Hello, I am having a issue with the CQB module spawning OPFOR in BLUFOR territory, (Towns, bases, etc.) and vice versa. This problem makes the mission act strange especially for my milsim unit. We want to go into a town or base as if we are the first ones in, but sometimes we go in and random 4 man BLUFOR team is inside one of their defense towers in a firefight or dead, and its kind ruins our immersion and mission flow, especially when moving in for night operations.
The same can be said for when we load in our persistent mission. Friendly towns will magically spawn a pocket or two of OPFOR in buildings, which is controlled by BLUFOR AI and players.
I have created a test mission to try a few different setting for the CQB module, using only vanilla units. The settings are below.
Military AI Commander Settings:
BLUFOR:
Control: Invasion
Reinforcements: Constant
Faction: NATO
OPFOR:
Control: Invasion
Reinforcements: Constant
Faction: CSAT
CQB Module Setting #1: One placed on map, Both factions MIL OBJ and CIV OBJ are synced.
Type: Civilian
CQB Locations: Complete map
Probability: 20%
Density: High
Amount: Pair
Placement: Dominant
Spawn: 1200m
Factions: BLU_F,OPF_F
TAOR Marker: BLUFOR, OPFOR
Blacklist Marker: None
CQB Module Setting #2: Two placed on map, Both factions MIL OBJ and CIV OBJ are synced to their separate factions CQB modules.
Type: Civilian
CQB Locations: Complete map
Probability: 20%
Density: High
Amount: Pair
Placement: Dominant
Spawn: 1200m
Factions: BLU_F,OPF_F
TAOR Marker: BLUFOR, OPFOR
Blacklist Marker: None
In configuration #2 I even restricted the TAOR to the factions respective starting territory.
We want more CQB units in our persistent campaigns, to make objectives more exciting. But the other problem we had when we only restricted the CQB to spawn the enemy faction is when we setup new forward bases, we come in the next day or weekend and a bunch of OPFOR CQB units spawn next to use killing us or taking us by surprise.