Last active 15 minutes ago
I'm not seeing CUP or Alive compositions in the editor despite the PBO's being present. Is this a broken feature?
I actually think missing targets is fairly realistic. If it's conventional munitions like bombs or rockets, about half he time they should be off target by a wide margin. Most military stuff I have read has said that helicopter doctrine has changed alot in the past decades and in a conventional war, helicopter assaults could expect heavy losses. The modern battlefield is dangerous for helicopters fighting conventional armies. Helicopters are slow SAM magnets.
I've had mixed success with fixed-wing CAS. In my Vietnam ALiVE mission the Skyraider's fly OK from a distant base but you get close enough to them and they can get stuck on objects taxing around (are they being virtualized at a distance? I don't know).
Mostly I think infantry is still queen of the battlefield and this is something Arma gets right. A few guys with good AT and AA weapons should be able to take on support.
Laser guided ordinance is definitely the way to go if you want precision. It does involve spotting from a distance, though.
Are you using VCom?
Unless the rounds are guided, artillery is "inaccurate" in real life. Its meant to be used against relatively static enemies occupying a large area.
Are they despawning and being deleted or despawning and returning to being enemies?
I've got a similar type of question so I'd be curious to know. BCombat allows enemies to surrender and I've had similar questions about using it in Alive.
I didn't binarize the mission file.
The only issue I had was when I playtested it, when I killed the last insurgent, the game did not end. I used a trigger for the ending:
((count ([getposATL thisTrigger, 2000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) < 1);
CSTAR kept showing the profile.
I got bored after that (maybe the patrolling is a little too realistic), so I am not sure what would happen, if the garbage collector would wipe out the profile or not.
I'd appreciate some folks looking into it and giving some feedback. This is the first time in ages I've uploaded anything to the internet, much less anything that involved any kind of scripting (I think my last formal lesson in programming was in middle school with Pilot decades ago).
I seem to get multiple reports on objectives in the same log file, like it's running the same process over and over.
I want to be able to have the OPF_G_F faction to only spawn the "Road Barricade #1" at a particular civ module's location (the default OPF_G_F checkpoints just don't look right). Is there a way to do this?
Today while testing Altis campaign that takes place around Kavala, I encountered a surrendered insurgent right when our helicopter finished its insertion. I guess he got scared and freaked out, courtesy of the bCombat mod I run along side VCom just to add a bit of extra psychological and suppressive effects. I searched him, removed his weapons, and left him there. Not having any mods to deal with captives, I just left him standing in the middle of the road and my team hopped into his truck and drove off.
Now, what happens to a surrender AI when he becomes a virtual AI profile?
I could also see some problems leaving him alive because the victory condition for the campaign is to have zero insurgent profiles, unless something eventually happens to surrendered AI? Maybe this is something for the ALiVE team to work on (I think surrendered AI should be deleted unless they are taken captive).
Honestly... fragging the random village isn't completely ahistorical giving the Vietnam context of Unsung. I just hope for better than history in my scenarios.
VCOM just keeps getting better and better. Since I upgraded to the latest version a few days ago, I've noticed AI are very good at hiding out in buildings. Close quarters combat is really fun with this mod. It's more fun now to just hang out in cities because you never know what's behind that door.