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Last active 9 years ago
Yeah insufficient forces definitely makes it all slower. I'm using 200 for each civilian and military placement module (800 total) - across the whole of altis.
Just on this, I was actually wondering if I could create ALiVE Airdrops from scripts.
The reason being is that I want to be able to dictate when/where/if the player can get an airdrop with say a crate of bunkers or H-Barriers in it.
I just imagined calling an airdrop from ALiVE might be somewhat simple via script - but perhaps not?
It'd also have to work around the fact that the player won't have access to the player logistics module via the tablet.
Right now just working on the player part.
I found I needed to make the trigger much larger for the AI to trigger it - it worked fine, but the player ALSO triggered it from the larger trigger, which I didn't want. I need to work on that more, but right now just want to get all my zones done.
Yeah I'm in the middle of doing that now.
@BatSpoggy I'm on a 4ghz I7 and FPS is not really an issue (first time I've ever said that about a BI game!).
Talking about running the monitor on the server as admin. I have no real idea why it calculates the server efficiency as FPS :)
Yes they detect fine, however are no longer being handled by the opcom once they enter the zone.
So they then stop moving - never leaving the zone.
The only way to allow them to BE detected by the opcom again would be to profile them - making them virtualize again so they cannot capture the zone - or worse no longer virtualize thereby making ALiVE totally useless as a means to manage the server load.
Yeah sounds like a more systemic problem to do with perhaps the military logistics module?
Are they both set to invade?
I'm doing almost the exact same mission atm.
Both Civ and Mil placment modules for NATO and CSAT are set the same. AI Commanders are set for - Invasion and Constant. Civ Placement are set for - Objective Type Filter ALL. Objective Size Filter Ignore Small and medium. Objective Priority Filter Ignore Low Priority. Force size 200. Weighting Spec Ops. Readiness 100% Mil Placement set for - Ignore Small and Medium. Ignore low and medium priority. Size 200 Weighting Mechanized. Readiness 100% Logistics for both sides is Dynamic/Dynamic with everything available to use. A single CQB Module is set and linked to both commanders - they both use identical settings at 5% single unit CQB.
As long as you have the Alive module and a Virtual AI System module placed down somewhere (as well as the correct synchs between modules), it should all run.
I'm actually wondering now if you have the correct synchs set up.
I'm running an AMD Phenom II 3.3ghz with 8gig ram and getting FPS of around 45-50 when monitoring the server.
If I spawn and check the map I can see the intel showing unit KIA's every few minutes all around from the airfield to Telos.
Pretty sure the position of the chute attachment has to be at the top of the box, and the it's box inter-dependant - different boxes position it slightly differently.
(Seriously how does this forum not have an "underline" code?)
TAOR's have little to do with objectives themselves once set. They are just the starting point.
Check under your mil and civ placement modules for the objective sizes. They can modify the behavior if you're looking at a particular objective on the map and going "why aren't they attacking this?" it could be that the objective you're looking at doesn't fit the criteria.
Also the AI can be floundering at the start of the game on the west side I've noticed. This could be because of the size of the mil and civ sectors at the start of the game on the west side closest to the east. I notice the CSAT on my map tend to kick ass all over NATO at the start, it's only hours into the game where nato starts to hold and push effectively.
I've found this to be the case every single start.
My suggestion: leave it running over night and take a look in the morning for a better idea of how they go longer term.