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Found 2 results

  1. Hey BIS Forums, Can anyone explain how SpawnAI unit costs are actually calculated? I'm working on a mission using the SpawnAI modules. The SpawnAI modules have a manpower cap of 50 by default and I'd like to tweak it to spawn more/less units of different types (infantry, armor etc). According to the MP Support Guidelines on the BIS Wiki... a rifleman costs about 0.5 an AA/AT soldier about 6 a MRAP about 6 an APC about 12 a tank about 27 The page says the values are calculated using the cost and threat values defined in the unit's config. I admit I'm not great at math, but I just don't see how they came up with 0.5 as an answer using those two values. Example 1 - a standard NATO rifleman ("B_Soldier_F") and open up his entry in the config viewer: cost = 100000; threat[] = {0.8,0.1,0.1}; Example 2 - NATO AT Missile Specialist ("B_soldier_AT_F"): cost = 130000; threat[] = {0.8,0.8,0.3}; According to the guidelines these units should cost 0.5 and 6 respectively. Clearly I'm missing something, so can anyone tell me how unit costs are actually calculated? Thanks in advance.
  2. Hey guys, I have a question... I was experimenting with fighter jets (Black Wasp, Shirka, etc.) playing the different available scenarios, mods, and some editor experimentation. In videos I've seen it was mentioned that upon locking onto a moving target (with the radar turned on) a Target Lead Indicator should appear to show where the pilot needs to aim to hit the target. But every time I tried doing so I can't seem to see the TLI. I've tried approaching at different angles and speeds, tried different planes, but so far I've yet to understand how it is supposed to work. I do see the large circle with the dot in its center, and I thought that was supposed to lead the target, but when whenever I see it, it always seems to be trailing slightly behind the target... Any tips, ideas, or even a link to a more comprehensive guide would be greatly appreciated. Thank you!
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