landis
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
landis replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
2 posts above yours my friend: -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
landis replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was curious, thanks for clearing that up! That is a killer feature. I tried it that way once but it was one of the bogged down runs so I didn't get a chance to observe that behavior. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
landis replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In case you haven't found them look in the 3d editor under Objects [Training], I use them all the time. As for the latest release GAIA is pretty nice. I did notice that Fortify seems to be broken (or I'm broken). Basically this is what I did on Stratis: Create a zone around Camp Rogain (any location same behavior). Spawn 3 fireteams of 8 and a single helicopter in the zone (OPFOR so using Orca). Attack zone with my 4-man fireteam. I tried it 3 different times. When spawning groups/chopper in zone as aggressive or defensive, no problems. When spawning as fortify units behave ok as far as I can tell (occupy buildings and so on) but MCC starts to bog down significantly. At its worst, MCC takes up to a minute to open and then up to a minute to 'settle down.' By 'settle down' I mean eventually clear a jumble of windows that are overlaying everything on first launch, then eventually update the map with groups, eventually update FPS, eventually show text in the lower left (alt+LMB to edit etc). Client/server FPS is fine and doesn't change from aggressive/defensive tries. Anything else with background behavior gets bogged down as well like VAS or opening doors. I didn't have time to try a mix, one squad fortify and others aggressive/defensive for example but different units/different locations make no difference, 4 squads somewhere else it gets bogged down just the same if they're all set to fortify when spawning. I think spawning the squads outside the zone as fortify and then adding to GAIA works fine, the squads simply occupy their nearest relevant area, so maybe when they're spawned inside the zone is the only time it bogs down. I wasn't able to more thoroughly test. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
landis replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For those having issues with respawning naked or respawning with default loadouts as of r18, my group and I discovered our updated BTC Revive scripts were the culprit. I had pulled the updated versions from later in the BTC thread, reverting to the original scripts from the original post fixed our respawning issue. Not sure if this is a cure all but maybe it will help some. -
ALiVE - Advanced Light Infantry Virtual Environment
landis replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, nice! Hey, I contributed! On top of all the other positive comments I'll add that we've been enjoying it immensely and it solved some issues I was encountering with what I wanted out of MCC. For us, MCC with Alive is pretty much the creme de la creme. At the very least, being able to populate all bases on the map in a way that's relatively performant is worth it. -
ALiVE - Advanced Light Infantry Virtual Environment
landis replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Both SP and MP (preview from editor in SP, preview from 'Edit' option in MP, and also normally launched in MP). Right, technically it's not a 'whitelist', I am referring to the normal TOAR field. I have only one placement module per side (and per type) as I understand that is best practice so to clarify the initial mission had one each of civ/mil/CQB on the occupying side and one civ on the invading side (as that matched the objective in the area I wanted). Since I got the mission working and I've already experimented with init times and got them to where I'm comfortable I'm good there. I have only the working mission now but when I have some time I'll see about creating one that replicates the behavior. I can say that on Stratis I setup a map-wide occupying force with one each of civ/mil/CQB. CQB I left unsynced, civ/mil were synced to the occupying OPCOM. I then setup a single mil synced to an invading OPCOM. I synced all placements across sides so the OPCOMs would know their objectives. I placed a single TOAR marker over the Kamino area, set the invading mil to it, and added it to all occupying blacklists. Initial load showed invading force in the TOAR as expected but also some occupying forces, as has been said if I had to guess it looks like one of the placements blacklists correctly and the others don't. -
ALiVE - Advanced Light Infantry Virtual Environment
landis replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just wanted to share some of my experiences. I had an Altis mission with a single large TOAR representing an occupying force and a single smaller TOAR for invaders. I had CQB unsynced but whitelisted/blacklisted, occupying mil/civ synced correctly, and invader civ synced correctly. All worked fine until after a few tweaks (exactly which I cannot recall), CQB stopped respecting the whitelist/blacklist and would populate the entire map. I fiddled with it for some time, got CQB tamed and then invader civ would stop respecting whitelist and would populate the entire map; behavior overall was really inconsistent. It's worth noting the invading TOAR was inside the occupying TOAR initially but no TOAR placement seemed to work correctly (removing the overlap, changing the shape, etc). I set up a more simplified mission on Stratis with similar placements to ensure something of an apples to apples comparison. Occupying forces have an unsynced CQB, properly synced mil/civ (no TOAR so using entire map), with a single TOAR for invaders (mil, properly synced). All enemy placements have the invading TOAR in their blacklist. First load, not all occupying placements respected the blacklist and populated in the invaders' area, and I'm pretty sure a couple times the invaders populated the entire map. Finally I figured out what seems to be the best procedure for ensuring consistent behavior regarding TOAR placement, this fixed both my Stratis and Altis missions. It seems you have to create a TOAR for every placement. In other words, on Stratis when I created 3 exact and overlapping TOARS and put each different TOAR in each placement the blacklists/whitelist finally worked for all placements. The invaders are using the same TOAR as one of the blacklists so it seems separation by whitelist/blacklist or by OPCOM is ok. Same thing on Altis, when I setup a separate but identical TOAR for each placement everything behaved as expected. On a different note, if you want a more densely populated base you can use an unsynced CQB module (blacklist/whitelist TOARs if necessary). Using the same percentage/denseness settings, a whitelisted/full map CQB covering the same TOAR as a military placement will populate more heavily unsynced (verified multiple times via debug, more Xs). Obviously you can adjust your mil placement population size but this is no guarantee, even without OPCOM you still get patrols that may use those units and CQB seems to use more of the available buildings in any case. I have not tested with civ placements but I'm guessing the effect is similar. tl;dr: For consistent TOAR behavior (whitelist/blacklist) use separate TOAR markers for each placement. For more densely populated bases (and likely civ objectives as well), you can use an unsynced CQB module (whitelist/blacklist as needed). Nice because it isn't limited by placement population size. Question: Has anyone managed to get UPSMON working with Alive? I primarily use Alive for coop missions with my buddies so bCombat won't work (unless there's an MP version I'm not aware of). I have installed the UPSMON script and based on my admittedly limited playtesting so far I'm not sure it works. I do understand it wouldn't do anything with profiled units, only those spawned in player space, that's fine. I'll mess with it some more later, I would just like verification it's doable on the off-chance someone else already got it going. On a related note VTS Duck Hunt works great.