Problem with civilian interaction using custom faction

  1. 8 years ago

    Hi there,

    I'm having an issue creating a asymmetric mission with custom civilian factions.

    I can only make civilian interaction (Get intel, talk etc.) work when using the stock A3 civilians. If I use any other faction like Leights, then no option appears in the scroll menu.

    Does anybody know if this is a general problem with Alive or if I am making some mistake?

    Thanks

  2. Edited 8 years ago by SpyderBlack723

    It's a problem with mods that don't support CBA EH's, meaning they won't fire. Unfortunately, when mods aren't updated (like CAF and Leights), this can break.

    You can fix this by dragging the CBA_auto_enable_eh from the CBA Optional folder to the CBA Addons folder.

  3. Thanks Spyder,

    I will try it and see what happens.

  4. Its works for civilian factions but there are more problems that civilians interactions.
    There are no IED if controlled from opcom and suiciders will not explode their selfs.
    This two issues the CBA_auto_enable_xeh will not fix for you.

  5. Yeah, I noticed that as well during my testing.

    Does IED's and suiciders work using stock civilians or is this another issue?

  6. Edited 8 years ago by SpyderBlack723

    IED's and Suiciders working fine as of the last mission I played on Saturday

  7. Was this using stock Civ or a custom faction Spyder?

  8. Custom faction

  9. Deleted 8 years ago by GhostNI
  10. Edited 8 years ago by GhostNI

    Would be cool if we could get a civ module that spawns random clothing onto vanilla civs and has an ethnic origin option I.e African, eastern, western and Asian etc. The clothing could be called from a pre defined list of clothing class names edited by the user. That way we can have whatever civs we want and they will always work as intended in ALIVE without having to use out of date civ mods :)

  11. Thanks for confirming Spyder..

    Well then, onwards! :)

  12. Actually Spyder, one more question.

    When you say IED's and suiciders are working, is that with the IED module sync'ed to Asymmetric AI Commander, or as a standalone?

  13. IED synced to Asymm Commander

  14. Really? Can you please post your mission SpyderBlack723? In that way we are making something wrong.

  15. Edited 8 years ago by SpyderBlack723

    Wasn't my mission but I'll ask him to post it here when he's available

  16. Edited 8 years ago by DaVidoSS

    From my researches:

    First i have to look into ALiVE_fnc_createBomber;

    there about line 50:

    if (isNil "_bomber") exitWith {};
    
    // Add explosive
    _bomber addweapon "ItemRadio";

    ??????? What?

    Next about line 102:

    if ((_bomber distance _victim < 8) && (alive _bomber)) then {
    		_bomber addRating -2001;

    From my observations the script breaks precisely there. The bomber comes near to me and i can search him and he has a suicide vest in inventory. Why he will not explode?

    Has that any relations with BLUFOR hostility setup in ALiVE_amb_civ_population module? How should that one be set?

  17. Edited 8 years ago by SpyderBlack723

    _bomber addweapon "ItemRadio"; Probably used to signal that he is a suicide bomber (makeshift trigger item)

    _bomber addRating -2001; makes it hostile to all sides

    Regardless,

    Suicide bombers while synced to an Asymmetric Commander would probably be handled by ALiVE_fnc_INS_suicide

    A suicide vest doesn't always indicate a suicide bomber either, it is also used for civilians to carry around explosive charges for tasks such as Sabotage

  18. Spyder, having a look at a functioning mission would be very helpful.

    Also, I have been testing the "gather intel" function when talking to civilians, and no matter how many times I ask, I never get any pointers on the map even though there are quite a few recruitment centers and weapons depots scattered about the map.

    Do you know if there is an element of chance involved or what the trigger is for getting an intel marker on the map?

    I would prefer not to rely on the C2ISTAR random map intel, as the "gather intel" provides a great immersion element to the game by having to search for intel..

  19. I believe it does have a chance element to it, would have to look though. Not sure where that functionality is kept however :\

  20. Edited 8 years ago by DaVidoSS

    For have the possibility to see Intel from civilians you need to setup c2istar.
    There are my setup and this works like awaited. You can control the Intel knowledge by setup the intel coverage. If you set it too low the gather Intel can give you no places because the radius is too short and there are no objectives inside.

    class args
    					{
    						items=21;
    						class Item0
    						{
    							value="false";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="debug";
    						};
    						class Item1
    						{
    							value="ACE_Kestrel4500";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="c2_item";
    						};
    						class Item2
    						{
    							value="";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="TASKING";
    						};
    						class Item3
    						{
    							value="false";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="persistent";
    						};
    						class Item4
    						{
    							value="false";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateBlufor";
    						};
    						class Item5
    						{
    							value="rhs_faction_usarmy_d,LOP_AA";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateBluforFaction";
    						};
    						class Item6
    						{
    							value="LOP_AM";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateBluforEnemyFaction";
    						};
    						class Item7
    						{
    							value="false";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateOpfor";
    						};
    						class Item8
    						{
    							value="";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateOpforFaction";
    						};
    						class Item9
    						{
    							value="";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateOpforEnemyFaction";
    						};
    						class Item10
    						{
    							value="false";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateIndfor";
    						};
    						class Item11
    						{
    							value="";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateIndforFaction";
    						};
    						class Item12
    						{
    							value="";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="autoGenerateIndforEnemyFaction";
    						};
    						class Item13
    						{
    							value="";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="INTEL";
    						};
    						class Item14
    						{
    							value="true";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="displayIntel";
    						};
    						class Item15
    						{
    							value="0.2";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="intelChance";
    						};
    						class Item16
    						{
    							value="false";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="friendlyIntel";
    						};
    						class Item17
    						{
    							value="100";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="friendlyIntelRadius";
    						};
    						class Item18
    						{
    							value="false";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="displayMilitarySectors";
    						};
    						class Item19
    						{
    							value="false";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="displayPlayerSectors";
    						};
    						class Item20
    						{
    							value="5";
    							parentCls="ALiVE_MIL_C2ISTAR";
    							typeName="runEvery";
    						};
    					};
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