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SavageCDN

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Everything posted by SavageCDN

  1. SavageCDN

    Aircraft and General

    If you're expecting DCS-level simulation in Arma then.. well... no. Arma is not a flight sim. With regards to the editor you are either trolling or haven't taken more than 5 minutes to learn anything about using it.
  2. #2 = number of units in Target-Group insufficient see page 23 in the PDF manual to adjust this setting in your DAC_Config_Arti look at: _set0 = [20,[b]2[/b],0,30] the 2nd (bolded) number is the setting you'll want to change - Min. number of units in Target-Group for strike to be executed Not sure if it's still being developed but Zorilya's Garrison Script did a good job of getting guys into building positions and not being retarded. Perhaps check it out and see if you can integrate it with DAC - for example you can release units from DAC after spawning them and run a custom script on them.
  3. SavageCDN

    AI Discussion (dev branch)

    If I'm not mistaken AI throwing smoke when suppressed is now in dev branch
  4. Then there is nothing you can do unfortunately... the BIS AI FSM routine takes over at that point (in combat) and without some heavy scripting it would be difficult to alter behaviour (I think there is an AI script out there that does this.. bCombat perhaps?)
  5. Pugs maybe try a stock BIS map (Stratis) and work out the kinks first... check out a demo mission or Grubes tutorial (see my sig). I've lost count on how many times I've been blown up by civs while testing :p AFAIK there is no way to force greater hostility to certain areas. There is talk of having an option to start the mission with a full-fledged insurgency already running (instead of having to build up recruits) but this won't happen until post 1.0. Try setting only Extreme hostility towards you (BLUFOR) perhaps they'll all go for you then ;)
  6. They don't really 'breach and clear' in the way you are thinking. DAC has a setting for building checks but I don't think it forces AI to check a known player-held building (I could be wrong here). In DAC_Config_Behaviour check the _setBldgBeh variable: _setBldgBeh = [2,50,120,600,1]
  7. None that I am aware of, sorry. Feature request? HH said if we don't treat you right he's gonna beat us (again)
  8. SavageCDN

    Leights OPFOR Pack

    hahaha yes what a jerk Leight is :p Everyone just put Mr. Facepalm (apt name) on ignore the world will be a better place
  9. Ah maybe it doesn't work on A2 maps? I know I've tried it on Stratis and Koplic with success.
  10. PM'ed you It's not an ALiVE function but there is a module for this in the editor (can't remember where but it's called open/close hatches or similar) - you can set the radius around the module and whether or not all doors/hatches are open or closed at mission start.
  11. There is another way around this problem - you can set the min/max distance for waypoint generation (ie: more waypoints in a smaller area). Check DAC_Config_Waypoints in the manual. DAC_Config_Arti.sqf Check that file under each case there is a line: _set3 = [["O_Mortar_01_F",["M_PG_AT"]]]; First classname is the actual mortar piece, second is the round itself (not the magazine though, you need the classname for the actual round). You can add multiple ammo type entries here as well (smoke, illum, etc). So for BLUFOR artillery it would be: _set3 = [["B_MBT_01_arty_F",["Sh_155mm_AMOS"]]]; The create event requires a group as the variable (_group) and you can use _x for the actual unit ie: ["{_x addEventHandler [""Killed"", {_this spawn AiKilled}]} forEach units _group"],
  12. Check the PDF manual page 21 - Creating zones mid-mission. [position, sizeX, sizeY, type, direction, parameter] call DAC_fNewZone
  13. No persistence required for asym (or any other type in ALiVE). This is offtopic though so maybe post in the ALiVE thread. Persistence is easy just need a War Room account and the Data module (with persistence turned on in your other modules).
  14. To add stuff to spawned infantry/vehicles you can also use another DAC function - one that runs code on each unit spawned (see DAC_Config_Events in manual). I haven't tried using it to adjust AI inventories but in theory it should be possible.
  15. Great work grubes!! We've been wrestling with something like this ourselves. If you have any questions or need clarity on something don't hesitate to PM me or post in the ALiVE thread. Would you be OK with us linking your tutorial on the ALiVE wiki/website?
  16. Does this happen on a new mission with only a few units/objects? If there is an object limit I wouldn't know what it is..
  17. SavageCDN

    ASR AI 3

    Thanks for clearing that up. Yes that is correct... I would also delete the skill module (or set it to 0%) if you are using ASR_AI
  18. ^ I'm more than useless with regards to this however I've heard that BIS group configs are mostly witchcraft ;) If you can't make it work post back here and one of the devs will probably take a look
  19. SavageCDN

    ASR AI 3

    To be honest I just assumed ASR_AI had the final say in skill settings.. but good question...
  20. SavageCDN

    Leights OPFOR Pack

    edit: nevermind found them ^this
  21. If you haven't seen it already: http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation As Friz said as long as they follow the 'standard' BIS configs everything should work
  22. SavageCDN

    ASR AI 3

    ASR_AI and DAC work great together. Source: 5 years of using ASR_AI and DAC together :p
  23. SavageCDN

    Leights OPFOR Pack

    So maybe next time the author can contact you before releasing an update just to make sure it coincides with your schedule?
  24. ^ currently the indexing process has to be done internally, however there has been talk of having map makers provide a static data file to make it easy to index... perhaps in the near future. The process does rely on the map having some infrastructure for it to detect - military structures (barracks, HQs, hbarriers, etc), civ structures like houses but also communication towers, sea ports, industrial buildings, etc. I don't think the actual naming of cities would matter (could be wrong here), but without anything for alive to detect it won't be much fun :p
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