Rank pacifism!

  1. 8 years ago

    Been persevering with ALiVE for a couple of months now and have been unable to get AI commanders to do anything, at all, really.

    I wanted to set up a lightly-defended Blufor base (Camp Maxwell on Stratis), to be attacked by a surrounding superior Opfor force. Something like that big final battle scene in the movie Platoon - a night time CQB onslaught, with wave after wave of fearless frontal assaults and only the constant supply of paratrooper reinforcements preventing the base being completely overrun.

    But no matter what i try, the enemy will not attack - they spawn at a decent perimeter, but then just stay there, never trying to attack, let alone coordinate an assault. Instead, the Blufor troops just fan out and wander off looking for targets... there'll be a few small skirmishes but things quickly settle down into a perfectly amicable truce... each side holding their ground unchallenged.

    The only 'game' i can thus make out of it is to wander off myself and go and pick off these pockets of deserters, which is mostly like shooting fish in a barrel.. a pretty far cry from the expected results.

    I've even tried the trick where you place a whole bunch of custom objectives inside the base, synched to the enemy OPCOM... which appears to have absolutely no effect on the problem whatsoever.

    In the last few days i've resorted to using scripts to show all units on the map, just to find out what could be so much more important than the only Blufor objectives on the map - and have found that some of the Opfor units are actually swimming out to sea, in the opposite direction to their supposed objectives! Fully kitted out infantry are just going for a nice dip, rather than advance on the nearby enemy!

    If i run vanilla Arma (without ALiVE) i can set up a surrounding force to attack a base by following waypoints to it - so is there some way of just causing spawned enemies to converge on a target location using ALiVE? All i want them to do is spawn say 1.5km away and make their way to the target and attack it - if they can coordinate their attack then great, but if not then just all attack it at once anyway.

    I want this base to be attacked, savagely and relentlessly, not have them just wander off looking for a fight... How do i make the enemy "bring it"?

  2. Best place to start is to ask how you've actually set your mission up? Which modules have you placed where? Have you followed all the tutorials? Have you set the custom objective as a ridiculously high priority?

  3. Blufor base at Camp Maxwell is a military placement synched to an opcom set to Occupy mode, with a logistics module also synched to the opcom, and a CQB module synched to the military placement.

    Blufor TAO is an elipse marker covering the base, called Blufor_1, with no blacklist marker

    Opfor TAO is the rest of the island, with Blufor_1 as the blacklist marker.

    Opfor is identical to Blufor but double the size (a platoon vs a company), and its opcom is also synched to the Blufor military placement, and set to invasion mode.

    That's the basic structure, which i've copied from tutorials. I've also tried adding an Opfor civilian objectives module (synched to Opfor opcom), multiple (dozens) of Blufor custom objectives in the center of Blufor_1 and synched to Opfor opcom...

    The most action i've seen has been from adding the LV ambient combat script pack, which i was relying on prior to ALiVE, and which i was hoping i could now retire... but with just ALiVE on its own, no matter how far i tilt the numbers in Opfor's favour, i just see small perimeter skirmishes - usually instigated by the Blufor troops patrolling out past their TAO. If an Opfor group does attack, it'll be an isolated suicide squad, while the rest of the Opcom forces sit it out.. or go for a paddle, apparently.

    Have i misunderstood blacklist markers or something? I'm under the impression they just prevent enemy from spawning on top of each other, demarking opposing TAOs - but without precluding any objectives inside the blacklist zone (since where else would prime objectives be?).. but if i've inadvertently blacklisted Opfor's only objectives then that would explain it why it's like a school disco..?

  4. Blacklist markers stop placement modules from placing units and objectives in that zone. If you blacklist the OPF_F base in the BLU_F placement module, you need to make sure that the OPF_F placement modules are synced to the BLU_F commander so that he has objectives to attack.

  5. Right, so i'm using it properly then.

    Might just have to resign to using the LV script pack in place of an enemy opcom..

  6. Not sure you've already done this, but with that basic structure, try placing a single custom objective with a priority of 999 and a size of 300 on the BLUFOR base (spawning no units or anything else), then sync it to the OPFOR OPCOM (and nothing else). That should make it priority 1. It might take a while for OPFOR to attack while it does recon and gets groups together, but after a little while you should have a recurring battle on your hands.

  7. What unit counts are you using for each side?

 

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