@Kraz123 Hi guys,
Sorry for the vague title; I have recently been modifying the Operation Landlord template and have almost everything working properly with war room. Group is CFED and my player name is somply the letter "j". The operation is called "Altis conflict co-op". Im running a local dedicated server with tadst. Im posting from mobile so i apologize for spelling mistakes :)
Here are my issues:
2. one of the CAS Transport sub modules fails to init sometimes. I have 4 transport cas sub modules set up at an airbase and the other three init correctly every time. The Transport vehicle is a UH60 from cup (i think).
Reviewing the rpt after several starts/stops, I sometimes see all 4 transports init and sometimes only 3. When only 3 init, all 4 vehicles spawn with crew loaded but the UH60 will not appear in the tablet, nor do i see the "talk to pilot" add action when boarding the uh60.
3. Tasks do not persist. I have verified that they are set to persist in the module settings. Almost everything else persists correctly.
I've actually come across number 2 before, but haven't been able to recreate it since. No idea why it occurred or what I did to solve it unfortunately as it was back in my earlier mission making days (as in, December!). It was on Altis too if I remember correctly, but with vanilla vehicles. Haven't had it since, but then I also haven't had as many helos in my most recent missions. I suspect, somewhere in the deep dark recesses of Alive's code, there may be a bug. If you can find a way to reproduce this then definitely report it.
As for 3, I'm not sure C2ISTAR tasking is actually all that useful at this stage. According to the latest on the ALiVE thread on the BI Forums, it was created to give testers something to do and isn't a fully fledged feature just yet. The tasks too can be a bit funky, and are mostly spawned on top of the battlefield, rather than as a part of it. I think what a lot of people would like is being tasked by OPCOM to do something useful for the fight, but at the moment it's just creating little side missions that have little bearing on the actual battle bar increasing reinforcement numbers or civilian goodwill. At least that's my understanding.
What I would do instead, is use the ALiVE Tablet, accessed in the Commander Actions menu
-> Intel / Operations, and either command friendly forces to attack objectives at your request (Operations - you can edit friendly profiled units' waypoints), or see what your friendly OPCOM is currently attacking and defending (Intel -> OPCOM objectives - you can see what OPCOM is trying to attack / defend), and join in the fight that way. If you want to cut your own detail, set the intel in the C2ISTAR module to medium or high, go and recce targets yourself, then call support using the Operations part of the ALiVE Tablet. You won't get HVT missions or satisfying tickboxes or anything, but you'll be doing something productive and everything will persist. Use markers too, and you can pretty much manage your own operations in a more dynamic way (mark out enemy movements, troops amassing, strengths, then use that to predict where the enemy will go next - works surprisingly well!). Took me a while to adjust, but I found this way of playing ALiVE much more satisfying.
Take this example: BLUFOR was invading Altis from the SE corner using conventional ground tactics, so I took a small squad of AT specialists and went behind enemy lines, mounting hit and run attacks on enemy armour. I made the mission with Armour-weighted military placements, so there was plenty of armour lying around, but also restricted the logistics modules of OPFOR and BLUFOR to non-armoured units. This meant that by using stealth, avoiding infantry and using drones to locate enemy tanks, then destroying them using hit and run tactics, I could turn the tide of a battle that BLUFOR would definitely have lost through inferior firepower otherwise. I could also attack a high priority objective quite viciously for a couple of minutes, withdraw, and then divert enemy forces away from the current BLUFOR operations, allowing BLUFOR to make quicker progress in the ground assault. In another example, I made the logistics modules static on the main airfield (so no falling back to weaker objectives) for both BLUFOR and OPFOR, then mounted a combined assault using the Operations tablet on that airfield and cut off the enemy resupply, then all I had to do was mop up while the enemy OPCOM tried to retake the airfield with dwindling forces. All these things happened dynamically with nobody saying what I had to do, and plenty of times I got compromised and had to bug out with most of my men dead, but because enemy profiles persisted, I knew that my intel was good on server restarts etc.
When you build missions like this, it can be really easy to create cool scenarios where your actions can alter the course of a battle in really interesting ways. Use drones, markers, and set profile speed to 25% in the Virtual AI System module. Also use the player logistics module if you want to reinforce your own guys, then control the reinforcements using the Operations tab.
There's so much cool stuff you can do with ALiVE. In my opinion, C2ISTAR doesn't do it any justice whatsoever!