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spyderblack723

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Everything posted by spyderblack723

  1. Yes, there always needs to be a starting force the for the AI Commander module to command, otherwise it will error out and exit. (With Asymmetric Commander debug on) Once the game starts, all objectives will be analyzed by the asymmetric commander and assigned hostility values based on it's analysis. After about 60s or so you should begin to see orders being placed on nearby objectives. Insurgent groups will then move to those objectives and setup installations. The Insurgency will grow from there.
  2. Nope, it's entirely independent. If there are no objectives nearby, it will choose the nearest objectives and start there.
  3. You can find it in the asymmetric notes http://alivemod.com/wiki/index.php/Insurgency (1st section, 2nd paragraph)
  4. The "hotzone" that the insurgency starts out at is the location of the asymmetric opcom module. The first installations will be constructed near that area and the insurgents will then spread out from there. If you leave an insurgency mission going for awhile with debug on you will eventually see sabotage missions carried out. They will show up on the map like standard installations/ambushes do. Once you see one, turn on civilian debug and you will be able to see the different tasks that nearby civilians are carrying out. There should be a civilian with the task of "Sabotage". Teleport to him and track him and you will eventually see shit go down :)
  5. spyderblack723

    Spyder Addons

    Yeah, It's an issue with my mod. I'm not sure how/when/or where it exactly broke but something is causing that question to not display. However, I'm in the middle of reworking the module so the release of the newly written civilian interaction will be my fix for the issue :) No clue :( I'm not even sure if an A3 specific version even exists (starting to doubt it).
  6. spyderblack723

    Spyder Addons

    Make sure you are using the A3 version of FATA (I think one exists?)
  7. spyderblack723

    Spyder Addons

    Large spawn radii are not recommended as you'll activate far away zones that you cannot even see. The game logic zones are exactly the same as standard created zones so maybe it's something that only surfaces when using FATA. I'll try to download and check sometime over the weekend.
  8. spyderblack723

    Spyder Addons

    Had someone ask me about this the other day. I have considered it, and for the moment I'm going to decline because the amount of possible dialog in Civilian Interaction is enormous and it's only going to grow as I rework it (and that scares me to shift all of that into stringtables). I'll give it another consideration once I am done with the module though. If that time comes, I will gladly accept any translated dialog (if I translate it myself it'll be broken :) )
  9. spyderblack723

    Spyder Addons

    Thanks! Suggestions noted. I might try to stay away from having a built-in garbage cleaner to the module however because I'm a performance cruncher. I have added in a "Code" field which can be used to run code on newly spawned vehicles, which can include one of the many garbage cleaner methods out there. It's still a thought though, maybe a toggle option.
  10. spyderblack723

    Spyder Addons

    Yes, it uses the data that ALiVE ties to civilians in order to fill the answer for most of the questions.
  11. spyderblack723

    Spyder Addons

    Does this happen without a game logic placed (test with Stratis if needed). From what I've tested, which consists of only using Stratis, everything has worked fine but if something is broken I'll fix it.
  12. spyderblack723

    Spyder Addons

    Thanks, Good suggestion, will add it to my list of module ideas. Would definitely be a cool thing to add. And maybe if I can finish the civilian interaction rewrite I can look at it and try to write a proof-of-concept for more stable tasks, if someone doesn't beat me to it :)
  13. spyderblack723

    Spyder Addons

    I might have only made it work for players to save perf. Idk though. The more time goes by, the more I realize that module was just a bad weekend project.
  14. spyderblack723

    Spyder Addons

    I'll send you an example mission for game logics. For civilian Interaction - I think so, whether it remains this way post-rework I don't know
  15. spyderblack723

    Spyder Addons

    Oh, there's always a chance ;)
  16. spyderblack723

    Spyder Addons

    I've kinda left the detection module to be for a couple reasons, the method I used to determine detection turned out to be poor for that purpose, It should work this way automatically as long as the enemy is specified in the module. If it's not working like that, probably bugged out for whatever reason. Know clue why this would happen :( I've wanted to redo this module but unfortunately I think it would require a completely scripted method to determine detection and that's just unfortunately not something I have time for right now.
  17. Unless there is another feature from Werthles mod you are wishing to make sure of, it shouldn't be needed. ALiVE automatically balances AI across multiple HC's (if enabled of course! If you're still testing with MCC enabled, try turning that off. I believe it has an auto patrol feature for aircraft.
  18. spyderblack723

    Spyder Addons

    1% chance of appearing ;)
  19. spyderblack723

    Spyder Addons

    Turn on debug in the module, it will have a circle over the location if it's working fine. Ah, well.. not gonna worry about it too much. I'm in the middle of redoing the civilian interaction module anyway. I'll be more productive spending my time working on that instead of trying to find the cause of the problem and release another shoddy hotfix anyway. Gracias for all bug reports though, trying to find time to work on the mod every once in awhile.
  20. Can you be more specific on what exactly is going on? What are the conditions for your triggers? What code are your triggers executing? How are the triggers setup in the editor (synced?) ALiVE shouldn't directly affect triggers being executed
  21. spyderblack723

    Spyder Addons

    Will take a look Definitely worked a short bit ago.
  22. spyderblack723

    Spyder Addons

    For ambiance, the size of the zone is the spawn distance that you set in the module parameters. For the detection modules, I just use setCaptive to prevent enemies firing on you. When an enemy "knowsAbout" you up to a specified level, he will "detect" you and you will be moved into a non-captive state. Being in an incognito vehicle, uniform etc will simply raise the knowsAbout value that it takes to detect you. Hopefully that made sense.
  23. I've heard mentions of stuff crashing when combined with ACE. I haven't seen too much in-depth testing though so that's mostly to be considered speculation at this point.
  24. spyderblack723

    Spyder Addons

    Detection - technically completed but kinda fell short on expectations. I was hoping the knowsAbout value would be a bit better for determining detection but it's pretty bad for that purpose. I've left it in because I think there are a few people that use it, and it has some neat config tricks inside of the code. I've wanted to fix this module but I can't think of another method that would work better while maintaining my preferred standard of performance. Insurgency - Kind of the same as the first except it's not finished at all, I've actually hidden the module in the latest hotfix (the code is still there if you wish to use it's functions). For the ambiance module, it seems from user reports that it doesn't like the CUP maps (I'm assuming the CUP maps don't have defined locations). You can fix by syncing a game module object to the module (an ambiance zone will spawn at the location of each synced game logic). Unfortunately, I do not have a spare staticData for RHS stuff. I can create a quick one tomorrow and post it though.
  25. spyderblack723

    Spyder Addons

    Thanks :) Hoping to bring the same reaction as I iterate through each module and try to bring them up-to-code. Next up (hopefully), civilian interaction.
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