S

SovietOnion

Member

Last active 9 years ago

  1. 9 years ago
    Wed Aug 5 18:38:41 2015
    S SovietOnion posted in Active Group Limiter Issues.

    That's a fantastic idea, thank you!

    My first 'hybrid' mission is set up for tonight, I'll let you guys know how it goes.

  2. Wed Aug 5 00:01:31 2015
    S SovietOnion posted in Active Group Limiter Issues.

    Thanks Spyder, I'll try that script out. You guys have been great.

    Current mission plan is to utilize a hybrid ALIVE/DAC system. Some DAC units patrolling a town, with ALIVE CQB supporting. A nearby ALIVE unit deployed in a small TAOR as Friznit suggested, with reinforcement.

    If I put an objective module over the town and link it to the commander, will he be able to tell the town is held by OPFOR units, even if they aren't part of ALIVE? I'm assuming that the AI commander at that point would be more of a counter-attack force. I'm still feeling my way through this, so I apologize about the number of questions.

  3. Tue Aug 4 23:06:41 2015
    S SovietOnion posted in Active Group Limiter Issues.

    Thanks for the advice Friznit, I'll take a look at that.

    My group largely makes use of RHS for coops. The first time we utilized military logistics, the AI commander requested resupply, which was transported by two hips with rocket pods and a hind attack/transport. Needless to say, that posed a very interesting situation. Does unit blacklisting work with military logistics?

  4. Tue Aug 4 18:41:20 2015
    S SovietOnion posted in Active Group Limiter Issues.

    When we operate at company levels the platoons are usually within a kilometer of each other for mutual support. The issue we ran into that led me to ask some of these questions, is we encountered ALIVE active units in the early parts of the mission, but when we got closer to one of the town objectives and the CQB/civilian AI kicked in, the active units would not unprofile despite the low numbers of on-server AI.

    In regards to DAC, I was personally getting tired of the formulaic nature of missions designed with DAC, and the test time required for the literal dozens of triggers needed, especially for caching/uncaching different AOs. ALIVE streamlines that beautifully, and when we've had platoon scale engagements performance has been much better. Our only real issue has been threading between two major AOs, activating all of them because our group limiter is set higher than it should, and crashing the server.

    DAC AI sometimes perform better at the individual group level, especially when connected with a headless client and ASR AI, but each group acts independently and can get in each other's way. With ALIVE, the individual fire teams are at times easier to deal with, but we have gotten the sense we are fighting a consolidated enemy presence. It's an interesting change, and one I think is for the better. Once I figure things out, of course. Despite my mistakes, ALIVE has been much easier to pick up for our new editors, mostly due to the fantastic documentation and support, whereas DAC utilizes rough German translations several years out of date.

    Thanks for the answers gents, I'll see what I can do in a new mission.

  5. Mon Aug 3 06:22:37 2015
    S SovietOnion started the conversation Active Group Limiter Issues.

    Hey guys.

    I'm an admin/mission maker for a group that averages 45-60 players. We have started switching from DAC to ALIVE, but have run into a few problems as we figure things out. I'm sorry if this has been asked before. I've searched, and most topics talking about the group limiter mention how to optimize it, and don't answer my question.

    A recurring problem early on was that the default group limiter (50) used alongside civilian/cqb modules would stop profiled units from spawning and 'add them to the force pool.' I haven't made use of enemy reinforcement (yet) so that meant they were just gone. So first thing I did was remove civilians, and decrease CQB. From my tests (On local and dedicated) it seemed as though ALIVE was counting our player groups in that limit. Everything worked fine with a squad, but would break when we had two platoons loaded in.

    Our current work around has been to prop the group limiter to very high numbers (150+) and this has, obviously, led to the reverse problem of too many AI.

    So I have a few questions I was hoping I could get some help with.
    Are player groups counted in the limit?
    If not, why would units spawn at low player counts, and not at higher ones?
    Do Civilians and CQB units count?

    Slightly unrelated question, with the logistics module, if I set helicopters to "no" will that mean they can't use helicopters as reinforcement transports and thus be restricted to land based movement?

    Thank you all for your help and the mod.

  6. Mon Aug 3 06:05:51 2015
    S SovietOnion joined the forum.