Last active last year
So what happens? Since they don’t have a parachute do they fall a billion mph from space into ground and explode? Or is it just a visual bug?
I don’t think so. If certain tasks are causing you issues, you can blacklist those though. Instructions here at the bottom: http://alivemod.com/wiki/index.php/Custom_Blacklists
and this is my video for proff.
Hi! Thanks for the video. I’m thinking your TAOR markers are kinda small, which is limiting the amount of group spawns. When groups spawn, the commander on each side will keep some groups back to defend objectives they already hold.
I don’t think there are enough groups left to really attack each other.
If you make the TAOR’s bigger, such as splitting the map in half for each side, does this improve?
Also, you can and should turn “debug” on in the Virtual AI module. This makes it so you can monitor activity on the map screen and not have to use Zeus.
Place a marker on the map. Name it, then put that name in the TAOR override line in the CIV and MIL obj Placement modules. This will make groups only spawn in the TAOR area.
To get them to move, make sure that side’s Commander module is synced to the enemy’s MIL and CIV obj Placement modules.
This is a cool idea but I don’t think anything like this is baked into the mod.
Pretty sure it only makes a difference in Insurgency mode. Not sure of the inner workings though, but it seems to me the spawned groups will be more dense closest to the module and a higher chance of HQ’s but i’m not 100% positive.
Pretty sure at least two (never tried more). The thing I think that’s going wrong is ONLY the OPCOM/Commander module supports multiple factions. Objective Placement modules do not. So if you want them both to have, let’s say, CIV objs, you need to give them their own CIV Obj Placement modules then sync both to the OPCOM module.