Moderator
Last active 2 years ago
@deimer I've never seen this happen without ALiVE, I have also verified game files.
Other people I'm playing with have reported this as well.
Weird. So this is possible to reproduce with just ALiVE and CBA maybe? If you make a repro mission, and give me some steps for how to see it, I’ll see what the dev team thinks if it happens to me too.
@deimer If this helps- I posted about this issue awhile back. This has shown up in every MP mission I've used with ALiVE- whether with a vanilla game or heavily modded game. Rejoining the server temporarily fixes it, but it still shows up every now and then.
Does it ever happen without ALiVE? We’ve never had a report like this (aside from you). Just trying to figure out whether ALiVE is the problem or not.
Have you tried verifying your game files?
Assuming you are the only player this happens to? Does this happen to players that are playing with you?
Not sure if you can get the help you need here. Can you confirm this is related to ALiVE? I’d remove it and run a test to see if it still happens. The Arma 3 Discord has some smart folks that might have some ideas for you but you need to be able to create a reliable reproduction of the issue.
I hate it too. The answer is kinda. In the Military Logistics module you can set the reinforcement type to “static.” This means reinforcements will only spawn at the highest priority Military Objective, closest to where the Military Logistics module is placed in the editor.
So, if you place a Custom Objective module with a 999 priority right on or next to the Military Logistics module somewhere away from your base, the spawn point should happen away enough from you where you won’t see it (or if they’re far enough to be virtualized, they obviously can’t crash in to each other then).
Obviously they still need to deliver the reinforcements, so never seeing them and risking them crashing will probably be unavoidable, but the above should solve half your problem.
Hey thanks for the kind words! I just forwarded this to the powers that be. I’m sure they’ll be thrilled to get such positive feedback. A lot of work went into this release.
Whether you use a TAOR or just blacklist certain areas, what’s ultimately most important is not having opposing armies spawning in the same places at the same time on mission start. You may have seen some people do this, but we were told very clearly from one of our lead devs who designed a lot of this framework to never ever do this. If you see others do it, it is “wrong.”
You want faction’s spawning in their own areas, then moving into the enemy area(s).
You are more than welcome to have multiple TAOR’s, or TAOR’s covering every town if you wish, but I personally prefer to keep things simple. Less is always better when you can accomplish the same outcome with less.
Filtering objectives is really a matter of fine-tuning. My understanding is, which may not be exactly accurate is, the commander places a priority rating for objectives. This filtering allows you to have him ignore small ones, or big ones. Whether that be physically small (size) or strategically small (priority).
Again I may have some of the details here wrong, but I personally use these as a way to slightly increase or slightly decrease total groups spawns and total objective counts (less is better performance) when in the fine-tuning stages of mission making.
^ Marcel means being able to use CQB and Custom Objectives on non-indexed maps. Not indexing Mogadishu. But yeah looks like in the not too distant future you should be able to at least place Custom Objectives and CQB on Mogadishu (or for that matter, any non-indexed map).
Unfortunately at the moment custom placements won’t work on non-indexed maps. And as far as I’m aware there’s no workaround to getting it indexed (though feel free to try if you want. You never know, maybe the issue was a me isssue).