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subunit

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Everything posted by subunit

  1. I'm 98% sure this is not true- I've definitely seen AI fire at a wall they've seen me move behind, despite LOS being broken by the wall itself. They'll at times continue to fire at the last-known location, so you can trick them by popping out in another spot.
  2. The Skorpion seems to have no recoil..
  3. These weapon packs are far and away better than anything else I've seen for A3, so I'd like to use them in mods that my group plays with. I haven't done any config editing before, but I started messing around with African Conflict to see if I could replace Massi's weapons with Toadie's. I've got the soldier vehicle classes spawning with Toadie's weapons, but it looks like in order for them to get the attachments, a specific weapon class with those attachments equipped has to be edited into Toadie's weapon config- is this true, or is there some way of getting them to use weapons with attachments from the faction config? I want to use these with alive so I don't think I can accomplish it from a unit init in the editor.
  4. I host a non-dedicated server for a small group, so we can't use the war room. Saving locally would greatly incentivise our putting time into creating more complex missions to use with ALiVE.
  5. That makes sense, thanks friznit. I'll just lower the Civilian placement density to account for this. I had some more time to play around with this, and I think I was misunderstanding what the field for the # of profiles to spawn is- I understood a "profile" to mean the entire unit/squad, but does the value actually refer to each individual soldier? So that a cap of 10 profiles means it will only spawn 10 AI? After setting the profile spawn cap to 50 in the AAF COIN mission, the disappearing profile behaviour went away. I added civilians tonight as well and we're having a great time with this, looking forward to the updated logistics module.
  6. Is the CQB module meant to spawn civilians? I have a CQB module synced to two Military Placement modules and set to Dominant, but it seems that when there are many "civilians" in an area, the CQB module is spawning civilians, which results in an excess of civilians in many instances.
  7. I've been playing the AAF Insurgency map from the Alive site with a friend and it's a blast, but we'd like to modify the mission somewhat. In messing about in the editor, I've noticed that with the Profiler module debug turned on, when I teleport around to look at units, most of the profiled entities will disappear when I teleport within the spawn radius (vehicles seem to be an exception). Their numbered OPCOM waypoints remain, however. Is this expected behaviour, or is something wrong here?
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