Last active 2 weeks ago
Oh and sorry for double posting, but I don't have CAS option in the app menu anymore, only accessable via ACE interaction.
@HeroesandvillainsOS Are you sure the planes and helicopters that are spawning have (a) units manning the guns and most importantly (b) have guns in general that the AI can fire?
Best way to test this is in the editor without using ALiVE at all. Plonk down some units, and some enemies and set some waypoints and see how the AI behaves.
Well it's the way and planes I've always used. I had RHS' planes, which I've always used, F-22, A-10, Su-24, MiG... Also Mi24 choppers. They did work when used without ALiVE.
I encountered a weird problem. My CAS does nothing. With SAD or Attack Run they just fly around (planes) and loiter (helicopter). With loiter option the same thing happens, naturally, but they never engage. I've made sure it's set to "Fire at will, engage at will". And I know how it should work because I've used the same CAS setup plenty of times.. Anyone encountering this aswell?
Another unrelated problem is that for some reason neither CUP_O_TK nor CFP's Syrian Arab army works..
@RedeyeStorm I will check soon. I have Vcom through Steam so it should update automatically.
There's a line of code in the wiki that you need to place in init-file, which is accessable inside the "general" tab within Eden editor. It has worked for me (or I've been lucky), haven't noticed any CAS or Transports being controlled by VCOM. Here's the code, down the page:
3.0 seems stunning to me. I'm fairly experienced with leading an AI group, and I've had VCOM on always but 3.0 just blew my mind off. The AI with its movement, using covers and everything seemed so brilliant. This might be my imagination but @JD_Wang seemed to enjoy it aswell, so maybe it's not lol. Really made my day and I found out leading AI to be actually fun and interesting for a change.
@HeroesandvillainsOS Well unless you enjoy that type of thing, I typically don’t want friendly AI constantly interfering with my operations too much, so I do what AuTigerGrad does and usually limit them to medium or larger objectives only. Or for another example, I’ll sometimes let them do whatever they want even at smaller military objectives and leave the civ objs to me. That kind of thing. But as he said, balancing takes time and experimentation.
I discussed previously about duplicate objectives and this filter issue. How do you manage to make friendly AI aware of "medium or larger objectives only" without having duplicate objectives?
@FireDragon76 I'm still a little confused about the nuances of syncing objectives.
So was I, and I was very worried about syncing them because I didn't completely understand this stuff. And f.e I actually thought that "blacklist marker" meant that the troops spawning via that placement module won't proceed to the blacklisted TAOR, lol.
Well to simplify; syncing an objective into AI Commander makes the Commander aware of the objectives the objective module you just synced has. So if you'd want a scenario with BLUFOR attacking OPFOR positions, you wouldn't want to sync OPFOR AI Commander into the Blufor placement modules, but you would want to sync OPFOR placement modules into BLUFOR Commander. Comprende?
So I understand you've failed to do anything proper with the module? Alright so I'll get right down to it, with the very simple basics just to get it working, I'm not a pro myself. Doing this out of my memory:
1. Spawn the module (I think near an airport you'd like to use), sync it to the Military AI Commander of that side. I never make the module spawn any AA, air assets etc. Never have I either messed with the ATO (TAORs) with this module, I don't find any need to. To the faction part I write the faction whose planes I'm using.
2. Personally I always hand-place the aircrafts that the module will use, so do this: Spawn an EMPTY aircraft of your choosing, place it down to the airport. Sync the plane to the Virtual Profile module, when it's set to "Profile synced.." as it is by default. Important: If that aircraft is from another faction, set your Air Component Module to that faction and also ADD THAT FACTION INTO THE MILITARY AI COMMANDER MODULE!
That'll do unless I forgot to add something. Turn the debug on, and start the game. If the airport has a flag on it, that means it's detecting that airport as the correct one. With the debug on you'll get notifications when there's a request for Air Components. When that happens, the plane will teleport to a location within the airport, alarm bell will go off and the pilots will run into the planes and take off.
The reason I don't mess with Responsibility Areas with this module is that the groups actually request for CAS etc, it's not random, it's requested by real events going on. And it's sweet. If you want to edit what type of orders the planes can do, I'd guess that removing the ones from the field that you don't desire will do the trick, but I don't see why you would do that.