Last active 7 weeks ago

  1. 2 months ago
    Sat Dec 22 20:04:01 2018
    G Guitar18 started the conversation Alive spawning issues after CUP update.

    After making a mission on Takistan with the new CUP update, I’ve discovered that civs do not spawn, even when filtering to Extreme.

    I’ve yet to test out other CUP maps for this issue, but objectives are still being identified by the placement modules.

  2. 3 months ago
    Wed Dec 5 22:42:59 2018
    G Guitar18 posted in IED Woes.

    @AUTigerGrad however I will say that probably 90% of the suicide bombers (when synced to the Assymetric module) DO NOT detonate themselves. That's not the case when unsynced.

    I do believe that suicide bombers will only detonate if the civ is hostile. A lot of suicide bombers I came across who didn’t detonate did not have high hostility.

  3. Mon Dec 3 15:03:36 2018
    G Guitar18 posted in IED Woes.

    I can confirm that insurgents do place IED’s when synced to the commander module. Although I did put initial hostility high and noticed that they would put down a VBIED and like BvB mentioned once I actually went to the village where the VBIED was there were about half a dozen IED’s scattered around the village.

    Although I do sometimes run into a glitch where civilians will point out IED’s but upon approaching the marker, no IED is to be found.

  4. 4 months ago
    Fri Nov 2 13:39:36 2018

    After experimenting, I managed to find a fix. The corrected script:

    if (!isServer) exitWith {};
    waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
    ALIVE_factionDefaultTransport = [] call ALIVE_fnc_hashCreate;
    [ALIVE_factionDefaultTransport, "CF_O_Russia_Forest", ["CF_O_Russia_Ural_4320_Forest_01","CF_O_Russia_KamAZ_5350_Forest_01","CF_O_Russia_KamAZ_5350_Open_Flatbed_Forest_01"]] call ALIVE_fnc_hashSet;
    ALIVE_factionDefaultAirTransport = [] call ALIVE_fnc_hashCreate;
    [ALIVE_factionDefaultAirTransport, "CF_O_Russia_Forest", ["CF_O_Russia_Mi_8MT_Forest_01"]] call ALIVE_fnc_hashSet;
  5. Sat Oct 27 16:06:20 2018

    Just tried it, still doesn't work unfortunately :(

  6. Fri Oct 26 21:17:16 2018
    G Guitar18 started the conversation [SOLVED] Can't change logistics vehicles.

    So I've made a custom faction with ORBAT and I'm trying to change the transport vehicles to appropriate ones, instead of CSAT vehicles. I've followed the steps on the wiki, but I'm still getting CSAT vehicles no matter what.

    This is what's in my Init.sqf

    call compile preprocessFile "staticData.sqf";

    And here's what's in my staticData.sqf

    if (!isServer) exitWith {};
    waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
     * Mil logistics convoy transport vehicles per faction
    [ALIVE_factionDefaultTransport, "CF_O_Russia_Forest", ["CF_O_Russia_Ural_4320_Forest_01","CF_O_Russia_KamAZ_5350_Forest_01","CF_O_Russia_KamAZ_5350_Open_Flatbed_Forest_01"]] call ALIVE_fnc_hashSet;
     * Mil logistics air transport vehicles per faction
    [ALIVE_factionDefaultAirTransport, "CF_O_Russia_Forest", ["CF_O_Russia_Mi_8MT_Forest_01"]] call ALIVE_fnc_hashSet;

    Is there anything I've done wrong or is missing? Despite what's in the sqf files, I just keep getting CSAT vehicles.

  7. Sun Oct 21 17:41:44 2018

    What about max simulataneous attacks? What would you recommend for an occupation commander which only owns mil objectives at the beginning?

  8. Sun Oct 21 16:00:27 2018

    Started with 5 max simultaneous, which I bumped up to 10. About 120-140 objectives and around the same amount in profiles.

  9. Sat Oct 20 23:59:32 2018

    I’m currently experimenting now, what I’ve worked out in the past is that if you have too many troops the AI Commander won’t do anything at all and only the smaller force will attack, regardless of commander type.

  10. Sat Oct 20 23:25:06 2018
    G Guitar18 started the conversation AI Commander won’t capture civ objectives.

    So I’m running an insurgency mission and start the mission out with BLUFOR commander only spawning units and owning mil objectives at the start. I’ve set civ objectives to objectives only, so that the insurgent force can establish themselves early on.

    However, the BLUFOR commander only captures about 1-3 civ objectives before staying idle and not sending units to capture anything.

    I’ve set the commander up on occupation mode so I’m not sure if it would work better on invasion, but do the civ objectives need to be attacked first and then they send troops or should they go and capture every vacant civ objective on the map?

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