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Carmine39

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Last active 2 months ago

  1. 2 months ago
    Tue Jun 30 21:15:03 2020
    C Carmine39 posted in Player combat logistics issue.

    Community Factions Project (CFP) on the Steam workshop is what you want to be using if you're trying to use CUP assets and compatible factions. In the mod directory, there's PBOs in a folder called 'optionals' that you need to put into the addons folder of the mod or of the server that is the staticdata for the included factions. Which should fix the logistics issue. Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=1369691841&searchtext=community+factions

  2. 3 months ago
    Mon Jun 15 15:57:21 2020
    C Carmine39 started the conversation ATO not using placed assets.

    With air units the same faction as the Military AI commander synced to the Virtual AI module, I have the ATO debug on and it doesn’t seem that the manually placed assets are being registered as ATO assets. There are, however, automatically placed air units being registered as CAP and ATO assets. Thoughts?

  3. 5 months ago
    Mon Mar 23 06:53:16 2020
    C Carmine39 posted in AI not behaving properly.

    Ended up trying that and the AI performs better but I still can't seem to utilize the LAMB functions of reinforcement or them hearing gunshots for some odd reason.

  4. Sun Mar 22 07:16:27 2020
    C Carmine39 started the conversation AI not behaving properly.

    Hello all. Recently I've noticed for whatever reason, AI behavior has been extremely lackluster. I don't think it's ALiVE's fault, but I'm just looking to get some input from other mission makers. I used to use VCOM primarily as my AI mod with a headless client connected, and that worked fine until VCOM became super-heavy on taking resources. Now I use Tactical Combat Link X and LAMB's Danger FSM with the headless and for some reason the AI are terrible. They basically never react to anything unless a squad member dies or they are within 20 meters of the enemy. Any reason for this? Could it be an issue with the server offloading to the headless? Coincidentally everything works relatively okay in a listen server. Any ideas are welcome. Thanks.

  5. 7 months ago
    Thu Jan 30 07:22:28 2020
    C Carmine39 posted in No logistics insertion point?.

    I've had this problem persist over multiple maps trying to using the Custom Objectives logistics insertion method. If you wish to get logistics working you're better off just setting Mil Logistics to Dynamic and letting it choose a random insertion point among the map. Issue with that is that if the map is densely populated with enemy profiles the helos are prone to getting shot down on the way to the LZ. You could prevent this with a centralized logistics spawn point; the idea being everything on the way to the player is friendly or non-enemy. But of course it would be nice if they could just be invincible. However, this being all said, even when Mil Logistics is set to dynamic I still have issues with logistics units spawning. "No logistics insertion point available" (when there's objectives in reserve) or the message there's no units in the forcepool (when the forcepool is set to Infinite).

  6. 10 months ago
    Mon Nov 11 13:13:59 2019
    C Carmine39 posted in No logistics insertion point?.

    bump? Still a persistent problem.

  7. Fri Nov 8 09:51:01 2019
    C Carmine39 started the conversation No logistics insertion point?.

    Hello all. OPCOM doesn't have any placements except a custom set to 9999 priority, it does have 1 infantry allowed to place as well as a group virtualized so it can assign groups to the objective. Funnily enough in single player it works, but when put on a dedicated server it's a no go. I've also deleted and replaced all of the modules and made sure they're synced properly. Map is Chernarus Summer using CUP and I'm using the Krasnostav AF for my ATO and base. What's going on here? I have a feeling Chernarus Summer isn't indexed properly.

  8. last year
    Sun Dec 30 20:56:23 2018

    I'll attempt to. Seems like the error that wants to pop up everytime OPCOM requests replacements is: ALiVE SYS PROFILE Warning: ALIVE_fnc_waypointsToProfileWaypoints has wrong inputs! Never seen this before. Any idea on what might spring this? I've noticed that if I save the mission and load it back up, about 3 or 4 units will then be asked to reinforce the objective/area and actually come. But after that, it stops working.

  9. Sun Dec 30 06:25:26 2018
    C Carmine39 started the conversation Military Logistics replacements not moving to waypoints.

    Hello everyone. I have created an UNSUNG Vietnam ALiVE mission using a custom faction through the ORBAT creator. I have made sure to configure it correctly, and everything seems to be working flawlessly, except when the OPCOM requests replacements for objectives or attacking enemy units. I turned on profiles debug and saw that while new profiles have been spawned for replacement and they have a waypoint to the AO, they do not move, as if stuck. I have waited and nothing happens. Meanwhile we take objectives with moderate resistance but no reinforcement. We are running VCOM AI, but throughout making many ALiVE missions, I've never ran into this. We're on the map CSJ_SEA, which seems to be working fine for placement modules. Any ideas?

  10. 2 years ago
    Sun Feb 18 23:43:03 2018
    C Carmine39 posted in VCom and ALiVE.

    How would I happen to do that? Also, I noticed when using custom objectives, there are units "on reserve", meaning that they don't have any move or cycle waypoints, and can respond to things like seeing units from away or hearing gunshots. Other than that, units that are in the obj. and have cycle and move waypoints don't respond really to anything, I can get close and they won't react to me or my fire. It's odd. No HC is being run.

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