F

FAILIX

Member

Last active 6 years ago

  1. 7 years ago
    Fri Nov 25 08:55:48 2016

    Ok, I found out that I can add/remove from the global logistics force pool with this:

    if(isServer) then {
     
    	// example: get the global force pool count for the BLU_F faction
            _currentBLUFORForcepool = [ALIVE_globalForcePool,"BLU_F"] call ALIVE_fnc_hashGet;
     
            // example: alter the current BLU_F force pool
            [ALIVE_globalForcePool,"BLU_F",20] call ALIVE_fnc_hashSet;
     
    };

    Therefore I would be able to start with a fixed logistics force pool and then add to it when a sector is captured.

    Now what I would need to know is how much is deducted from the force pool if I order e.g. a tank, an ammobox or a single soldier.
    Is there somewhere a table or an easy explanation for that?

  2. Tue Nov 22 13:02:58 2016

    Hi guys,
    I'm planning to make a misison that has capture points that gain you income (resources like ammo, fuel and supplies) by using the respective "mcc capture zone" module from the mcc mod. Since I will mainly use Alive to populate the map and provide player combat support etc. I would like to know if it is somehow possible to add a price to assets like CAS, Transport, Artillery support.

    I would also like to add a price to the troops that you can order from the military logistics pool and have them provided via air drop, heli insertion or convoy. Maybe this can even be done by adding units to the military logistics pool.
    For example: while zone is captured by BLUFOR, add 2 units to the military logistics forcepool every 10 minutes.

    This would be great for adding rewards to capturing objectives and also to somehow restrict the amount of units players are 'ordering' without just having lets say 500 military logistics units at hand from the beginning.

    Somehow I have the feeling that this has been asked before, but I'm not sure if there was a way to get this done or not.

  3. Thu Jul 28 21:30:46 2016

    Ok, I've made some more tests:

    Player Combat Support (CAS/Transport/Respawn) is working fine.

    The issue lies within Player Combat Logistics:
    The Helicopter/VTOL Resupply option (where a heli lands to bring you troops) works fine.
    But the Airdrop option is not working for units. It is showing all the correct messages and confirmation in chat, but no units are being dropped at the coordinates.
    I've tried it with basic NATO ammo and that worked, which makes me somehow believe the units listed are not really available.

    Also I could not select the "Air Transport Assets-->Side and Faction" in the Military Logistics Module. It always jumped back to "Faction Only".

  4. Thu Jul 28 13:03:52 2016
    F FAILIX started the conversation Adding ALiVE Player/Combat Support to Existing Mission.

    Hey guys,
    I've tried to add the ALiVE Player/Combat support modules to an existing mission, namely BMR Insurgency 1.45 Tanoa.
    Since we are only very few players on our Server, often only me :(, I wanted to add some more options to call in support to the mission (e.g. Heli-Transport and supply drops of troops/vehicles/equipment).

    This is how I started:
    I've placed the ALiVE Required and Virtual AI modules;
    a military AI Commander for the players faction synced to a military logistics module and a military placement (obj. only);
    Then I've added the Combat support module with a synced CS-Transport module;

    The combat support for the heli transport is working fine.
    But the Logistics Support (?), e.g. ordering troops/vehicles via airdrop/heli insertion from within the commanders tablet does not work. It gives a chat cofirmation that troops are being sent or however it is called but:

    • Soldiers/vehicles requested as airdrop do not show up at all
    • Soldiers/vehicles requested as heli insertion: The heli sometimes shows off and confirms that he dropped the reinforcements, but nothing shows up.

    Sadly I'm not at my computer right now, so I cannot provide more details at this point, but maybe someone of you tried the same already or has a clue what might be causing the system to not provide the requested stuff.

    I can upload screenshots/.rpt later when I'm back home.

  5. Sat Jun 25 00:34:29 2016

    That sounds great. Then I will try this method first.
    Thanks for the quick answer!

  6. Fri Jun 24 23:01:59 2016

    Hi guys, I've got a quick question regarding this:
    If I use this to spawn units with hlc/niarms weapons instead of their standard weapons, will it effect fps more than if I change their weapons directly in the units mod?
    I would assume this, because everytime a unit spawns, an additional script will be executed.
    If this is does not have a larger effect on fps than spawning units without an additional loadout script, I would gladly use this method since it will save me some work.

  7. 9 years ago
    Thu Mar 26 12:39:13 2015
    F FAILIX joined the forum.