Member
Last active 8 years ago
It would be nice to have the ability to invert the Placement module filtering to 'ignore huge objectives', 'ignore medium + large objectives', 'only small objectives'
It's pretty misleading then, if you go by T.R.A.C.E you're getting bad INTEL, there are no troops spawning inside of the base, or in many other parts of the map, sure they could be moving through or capture it, but why not mark the whole map at that point?
Is there a technical reason objectives are scanned each startup, instead of all objectives being cached to a static file and filtered/reused?
I was originally just using CUP_B_US. I had tried CUP_B_US_Army previously, but I was also having general spawning issues, it hadn't occurred to me until now that may have been why those didn't show up. That was the issue, thanks!
I'm looking forward to this! I'm glad the Arma 3 Dev community is embracing open-source, as they should. This is how we progress, instead of spreading over encumbered dev team thin, attempting to do the impossible. Cheers to you & the Ace guys! Thank you for all the hard work.
Is there a way to blacklist where T.R.A.C.E will put grids? There are grids on my base where there are no possible enemy units spawning.
Hello,
I'm using the latest version of Alive & CBA, yet I cannot get CUP_B_US units to spawn using the Alive Modules. I can spawn them in manually, and when I change the modules to use RHS units, it works swimmingly. Any help would be appreciated. I'm all up to date, and I'm using the Linux Dedicated server.
Is it possible to have a custom spawn distance per TAOR? I would like it if outside of the city enemies & civilians spawned at much higher distances. Otherwise too many units spawn and the limit is reached, causing the city to be sparsely inhabited.