quite possible - it's causing some odd behaviour. Try using the older CBA or wait for our update, which will be soon.
  23. friznit2

    Eurofighter Typhoon AWS

    Just tested with ALiVE Combat Support and the AI pilot has no trouble engaging the laser designator spot with SDBs or Brimstone. This is in vanilla + ALiVE only (no ACE).
  24. friznit2

    Eurofighter Typhoon AWS

    If the AI can fly it and engage targets (air, armour, laser spot) then it'll work fine with ALiVE CS.
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