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SavageCDN

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Posts posted by SavageCDN


  1. I haven't tested them myself just reports from other users - checking now to see if I can get a specific list (sorry for offtopic)

    edit:

    highhead [11:38 AM]

    savage, LOP breaks nothing with ALiVE, but LOP itself has issues

    1. LOP_IT (Iraqi Terrorists) were deleted

    2. LOP_Afgh_Civ was changed to LOP_Tak_CIV

    3. ISIS troops (as the only ones equal to Iraqi Terrorists) throw a script error on every spawn

    4. Extended_Init_EH doesn't fire for whatever reason therefor no civilian actions like arrest etc. can be passed (edited)

    5. you need to place the CBA_autoenable_XEH from optional folder to /addons folder


  2. Is it safe to call ALiVE_fnc_setData frequently (5-10 seconds) to update a value? Glad to see this feature in btw :)

    ALiVE_globalForcePool no longer a data smuggler

    as per The Master:

    tupolov [11:14 AM]

    yup, doesn't write to DB until end of session

    use a delayed per frame handler (something that waits 5 secs before setting the data), not a while loop (on server)

    http://alivemod.com/wiki/index.php/Database


  3. If i want to populate the whole map with troops do I have to have a military placement AND civilian placement module? Or can I just make a military placement and the AI will move to garrison the cities by themselves? The reason I ask is because when I have both at once, it always gives me a message saying there are too many objectives for the opcom and for performance reasons I should lower them.

    AI groups will not move to civilian objectives unless you use a civilian placement module. You could use a CQB module instead set to civilian areas which would spawn guys in buildings in the city.

    An easy way to lower the number of objectives is to filter out small or low priority ones in the module.


  4. Thanks for the .bikey :)

    Great Idea.

    Anyone have this automatically loading on their Dedicated Server? Can't get it loading for us.

    For the life of me I can't remember how to do this... IIRC in Arma 2 there was a Kju addon that removed the stock BIS missions from the rotation list... but not sure how to specify a mission in an addon for server.cfg rotation.


  5. If I'm not mistaken it's a pathing issue for custom 3d sounds... see KK's blog:

    http://killzonekid.com/arma-scripting-tutorials-mission-root/

    In most cases Arma 3 would let you get away with relative path to your assets like “sounds\mysound.wss†for example, which would mean mission root folder -> sounds folder -> mysound file. However some commands such as drawIcon3D or playSound3D will not understand relative mission path, although these commands will work fine if you have your assets stored in an AddOn.

  6. Of course!! Check the DAC_Config_Units file to make these changes. Better yet see the link in my sig for my config files:

    https://github.com/SavageCDN/DAC_A3/blob/master/dac_configs/dac/DAC_Config_Units.sqf

    _Unit_Pool_S - these are for infantry units - the first three entries here are for vehicle crew, heli pilot, and team leader (note there must be at least 3 entries here). The rest of the units are randomly chosen to form the group.


  7. _set0 = [20,[b]2[/b],0,30]

    Thanks Savage. I did a Google, manual and forum search but the answer was right under my nose :rolleyes: I edited that value to '1' but still no change. The arty works fine on the flat where the units can see the enemy, but as soon as I put the arty in a remote location I get the same error over and over. DAC is pretty overwhelming when initially configuring it, and finding the right balance is definitely key. I'm trying to make a dynamic CQC mission in Kavala which is proving to be challenging in such a built up area Getting the Ai to enter and search buildings and balanced firefights has got to be key. (tips appreciated.)

    Hmmm that sounds odd with the arty behaviour - are you using vanilla BIS units/assets? If not I would try with a default faction like BLU_F and the BLUFOR mortar or arty piece. Perhaps post your RPT file and DAC arty settings for me to look at.

    Getting the AI into buildings is difficult - they will search them on regular patrols (this is configurable in DAC_Config_Behaviour) but they don't do a great job of clearing buildings even if there are known enemies inside (this is a BIS AI problem more than anything else). If you use the ALiVE mod it has a great CQB module that will populate an area - use DAC for the patrols and ALiVE CQB for guys posted up in buildings. Unfortunately this will not help out with searching/breaching but you could look at an AI mod for that (AISS, VCOM, etc).

    Is there like a GUI tool for DAC settings?

    There was talk of this a while back from the AMT guys but haven't seen anything concrete yet.

    https://github.com/AMT85/A3-DAC-GUI

    I learned of the unit setUnitPos "UP" command

    How can I apply it to a specific DAC zone? It can be really useful for a DAC_Behavior where you set AI to enter buildings and stay there for 99999999 time - making CQB a real thing!

    You can run a script on units spawned by DAC - see DAC_Config_Events for more info. The problem will be that you cannot use DAC to spawn the units inside the buildings.. they would need to spawn and move to building positions.


  8. The biggest problem I've seen is that an OCCUPATION AI will send a crushing force once it detects an ASYMMETRIC AI attack. In my campaign that's running now, the asymmetric commander after setting hostility levels high all around was doing ambushes and assaults with one or two units. That was great, except the occupation commander was sending like three units to attack and eventually it just built up this massive wall of troops that blocked off any incursion. Like it pulled troops form clear across the map to strangle the insurgents and even the insurgent spawn was overrun within a few hours. Not very fun.

    Most of the improvements to OPCOM and ASYM will come post 1.0 .. devs are aware of it but priority now is just bug fixing and map indexing for the 1.0 release. Suggestions for those types of improvements are welcomed however, so keep posting!!


  9. Great ideas hopefully you can get some assistance.. this type of thing is a LOT of work and will probably take years.

    Interesting I've never heard of Experience WW2 and I was a huge fan/player of Forgotten Hope for BF2 (the biggest WWII mod for BF).

    For ALiVE compatibility make sure you follow standard BIS convention for cfgGroups - see the ALiVE wiki for more info on this. With regards to maps ALiVE depends on detecting map infrastructure (civilian and military) so for best results be sure to include these assets in your map.

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