Understanding how CQB works with AI Command and Obj modules

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  2. 9 years ago

    Friznit

    10 Mar 2015 Administrator

    To be clear on this: ALiVE does nothing with the very low level 'microAI' tactics. How they react to danger, what support assets they use, getting into cover etc etc are not touched by ALiVE and we have no intention of ever doing so. There are various mods out there which cover these sorts of thing very well already - ASR_AI, bCombat, VCOM etc.

    Asymmetric Warfare is a different type of AI Commander. So instead of conventional Invade or Occupy, the AI Commanders will instead employ insurgency methods.

  3. I was testing the cqb module last night while using rhs and ran into the issue of enemies not attacking me at all.i could walk right up to them with nothing happening. When I called in an insert chopper they shot at the chopper but on the ground they didn't recognize me.any fix for this?

  4. Edited 9 years ago by dixon13

    @bojangles2020 I was testing the cqb module last night while using rhs and ran into the issue of enemies not attacking me at all.i could walk right up to them with nothing happening. When I called in an insert chopper they shot at the chopper but on the ground they didn't recognize me.any fix for this?

    Were you perhaps in "Ghost Mode" or did you possibly have any other mods on that could conflict with AI handling? Need all the information we can get so we can help you out better. If you could give us a link to your mission file as well, that would greatly help us out. Also, were you running a headless client on the server to handle CQB?

  5. No i was not in ghost mode. We do run BIcombat ai mod.i will gladly give you the link to the mission file i am just not sure how to get it to you exactly. And the Headless client question is a good one! we are currently not running HC and i am attempting to figure out how to set it up. Reading some things online i think that may possibly be the issue.Sorry im fairly new to all this i usually make missions in the editor and i just started using ALiVE for missions only a few days ago. I really do appreciate any help if at all possible and thanks for hearing me out!

  6. Sorry we are actually running ASR ai not BI combat. Yea i have done a few tests even with mods off except ALiVE and still the ai are simply not attacking me at all.This is very confusing lol

  7. If you've tried with just CBA and ALiVE mods running then not sure why your AI won't engage you.. if you can send us a repro mission with just those two mods loaded we can check it out.

    If vanilla works OK but RHS units do not can you let me know which RHS faction you are using?

  8. @bojangles2020 I was testing the cqb module last night while using rhs and ran into the issue of enemies not attacking me at all.i could walk right up to them with nothing happening. When I called in an insert chopper they shot at the chopper but on the ground they didn't recognize me.any fix for this?

    Bojangles,

    Seems like I had this issue once and it seemed to be tied to the ghosting issue. Some script (I can't remember exactly which one was turning on the ghost feature on mission entry. Since you have tried it as vanilla as you can it has to be something in your mission scripts. I prefer to use ALiVE for almost all my mission making so do me a favor. If the issue is spotted by the Dev team please post the results so I won't make the same mistake again.

    Thanks,
    -Stone

  9. That could be the issue but I have experienced what he is explaining myself, and it had nothing to do with ghosting in my experience. It seems to be some bug with the AI being locked to whatever House Position they were spawned at, I have not noticed it in current release though.

  10. 7 years ago

    I'm sort of embarrassed to not know the answer to this after playing nothing but ALiVE for so long, but if I could get some clarification on the CQB module, that would be excellent.

    1. If I want both sides to have equal CQB numbers, with the caveat that only the dominant faction in an area will spawn CQB units, how do I do this? Do I just lay down one unsynced CQB module, with it set to dominant?

    2. I'm assuming if my units are just BLU_F and OPF_F, and the above is true (using one unsynced module), I can leave the factions override blank? If so, what do I do if I'm using modded units? Do I just place one CQB module and write, for example: mas_usa_rang,CUP_O_TK_MILITIA in the faction override or does it fall back to the OPCOM factions by default (so leave it blank even with modded factions)?

    3. What does syncing the CQB module to OPCOM do? Does syncing it to OPCOM have any special function when that OPCOM is an Assymetric commander, for example? Should it ever be synced to OPCOM or should it only ever get synced to the civ/mil obj modules and never synced to anything else?

  11. Edited 7 years ago by SavageCDN

    1 - sounds about right... sides won't be exactly equal but pretty close.

    2 - no need for the factions override for vanilla units but I'm pretty sure you need to enter something in the faction field. If the module is synced you don't need to enter a faction.

    3 - nothing.. or it breaks CQB.. have never tried to sync it to an OPCOM module
    Sync is only used for Assym mode

  12. Edited 7 years ago by HeroesandvillainsOS

    @SavageCDN Hey thanks for clarifying!

    Your answer to #2 is a little confusing. You said for vanilla I don't need to write anything in the factions line but then said I needed to write something. :)

    I think I understand you now though. So basically if my goal is to have "equal" CQB numbers but only have the dominant side spawn, I'd use one unsynced CQB module only, set it to dominate, and write the factions in the factions line....

    Vanilla being: BLU_F,OPF_F

    Or changing it to a modded faction if it's a modded mission.

    Does this sound ok?

  13. That sounds right!! For #2 what I meant is no factions required if the module is synced to a placement module (it will use the factions from the placement module).

  14. Edited 7 years ago by HeroesandvillainsOS

    Hey thanks.

    I was reading though the wiki the other day (I do this periodically when I'm bored at work) and after going back over the CQB entry, I was like oh my goodness I've been doing it wrong for a very very long time. I've been syncing it to OPCOM in Assymetric missions which clearly is not recommended. :(

    CQB units actually do spawn that way but I can only imagine the adverse effects doing it wrong has been causing. I appreciate the clarification!

  15. Edited 7 years ago by SavageCDN

    It might not do anything at all (sync to an OPCOM module) - in fact if you've been doing it all this time and things were still spawning then it's probably benign.

    For future however I would avoid the sync

    See Spyder's answer below

  16. Edited 7 years ago by SpyderBlack723

    3. Only sync to OPCOM for asymm. It ensures CQB only takes place where asymm forces occupy.

    http://alivemod.com/wiki/index.php/Insurgency

  17. Edited 7 years ago by HeroesandvillainsOS

    Got it.

    And I take it I'd need a seperate CQB module for the non-assymetric side then if I wanted them to spawn CQB units too? Or will having just one synced to Asym OPCOM utilize the dominant override?

  18. Test with debug on and see which spawns in an insurgent objective and in an insurgent free area.

  19. Edited 7 years ago by HeroesandvillainsOS

    @SpyderBlack723 Test with debug on and see which spawns in an insurgent objective and in an insurgent free area.

    Unless any of you guys can see any reason why this isn't ok, I decided to test exactly this. I now have exactly one CQB module total in the mission which is synced to the Assym OPCOM. In the faction line I wrote: OPF_MTI_F,UK3CB_BAF_Faction_Navy_MTP and BLUFOR (3CB) spawns in BLUFOR held areas and OPFOR (Massi's/Davidoss's Taliban) spawns in OPFOR held areas.

    So this seems to work just fine, at least it does with a quick couple minutes of teleporting.

    Thanks!

  20. ^ Good to know thanks

  21. Edited 7 years ago by HeroesandvillainsOS

    If anyone gets a chance, I'd still love an "official" recommendation for how to have BLUFOR and OPFOR utilize CQB when OPFOR is an Assymetric commander.

    Even though it *seems* ok having OPF_F,BLU_F in one CQB module synced to the Assymetric (OPF_F) Commander, it still *feels* wrong having BLU_F written in the module when it's synced to the opposing side's OPCOM.

    And looking at some of AuTigerGrad's missions, he uses two (or more) CQB modules. One synced to the Assymetric commander, and another free standing one with the other side written in it. Both set to dominant.

    I'm not saying the way I described it or the way he's doing it aren't both correct ways (I realize it's more of an ambient troops spawner than anything), it's just I don't think it's super obvious how to use it in an Assymetric situation, when syncing to an OPCOM is in play.

    What I want to do is have an Assymetric mission where just the dominant faction utilizes CQB. Is the "correct" way to use one module (synced to the Assymetric OPCOM with both sides written in) or two modules (one synced to OPCOM and one free standing one for the other side)?

 

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