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Last active 6 years ago
Is there any way for an AI group (virtualized or unvirtualized) to report contact? It would be amazing if they could give information on the enemy position as well, but I'm really just hoping to be able to see when a unit is in combat in general. Any help is appreciated!
https://drive.google.com/drive/folders/0B5R8WkcGUL8pT3BJdklhclN0V28
Grab the "RHSChedaki" file from the link I provided above. A little tip if you plan to use the OPFOR GREF ChDKZ - set the independent side to be friendly towards the OPFOR, as the GREF faction spawns units from both sides I'm pretty sure.
Also, if you want a better idea of where the units will spawn, you could place them manually in the editor and sync them to Virtual AI module. I tend to do this on my conventional missions so I can establish an actual ORBAT for my OPFOR and organize them a little more than ALiVE would have. After the mission starts, ALiVE does as it pleases with them.
Place a helicopter unit down in the editor and place the following code in the units init to make it a transport asset.
this setvariable ["CS_TYPE","TRANSPORT"]; this setvariable ["CS_CALLSIGN","Your Callsign"];
At the bottom of the attributes page for that heli, tick the "is ACE Medical vehicle" or something along those lines. Or sync the ACE medical vehicle module to the unit.
Yeah, neither do I. I mean, I like suppression effects just not Vcoms. Veteran mod has a good suppression effect.
When you get shot at, VCOM has their own suppression effect. That's one of the most obvious signs it's working, you should notice a different in AI as well. They should be a little less accurate, and be more prone to flank you.
Anybody know of a good community that utilizes ALiVE? I prefer the milsim side of things but they're surprisingly rare in the Arma 3 community (good ones, at least). I'm real tired of playing on "tactical realism" servers with 12 year olds screaming in side chat and lonewolfs galore.
Can confirm that AI with the asymmetrical command type do tend to just stand around and not follow orders given to them from Zeus (had units place and synced to virtual AI module, only had CBA, ALiVE, and Spyder Addons loaded, VCOM loaded via script). Changed the command type to invasion and it worked like a charm.
Note: Had installations set to "unused."
Is there a way I can make my military (civ) placement module randomly select 5 TAORs from a selection of marker names on mission initialization? It would add a good replayability factor and just all around randomness for my mission. I have TAORs defined for muslim African civilians (seperate TAORs for christian African civilians) to spawn, and I'd like my military (civ) module to randomly select five of those TAORs to place Boko Haram units.
Also, is it possible for there to be two Civilian Population modules for two seperate civilian factions? My goal is to set the muslim African civililian's hostility to high, so they'd be more likely to join the insurgency, and set the christian African civilian's hostility to low, so they're more liable to give me information on nearby insurgents. I doubt it, since I don't see any way to specify which placement module/faction to use in the population module. Doesn't hurt to ask, though.
Currently trying to re-index N'Ziwasogo so I can use these bad boys on there! I keep getting an error when trying to launch the indexer in game which isn't allowing the indexer to open, I'm assuming it has something to do with the pbo file I put? (projeta3005.pbo for N'Ziwasogo, or I thought at least.) I'll keep playing around with it, and if I figure it out I'll let you guys know.