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highhead

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Everything posted by highhead

  1. no thats not normal, have you synced the opcoms to the opposing placement modules?
  2. hey mannu sorry if you havent received an answer yet, i was quite engaged with this release. can you post the mission (please remove mods to iron out incompatibility issues). i will take a look then! thanks
  3. its on altis (plus its filling up the whole map), give it some minutes
  4. Hi! Everything is new to everyone in the first place, so welcome to ALiVE! Please mind, that in the Military Placement module, Civilian Placement module synced to an OPCOM module there should be the same faction and side. It should ideally be EAST or WEST on those modules as those will be simulating the armed insurgents cells, im sure there is an EAST (armed) faction available in the mod you are using. Otherwise use OPF_G_F for the mil/civ placement modules as default in case nothing helps. In the Ambient Civilian Placement module enter the civilian mod faction name LOP_Afg_civ without commas (though it shouldnt interfere). There is a WIKI where you can find additional hints and the basics of using ALiVE in your missions, including video tuts: http://alivemod.com/wiki/index.php/Mission_Editing http://alivemod.com/wiki/index.php/Insurgency Please report back if you have any issues (there will be issues, I promise :)) ---------- Post added at 18:42 ---------- Previous post was at 18:31 ---------- why? its running fine on my test.
  5. Hey mate! Yeah, i was seeing it also in some occasions, but it was too short before the release to do a change and its not that critical that its worth a hotfix! I am already working on it so expect a major improvement in the upcoming update, and in the meanwhile just blow the fuckRs up! Have a blast, comrade!
  6. Hi! Which faction did you enter (OPF_G_F, f.e.)? HH ---------- Post added at 17:30 ---------- Previous post was at 17:29 ---------- We have a full Insurgency Mission mate! Take a look at it!
  7. Hey mate! Thanks for the feedback! Its pretty hard to have furniture beeing placed correctly in all possible buildings without compromising performance. The dynamic placement of furniture will be better in the next release when i optimized this! And yes, its intended that you will find tables with IEDs on them in a HQ, thats fine (and they also wont go off (yet?) if you go near them)! Enjoy Highhead
  8. Hi Comrades! I would like to share some more detailed information about the asymmetric warfare in ALiVE, as also shown on our WIKI! Asymmetric Warfare is a command style for the Military AI Commander and differs from Occupation and Invasion in important ways. Insurgency commanders have different objectives, tactics and weapons. Their goal is to disrupt their enemy, destabilise the security situation and generally create havoc without becoming decisively engaged with security forces. They will employ tactics such as sabotage, hit and run attacks, roadblocks and IEDs. They will attempt to blend in with the civilian population in order to move weapons, explosives and suicide bombers to strategic locations. Thorough searching and monitoring of civilian activity can help reduce the threat. An insurgency will typically start in a high threat or 'hot zone' (loosely equivalent to a military TAOR) and seek to spread out from there to conduct operations across the AO. The location of the AI Commander module will be the the centre of the insurgency zone and they will initially prefer secure unguarded installations nearby. Armed Insurgent Cells Insurgency cells will initially be created by the Mil Placement modules in the same as regular military groups are. The actions they subsequently take are dependent on enemy and friendly troop strengths, the size of the objective and civilian hostility to the faction. Large towns that are poorly guarded are likely to become recruitment centres for the growing insurgency. Once established, the Asymmetric Warfare AI Commander will order his cells to conduct a number of activities in support of the insurgency, depending on the situation and current threats in the area. Roadblocks - establishing roadblocks in controlled zones (the equivalent of a military TAOR) will enable insurgents to dominate the local civilian population and establish rudimentary defences against opposition forces. [table=width: 1200] [tr] [td] Civilians beeing recruited at a recruitment HQ [/td] [td] A rogue shooter hiding in bushes [/td] [/tr] [/table] Weapons Depots - insurgents will attempt to cache ammunition and weapons at hidden locations throughout the AO, which will be used to equip newly recruited fighters. IED Factories - IED making facilities will be established in hidden locations throughout the AO. IEDs are the insurgent's preferred method of attack on opposition forces. Ambushes - Insurgents will attempt to ambush military patrols and convoys in the open, using a combination of IEDs or hit and run attacks. Assaults - Raids on military outposts and patrol bases are one way insurgents can acquire new weapons and equipment. Recruitment HQ - If the insurgents are allowed to establish a Recruitment HQ near to a civilian objective, they will recruit new armed fighters from amongst the civilian population. Coercion - Insurgent cells will coerce disgruntled civilians into becoming suicide bombers, rogue shooters and saboteurs. [table=width: 1200] [tr] [td] Terror cell placing explosives at an ambush spot! [/td] [td] Civilian approaching an insurgent weapons cache [/td] [/tr] [/table] As the armed insurgent cells complete objectives, the security situation will deteriorate and peaceful civilians are turned into hostile civilian insurgents. If there is an IED Factory, Weapons Depot or Recruitment HQ in the area, occasionally civilians will be coerced into to picking up weapons or explosives and sent on missions in support of the insurgency. Security forces can detect these civilian insurgents by monitoring their movements or stop and search. Sabotage - insurgents will collect explosives from a Weapons Depot and set out to destroy or damage civilian infrastructure targets such as factories and power stations in order to destabilise the security situation. They will attempt to place 3 to 5 explosive charges near the building before moving to safe distance and detonating. If they are successful, this will have a high impact on the hostility level. Rogue Shooters - coerced civilians will collect a gun from a Weapons Depot, then blend into the local civilian population until a security forces patrol shows up. Suicide Bombers - similar to rogue shooters but spread themselves over a wider area. Counter Insurgency is challenging and requires a different approach to regular operations. Intelligence is vital to Counter Insurgency and understanding how they work is important to start building up a picture of where, when and what they are doing. Know The Enemy: Unlike conventional forces, insurgents will try to avoid becoming decisively engaged with security forces and will conduct sabotage and hit and run attacks whilst attempting to recruit new fighters. They will however occupy installations that are unguarded and set up factories, weapons depots and recruiting HQs. They will prefer to attack unguarded military and civilian installations that are close to the Insurgency AI Commander's HQ at first, but if they succeed and hostility remains high they will will start to conduct ambushes and raids on occupied installations. Tracking insurgency movements and identifying likely targets early will help Security Forces target their limited resources effectively. Hearts & Minds: Security forces must maintain a patrol presence in towns to reduce hostility levels and ensure critical civilian infrastructure such as power stations, factories and fuel depots are guarded. Damage to civilians and their property must be avoided at all costs to prevent hostility increasing and the situation spiraling out of control, even when those same civilians may be harbouring insurgents! Security Forces can improve the situation by clearing the area of hostile forces, disarming IEDs or by finding and destroying IED factories, roadblocks, weapon depots and recruitment HQs. Tracking down a weapons depot with an UAV Stop & Search: Conducting stop and search of civilians will help Security Forces to interdict insurgents blending in with the population. Some civilians have special roles in the community, such as town elders, muezzins, priests and politicians. Treating them with due deference and the right "incentives" may help reduce hostility levels in the sector. Intelligence: Security Forces should make extensive used of Advanced Markers, SPOTREPs and C2ISTAR reports to build up an intelligence picture of insurgency activity and locations of possible bomb making facilities, weapons caches and recruitment HQs. Guarded roadblock Enjoy
  9. Hi mate! Its ok! I should have been aware of it myself! No bad feelings, i was just a bit.. lets say... "shocked"! Im gonna look at your mission later today if all goes well! Have a nice day, bro! And again, no bad feelings!
  10. So.... I downloaded all those modpacks, to beeing able to even open your mission (though we always say, provide a vanilla mission, but ok). But what i really DO NOT appreciate is that the mission is packed in an EXE that actually has ADWARE in it (MULTIPLUG.GEN/4).... I mean, sorry BUT WTF...........?! What the freaking FECK?!
  11. I tried Quick Start and Divide & Rule for a test, both started up fine. (re-downloaded mod from alivemod.com, CBA 1.0.9.140907) Quick Start took 16.02 secs Divide & Rule took 145.82 secs which mission did you mean specifically?
  12. Hi! I guess there is either no troops found for an OPCOM (Virtual AI Commander) or there is something wrong with a sync! Can you please pastebin your server/client rpt? Grazie Mille
  13. Hi! It can take quite a while, until it happens - be aware even if you turn it to 4x, scripts may not be able to follow the 4x acceleration. How long did you leave it run, and did you ale ensure to kill some civis ;)? thanks
  14. Hey mate! Well, it depends, you sure can :) Arjay and me had a coding break over the xmas holidays, but as we are now all back, the party can go on... Hope you are all doing well! Happy 2015
  15. Literally a couple of minutes for a completely populated Altis with enemies, civis, camps, convoys, roadblocks, IEDs, spawnpoints, player and battlefield logistics, session persitence (and with an account on ALiVE Warroom complete mission persitence between restarts). + much more :)
  16. Hi! Of course it is possible, i had missions with up to 150 objectives and about 350 virtual groups, just take into account that OPCOM may take longer to analyse and react to threats, esp. if there are several instances of Virtual AI commanders including a shitload of profiles involved (I assume so because very likely you have turned on "place units")! 80 is an indicator for what i tested to work perfectly, everything higher should be taken with care and is mission specific (f.e. if you have only 2 AI commanders, no CQB and no ambient civilians you can of course go higher)! By the way, you can also reduce the objectives amount by using a Filter on the placement modules! Thats what I did for Bornholm civilian objectives. see ya on the Battlefield
  17. Place ALiVE player options with the settings you want to save. The Persistent data will be kept player wise, so all the gear will applied wether a different slot was used or not. In addition you can set allow different class to "no" if you want players to only spawn in the class they chose on mission start.
  18. Comrade, please doublecheck your settings! You are using AAF (independent) faction on your Military Placement module but set the Virtual AI controller to command the CSAT (east) faction! I also suggest that you check your logfile incase of any issues, because this is whats at the end of the RPT... 18:09:07 ALiVE OPCOM EAST Initial analysis done... 18:09:07 There are no profiles for this OPCOM instance! Please assign troops to this OPCOM! Just set the Virtual AI commander to take over the AAF units by setting the corresponding dropdown and it will work! enjoy!
  19. Hi Spectre! Actually thats something that we discovered too late! ofc. it shouldnt hang or crash with any setting on any island - there are just too many IED locations on Altis with high or extreme settings :) Tupolov is already on changing that part, please stick to low setting on Altis for now if you use IEDs! thanks!
  20. Hi! Thanks for the report, I found a regression bug in sector display that will be fixed in upcoming update!
  21. hey mate! We ensured backwardcompatibility so old missions should work as before! To use the new features, just set the appropriate setting on the modules (like mil/civ mp for roadblocks and camps f.e.) enjoy ---------- Post added at 10:11 ---------- Previous post was at 10:08 ---------- Hi, Thats pretty cool! Just keep in mind, that you should use a serverside eventhandler (or something that fires serverside and moves the markers on server, as also the insertion mechanism works serverside)! maybe this is why its sometimes not working? just try and provide feedback please!
  22. hey gdent! Updated Bornholm and Panthera will be in upcoming update. Its hopefully the next days, latest version is currently in testing! latersh guys
  23. Hi, Just tested again... - Requires ALiVE - Multispawn (Spawn on squad, enemycheck no) - Group of units (i made them playable untis) - in description.ext: respawn = 3; respawnDelay = 15; disabledAI = 0; - startup dedi, connect, startup, respawn, use cursortarget to select units Do this on Stratis for a test (and only this)... and also ensure that AI isnt disabled, so that you have living units in your group, or you will respawn on the Multispawn Module pos Try these simple steps, and if it is still not working for you then upload the mission somewhere and I will have a look directly... Enjoy
  24. in nearly every demo i packed multispawn! just take a look! also there is the wiki on our website! but in short, place module, use the setting that you like to use, place appropriate marker, done
  25. Hi mate! Bornholm 1.1 has been indexed already, thats why its working to some extend with Bornholm 1.2. Stick to 1.1 until we deployed the update! Arjay, king of kings of indexing managed to get 1.2 indexed yesterday - hell yeah! So expect an update the upcoming days! Its been pushed to staging/testing branch already, just needs to be compiled :) Diaoyu will follow too, but i think its too short for this update! Enjoy comrade!
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