B

BvB

Member

Last active [hidden]

  1. 5 years ago
    Fri Dec 7 20:35:52 2018
    B BvB posted in Indexing problem.

    I'll give you an index. ;) I need to upload it to the github, I just wanted to do another sweep before uploading. Long and the short of it is to index it requires adding items from the map to the indexing blacklist. A lot of them (or a moderate number and then have a gaggle of things to skip in the categorization).

    *it's a ~16kmx16km map, but lots*** of trees/plants made for it and not in the default blacklist.

  2. Mon Dec 3 03:25:58 2018
    B BvB posted in IED Woes.

    Have you tried teleporting to where the VBIEDs appear? In my tests vbied will show on the map witb debug regardless of your position, but IEDs which will be in the same sector only appear when there is a spawn source (player) around.

  3. Fri Nov 30 01:59:39 2018
    B BvB started the conversation Manually relocate OPCOM HQ.

    Probably a stretch, but is there any way to manually relocate an OPCOM HQ/insertion point, particularly when set to static? What I hope to accomplish is, have a force begin at a central location simulating an airborne landing. They would begin at a limited number of central objectives, be it marker defined or custom placed. reinforcements/replacements could arrive at a static HQ location in that central location for a bit, then have subsequent forces spawn at a static HQ along the map edge, to simulate ground forces that are advancing to secure what the initial airborne force grabbed. With the code Marcel provided I can alter the force structure from only infantry to include armor, mech etc when the spawn point swaps, if it can somehow be swapped. :)

    I can envision a few less than ideal workarounds, having the HQ start there to begin with meaning only manually spawned reinforcements in the airhead would be possible, or having the follow on force be a different force/commander, so the forces don't really cooperate, more performance overhead from an additional commander/force, and having to make a mod of the force to the other side (red + green instead of just redfor) etc.

  4. 6 years ago
    Tue Nov 13 07:08:50 2018
    B BvB started the conversation BCR & spawned/places groups.

    Never tried this and searching the forums and wiki I couldn't find a solid answer. Will manually placed groups, or spawned and profiled during missions, become part of the main force for the OPCOM and thus get replacements as losses accrue?

    If so, does it have to be placed as a group (F2 in editor) and be one recognized by alive? Eg I start OPCOM with placement module with overridr setting for 12 infantry groups. Later I spawn and profile 6 armored groups. Will OPCOM now call replacments on the armor too, or just the original infantry? I was looking at options to change force balance/strength to simulate a light unprepared force being reinforced as time goes on. If this isn't possible, could this eventually become a feature, at the very least allow scripting to alter the OPCOM force strength/balance? EG: ...set OPCOM w/x/y/z... for inf/mot/mech/arm or add x profiles to a given category

  5. Sun Oct 28 14:33:03 2018

    My pc's torn down for cleaning at the moment, once it's back up I'll post what I have. Its worked for me using description.ext defined factions so presumably it will work for you. :)

  6. Mon Oct 22 17:37:07 2018
    B BvB started the conversation Get Insurgent facility location?.

    Was curious how/if I might go about pulling an insurgent facility location, either totally randomly or near/within a marker area? Was going to have additional insurgent squads spawn, and if I can have them come in at "real" insurgent facilities, all the better. :) Thanks for any help!

    Also, is it possible to get a count of such facilities, eg recruitment HQs?

  7. Mon Oct 22 15:56:01 2018
    B BvB posted in Group Size Question.

    I believe they are ignored. I had tried before manually defining profiles and setting objectives only in the hopes they would start at zero but use the numbers as a capacity to fill up to but remained at zero.

    Could be a useful feature, an extra tick box that makes it objectives only BUT let AI call in to the set capacity. A script free way to model more of a meeting engagement, taking a little while to build up to the nain event

  8. Mon Oct 22 04:34:00 2018
    B BvB posted in Group Size Question.

    The max attack option is for any type of commander, setting how many objectives they can move against at one time. The minimum civilians is for insurgent commander, setting how many civilians have to exist at an objective site for them to set up a recruitment center at the location.

  9. Sun Oct 21 18:43:28 2018

    What's best for that setting will depend on how many and how distant objectives are in you're particular mission, how many troops commanders have, and how fluid you want the situation. The more objectives there are the more this setting is dampened at a particular value, and higher value will produce a more volatile battlefield than a lower value. Eg. having it at 10, with 20 objectives each means a commander could lose half their territory in one series of attacks, whereas with 100 objectives each, it would be 10% at risk. Having it at 2 will be a more static scenario in both cases, all the more so with 100 objectives.

    "Easiest" would be try at default with the force size/objective load you want, then see how it plays out and how you might want to see it change. Greater or lesser force density, slower/faster progression by a particular side, etc. Multiple dials that all work together, one or more of which may bring about a desired result through different means. :)

  10. Sun Oct 21 18:34:04 2018
    B BvB posted in Group Size Question.

    Maybe thinking of the min to recruit setting for asymmetric commanders, and max simultaneous attacks?

View more