Problem with civilian interaction using custom faction

  1. ‹ Older
  2. 8 years ago

    Was this using stock Civ or a custom faction Spyder?

  3. Custom faction

  4. Deleted 8 years ago by GhostNI
  5. 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 That way we can have whatever civs we want and they will always work as intended in ALIVE without having to use out of date civ mods :)

  6. Thanks for confirming Spyder..

    Well then, onwards! :)

  7. 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?

  8. IED synced to Asymm Commander

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

  10. Edited 8 years ago by SpyderBlack723

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

  11. 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?

  12. 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

  13. 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..

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

  15. 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";
    						};
    					};
  16. @DaVidoSS Really? Can you please post your mission SpyderBlack723? In that way we are making something wrong.

    Here ya go.

    If you'd like to load this mission in your ALiVE Server, I can pack the files and put them in dropbox. If you just wanna play it on public server, here is the link to the mission.

    British Steel
    http://steamcommunity.com/sharedfiles/filedetails/?id=510801855

  17. Really this is nasty. Your mission uses CAF Agressors . I changed from Leights Opfor to CAF ag and now i have no civ actions even if i use cba autoxeh.

    Is there any arabic faction for arma 3 which works without any problems with alive?

  18. @DaVidoSS Really this is nasty. Your mission uses CAF Agressors . I changed from Leights Opfor to CAF ag and now i have no civ actions even if i use cba autoxeh.

    Is there any arabic faction for arma 3 which works without any problems with alive?

    All of them work with no problem with ALiVE. I have missions using CAF aggressors, Leights, and Massi's African conflict. I also use the Thai Armed Forces mod. I've had zero problems using all of these factions.

    The only time I had an issue was when I used the CBA that was hosted on Steam. Everytime you load ARMA through steam, it "resets" the mod packs hosted on Steam so that any optional files (such as the xeh_enable_auto file and bisign file) move back to the optional folder from the add on folder...causing issues.

    So I use the CBA hosted on armaholic and it holds those files in that addon folder. No problems since.

  19. Edited 8 years ago by DaVidoSS

    @AUTigerGrad All of them work with no problem with ALiVE. I have missions using CAF aggressors, Leights, and Massi's African conflict. I also use the Thai Armed Forces mod. I've had zero problems using all of these factions.

    Really ? Cant bee.. look into bis forum at leights opfor pack there are tons of problems with.
    All mods which i use comes from playwithsix

  20. @DaVidoSS Really ? Cant bee.. look into bis forum at leights opfor pack there are tons of problems with.
    All mods which i use comes from playwithsix

    SpyderBlack played one of my missions I created using Leights Opfor. Zero problems.

  21. I am starting to see positive results with my mission creation, but also I have found that generally ALiVE mission creation is quite sensitive. The modules are interacting in multiple and sometimes not obvious ways and it does take a significant testing effort to get the results you want.
    Maybe this is what you are experiencing @DaVidoSS?

    One example is this, and I hope one of you can possibly give me a step-by-step walkthrough if what I need to do.
    As I mentioned in a post above, I would really like to setup a mission where there are no AI generated intel on enemy installations that pops up on the map randomly (At this time I am getting "Installation" markers when the insurgency establishes recruitment centers and weapons depos.)
    I would like my players to manually have to get this intel using civilian interaction.

    I have tried many different configuration of the C2ISTAR module, but I always end up with one of two possible scenarios.

    1. There are no intel reports either from AI or I when use civilian "Gather intel"
    2. There are random AI reports on map called "Installation" and they also get marked when using the "Gather intel" function.

    I have not had any luck separating these two events.

    I realize that the friendly AI reports will fade over time and so might not be visible to players continuously, but still it takes something from the immersion if a group of players sees a mark and must continue gathering intel when they already know the placement of an enemy location.

    Any inputs anyone?

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