Some C2ISTAR questions

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  2. 8 years ago
    Edited 8 years ago by HeroesandvillainsOS

    So I just found this: http://alivemod.com/forum/1226-auto-generated-task-editing/0#p3954

    This thread was also attempting to limit the types of C2ISTAR tasks that generate and I can also verify that I have the exact same issue with the script in this thread. There's a variant of it in the link above too.

    What I can't discern is if "clear the town" is the only one immune to the script (when "CivAssault" is removed), or if the script only works on the first task; meaning the script has no way of getting reinitialize once the first task is finished. If the former, there's at least hope that if we can find a way to get the script to disable that task, then everything should be good. If the latter, and the script is just not designed to work in MP, then maybe someone with some scripting knowledge can find a way to get the script to reinitialize after the first task?

    What I can say for certain is that inevitably, "clear the town" is going to eventually surface and then the entire auto-tasking process breaks. The "clear the town" task either needs to be deleted at that point from the commander tablet, or forced "succeeded" from the tablet. When you do that, the only way to get auto-tasking to work again is to disable auto-tasking (which for some reason forces a new task), and then reenabling it (which causes all of the blacklisted tasks via the script to start generating again).

    This is a strange issue. For any dev reading, the thread above is probably the most accurate description of what is happening. I can't really make heads or tails of it but what I do know is several of the tasks are broken, with "clear the town" causing the most havoc.

    I just can't tell if the script is only working once of if "clear the town" is somehow immune to be blacklisted via the script.

  3. Edited 8 years ago by SavageCDN

    Thanks for the detailed description Heroes.

    @SpyderBlack723 Alright, couldn't find any old posts.
    Here's how you blacklist certain tasks.

    staticData.sqf should be a file you create in the root of your mission folder

    init.sqf

    execVM "staticData.sqf";

    staticData.sqf

    waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
    ALIVE_autoGeneratedTasks = ["MilAssault","MilDefence","CivAssault","Assassination","TransportInsertion","DestroyVehicles","DestroyInfantry","SabotageBuilding","InsurgencyPatrol","InsurgencyDestroyAssets"];

    Remove an entry from the array to stop that task from being generated.

    For example, removing MilAssault (first entry) would look like

    ALIVE_autoGeneratedTasks = ["MilDefence","CivAssault","Assassination","TransportInsertion","DestroyVehicles","DestroyInfantry","SabotageBuilding","InsurgencyPatrol","InsurgencyDestroyAssets"];

    Added on wiki:
    http://alivemod.com/wiki/index.php/Custom_Blacklists

  4. Edited 8 years ago by HeroesandvillainsOS

    Savage, sorry if I wasn't clear but the script doesn't work. If it does, I can only discern that only the first task uses it. At least in MP. After the first task it generates blacklisted/erased ones. The link I placed in the post above is a discussion revolving around a similar script. I'm seeing the same thing with Spyder's new one.

    That, or "clear the town" aka "CivAssault" is immune to it.

  5. Edited 8 years ago by HeroesandvillainsOS

    Does the assassination/HVT mission only use custom ALiVE-generated camps? Can they be generated in a building included on the map itself? Just wondering how varied the HVT missions will be if someone could describe how they're programmed. Only seeing camp-sites right now.

  6. Bump

  7. It always spawns a custom composition for the task. The composition will be located near an actual enemy position though.

  8. Edited 8 years ago by HeroesandvillainsOS

    Ah that's unfortunate. Thanks for the answer though. Was hoping they'd be a little more varied.

    EDIT: Well after not being able to find an HVT after massacring what seemed like an entire village, I had a map marker telling me me he was just a couple hundred meters from me. I teleport there and he's trying to get away in a car! LOL! Pleasant surprise! Oh and the new yellow icon is sweet. :)

  9. Edited 8 years ago by HeroesandvillainsOS

    So I just had a task called "Destroy the Fire Burning" which was a task to destroy a burning fire. Obviously it can't be completed.

    EDIT: I've narrowed it down to the Destroy Building subclass of auto-tasks if that helps. This is happening on an A2 map and is presenting itself as a custom composition (a camp with mesh tent around it and a burning campfire in the middle with a technical in the front.). Seen it multiple times now trying to isolate it and 100% can't be completed. Blew the whole thing up every which way each time and no dice.

  10. Edited 8 years ago by HeroesandvillainsOS

    And the 'Insurgency Destroy Assests' subclass of tasks isn't working either. On the same A2 map (Isalo Di Capraia), the task pointed to an unenterable behemoth of an industrial building that can't be blown up. If it would help I could get the building class for you guys.

  11. 7 years ago

    Is there a work around to get pick up and insert troops working?

    Big fan of this for pratcie flights in hot zones as a budding pilot.

    M kunduz mission is populating with the pick up / insert tasks however the troops do not seem to be at the pick up or if they are they won t get in?

  12. Not that I'm aware of. That task usually works but can fail if the troops start engaging in combat. With ALiVE being open source now I'm hoping eventually someone will overhaul the tasking system entirely.

  13. Thanks for the reply

  14. Edited 7 years ago by Tobur

    Picking up the question from the starter of this thread again:

    4. In the future, could we get the option to blacklist map areas where tasks can be generated? If auto tasks generate within the enemy's mil/civ obj blacklisted area, the mission will spawn but no enemies will.

    ... is it possible to assign the C2ISTAR module to a certain area (whitelist/blacklist)? I don't want to use the Mil Placement modules in this case, only the convenience to generate tasks in the field. Problem is the tasks appear too close around my base (200m). I'd like to define an area of operation a bit further away

 

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