Edited 8 years ago by Olonson

Well so i did a 40min testrun today.

in the beginning both sides attacked the central objectives with about 70% of their forces.(i made a ridiculous high amount of 10 custom objectives on top of each other)

Opfor lost the first battle which took like 20-30min and then they decided to only defend their base with all Squads. In the last 10 minutes there was only 1 single opfor squad (of over 20 in the base)sent to the central objectives.

But since i didnt sync the AI commanders with the enemy's base, they will not attack it, and the fight was kinda over. peace :)

other things that are not working like i personally would prefer it for this kind of mission:
1. choose the type of reinforcement (paradrop, spawn, maybe convoy?):
my problem: paradrop is very buggy in cities(vehicles land on roofs, flip etc) or near water sources like oceans and lakes.

2. more flexibility how often( e.g. more delay on jet and tanks than on inf) reinforcements come and what and how many should be spawned .
my problem: i would like to have a permanent amount of troops on the battlefield of both sides. e.g. 1-2 jets per side, 1-2 helicopters and so on. in 5 hours of testing i have never seen a commander call in a jet, artillery, helicopter,.. only inf mobilized mechanized and armored are working for me. will i need to place them manually in editor and let them be virtualized before they are able to be called on reinforcements?

bugs?:
3. Specially when using CUP i noticed that the paradropped vehicles often(more than 50% of the time) spawn without driver or that there are empty parashoots in the sky. sometimes i see AI fall down without parashoots. This sometimes comes with a script error i have not yet taken a screenshot of. something with fnc get speed or so...
with vanilla gear i have only seen it 1-2 times.

thanks in advance and keep on the good work.