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Last active 8 years ago
I have a follow up question to this. I only play with one or two other people and have adapted the Tanoa Alive mission Tupolov put together for my group. I have changed a few settings, one is that I want dynamic force pool. I desire to play commander or at least call in logistics support through the combat logistics. I am not able to see the force pool, it says WAITING....
I am also wondering how much of a force pool is needed for say one BLU F rifle squad. I had 5 from doing one of the tasks but could not even spawn one person.
Finally is there a way to set the force pool to be dynamic but at the start to begin with a certain value to allow me to spawn in about a company or 200 units or so through the combat logistics. Ideally what I envision is to allow me to start the server and launch an invasion on the main island by me calling in logistics requests where I want them. Then hopefully they will capture objectives, giving me more forces to spawn in etc.
Another quick question is if I start out with 200 spawned BLU_F via the mil placement module, and then use the aforementioned method to invade where I want, is the Military AI commander going to to now attempt to keep the new number of units if I stop commanding? IE... there are now 324 units, will the commander try to reinforce at 75% of 324 or the original 200?
I understand how to do all that but there is an issue where when you set the pilot for insertion at 10m or any height. What happens is that with ACE 3 fastroping when you go to actually go down the rope the rope detaches after a meter or so. I think the pilot may be seeing you as an obstacle and pulling up which cuts the rope as i hear the engine increase power. Perhaps there is a way to suspend this behavior. I tested this only through the editor and singleplayer so far.
I would like to know if anyone knows a way to use a combat support transport and the FRIES fastroping system from ACE3. I can currently get the ropes to deploy using the Ghosthawk in singleplayer testing except as soon as I attempt to fastrope in the ropes disconnect as the pilot seems to boost his engine slightly. This causes me to fall about 90 percent of the way and die. Does anyone know of a solution to provide fast roping even if not with ACE3 that works with the combat transport module? I've also tried to place custom helicopters and put the lines of code in the init field and sync them to combat support module and to not be virtualized but the fries gantry spawns on the ground. This is one of the last major things my friends and I would like to use on our dedicated server. If Alive and Ace could share a working fastroping solution or if Alive had its own native solution it would be awesome.
I'm no longer having trouble with the flying behavior but the ACE gantry is not attaching. It is instead sitting on the ground under my combat transport helos. I have them synced so that they don't get virtualized.
Has anyone figured out how to blacklist combat support units from loading on to HC? It seems to prevent the combat support units from firing at all, including arty.
I would post it but its filthy with mods. I will see if i can strip a version down to a lite version.
Weird, I guess I haven't tried insertion orders, I have gotten them to fly me and land me via the Land command. CAS will fly in the area but just circle and get shot down without returning fire. Arty will no nothing at all
Shoot. Although combining future improvements in Eden with future improvements in ALIVE will really bring paradise for mission makers.
It should be doable. Hell you could maybe even have "moderate rebels" who fight isis and Syria and Russia. You would probably need 5 different Opcoms but it could be a fun game of trying to figure out who's friendly etc.