Last active 11 hours ago
It's really interesting seeing the different ways people set up their modules.
Eg I've never synced my CQB module to anything but the AI commander for insurgencies, I very rarely use TAOR's to specify a location (I tend to just use blacklists)
Really good work, thanks for doing this. I'll be sure to share it with the rest of my guys and see if I can't get them making missions too :)
Here's hoping that fixes the problems they seem to have with ALiVE
@TheDragon117 One of the drawbacks of using ACE on almost any mission I make is that all vehicles spawn with medkits and FAKs which don't let my players resupply on any critical equipment lost while in the field.
Keep in mind that when you have ACE installed, picking up a MEDKIT or FAK instantly "opens them up" and converts them to the appropriate bandages/auto injectors etc.
So last night I was doing some routine testing on a mission I'm building and in the admin actions there's an option for IED threat level. The mission has the IED module synced to the insurgent commander and the IED level set to extreme. When I check the IED threat level it showed 0. I assume this is because the insurgents are only just getting to work.
If I change that to the max it mentions does that instantly spawn more IED's? If so is there any way to do that automagically in the init?
I've had more success adding that code to the initServer.sqf
Also make sure you add
this setVariable ["NOAI",1,false];
to any artillery you might place otherwise your artillery support will murderize all the insurgents by themselves
Perfect. I like my insurgents have the odd tank, but a group of 3 is overkill. 1 + a squad makes much more sense to me.
Am I right in saying if I just want to change an armoured group from 3 tanks to 1 tank and a squad of men, I can just export that change to the description.ext ?
Basically as long as I don't change weapons etc right?
We've found walls that players can walk though, although strangely enough not shoot through. Bullet proof windows (not shattering etc) and as mentioned just not enough civilians to make a decent insurgency.
Still as AUTigerGrad says it's a great map, and one of the best looking. If I was to get really picky I kind of wish there were a few less prebuilt FOB's around the area, and it would be great if it had built up area (similar to that around the southern airfield) somewhere central. I always like to have a "Feruz Abad" style area as a hotbed for insurgents. I'll definitely be going back and making some non persistent more objective based missions for my guys on Lythium though.
It's a shame because I'm getting to the stage where if I want to create a really good, long term insurgency I'm almost limiting myself to Takistan or Altis (and Altis is almost too big). Those are the only 2 maps I can think of with 100% enterable and destructible buildings (which is where maps like Tanoa and Sahrani come up short), solid performance (which is where Sangin loses out) and a good variety of town sizes (which is where all the G.O.S maps like Gunkizli fall a little short)
I almost wish instead of Malden, that BI had chosen to make a Takistan 2.0
Just as an aside, how is Diyala now that it's swapped to CUP, I remember reading that the civilian spawns are much better. Would you say it's now ready to go for a 16 man insurgency?
So after a couple of weeks running our latest ALiVE mission I'm at the point where I think I can safely say ALiVE missions + JBAD dependable maps, do not an amazing Insurgency make.
Don't get me wrong we're having fun and the mission we're running is great fun (if I do say so myself) but there is a distinct lack of civilians. They're there, just not in the number you see from the likes of Takistan (which I still hold to be the #1 undisputed Insurgency map for ALiVE)
I hope at some stage they ditch JBAD and move to CUP for their buildings. It's a shame to see such an incredible map yet to fulfill it's potential.