Last active 2 weeks ago
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.
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.
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).
bump? Still a persistent problem.
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.
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.
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?
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.
I'd love to get in touch with him. Any idea how that would happen? And are you suggesting that VCOM is no longer supported/compatible, or something on my mod list is messing it up? Appreciate the reply.
A really big thing that is a game-breaker while using VCOM is that the OPCOM ignores all of the warning features that come from VCOM (hearing gunshots, vehicles, far off detection) and continues using stupid move and cycle waypoints in the objective. This results in other AI in the objective that aren't involved in combat to just not do anything. The group in combat doesn't use flanking maneuvers or anything, and they never get reinforced like VCOM should allow. Players end up having to seek out the remaining combatants to clear them completely out of the objective, which gets tiring. As virtualized reinforcements come in per the OPCOM's request, the same thing happens, they're just mindlessly stuck to their move waypoint. There is no cooperation, which VCOM should allow.