doubleDizz

Member

Last active 6 years ago

  1. 9 years ago
    Tue Mar 10 00:36:24 2015

    Yeah I'll try #2 first, think that will produce the best result. I might add some heavy CQB in that area too, so the custom obJ structures are filled.

    You mentioned ASR AI in the other post and I don't want to hijack that thread, so I'll ask here (hehe)

    Does ASR AI conflict with ALiVE's AI Skills module? I'm using that atm to adjust skill levels between CSAT and AAF and I have the mission difficulty on ELITE to remove 3rd-person and unit blips from the map.

  2. Mon Mar 9 22:44:17 2015

    Helpful, thanks!

    However, I've noticed CQB forces will stand inside buildings, even after gunfire starts ringing out in a town. Is there a setting I should use that prompts the CQB units inside buildings to exit and investigate firefights?

  3. Mon Mar 9 22:17:07 2015
    doubleDizz posted in Player combat logistic issue.

    I'm a mission maker too, also still getting my head around all the modules.

    LOGCOM is Military Logistics, yeah? And when you say you "call any type of reinforcement", are you doing that through the Combat Support option with the ALiVE Tablet (or Laser Designator)?

    Has LOGCOM got a location to supply from? Without a TAOR, I dont know if the AI Commander can designate an airfield or port for the reinforcements to enter the battlespace from.

    Read the second half of this page to make sure you got everything set up right: http://alivemod.com/wiki/index.php/Logistics_Support

  4. Mon Mar 9 21:16:24 2015
    doubleDizz started the conversation Best way to increase enemy presence in empty fields?.

    I've made a mission in the north-east section of Altis, from the lighthouse down to the salt-flats airfield. After the military outpost at the lighthouse there isn't really any civ or mil objectives that ALiVE uses until the small airfield on the northern coast. In between that there's about half a klick of open woods, then a km of open farmland & fields.

    I want to increase enemy presence in this area because it's a little boring. Whats the best way to do it?

    I was thinking maybe:

    • custom objective with low priority but large area
    • increase roadblocks on civ placement module (will that work?)
    • create manual groups in the area, sync to factions Commander AI and Virtual module (theyll be re-tasked to a placement objective though, won't they).

    ALiVE experts, help! haha

  5. Fri Mar 6 03:03:09 2015
    doubleDizz started the conversation Revive scripts and multispawn.

    Hi. Anyone found a revive script that plays nice with Multispawn?

    I tried BTC Revive with an Multispawn insertion and it messed with BTC Revive, I spawned in the heli with the revive script already running; the script thought I died when it moved me to Multispawn's heli insertion.

    I'm about to try Grimes Simple Revive, but that has respawn scripts as well. I tried deleting them out of the revive_init.sqf but the mission fails on launch when I attempt a load in the editor.

    Any suggestions would be great. Just want a revive script with no respawn stuff. Thanks

  6. Wed Dec 10 11:33:35 2014

    Also, with C2ISTAR tasks...

    TACOM has been assigning my group tasks, but the we haven't been able to complete one yet:

    "Task Assigned: Attack the Civilian Objective"
    The "Civilian" objective was a military outpost, but regardless we killed all hostiles and entered and secured the objective. No task complete. So we cleared hostiles within a 200m radius of the objective. Still no task complete.

    Screenshot before we logged: https://www.dropbox.com/s/t9asbzagjgr7jaw/2014-12-10_00004.jpg?dl=0
    (still testing, thus debug)

    What are the requirements for this task to complete? Is there a way to know this for other auto-tasks?

    I hope someone is able to reply soon. Thanks.

  7. Tue Dec 9 03:56:34 2014

    Hiya. Onward!

    C2ISTAR Auto-tasking

    Tested mission as a playable BLU_F > Men (Sniper) > Sniper, TACOM tasked me with destroying vehicles in a nearby town. Vehicles ended up being CSAT Mechanised units. As a sniper I was unable to complete task.

    Q: Does TACOM consider a unit's/group's class before assigning it/them a task?
    Q: If so, what happens if we edit the loadout of the unit? Does it take it by the class name?

    OPCOM victory state

    I'm setting endMission functions for my mission, but as I'm using C2ISTAR to auto-task players, it is hard to set a victory state other than 'all enemy dead, we win' type of end mission.

    Q: Does AI Commander module include a function to assess whether a battle has been victorious?
    Q: If so, is there a way to use that status in the endMission function?
    Q: If not, is this a module that can be added to ALiVE?

    MULTISPAWN multi-options

    I've used Spawn on Squad and Insertion on some missions now. But I'd like to use a combination of the two: Squad on Squad as primary, with Insertion as the fallback method.

    Q: Can you expand the Multispawn module to allow us to define the preferred fallback method?
    Q: If so, can we have multiple fallback methods? (ie: Insertion only available if airfield objective is held, otherwise fallback on Squad in Building, etc...)

    Side-note: I've been using Insertion along with a player init script that allows me to move the Insertion Marker by chucking an IR grenade. It's been rad for a transient spawnpoint. But it fails completely when the enemy secure the area where the marker is. Flying into instant death haha

    Bonus round

    Q: Have you guys gotten jobs at BIS yet? This mod is the greatest mod to ever.

  8. Wed Nov 26 01:30:59 2014
    doubleDizz started the conversation Wake Island?.

    Have you guys done any testing for the Wake Island map?

    The map size is only 74MB so I'm assuming most if not all of it is A3 assets. That makes it easier to implement ALiVE on a new map, yeah?

  9. Wed Nov 26 01:26:43 2014
    doubleDizz joined the forum.