P

Pokey

Member

Last active 4 years ago

  1. 4 years ago
    Sat Nov 11 20:29:50 2017
    P Pokey started the conversation MACC aircraft bombing themselves.

    Hey guys, I've been noticing this happening a lot, where the MACC will send an aircraft on a strike sortie, but the aircraft flies in entirely too low and slow and ends up damaging itself with its own bomb, pilot ejects and the aircraft is lost. Any way to get the fly in height and speed to be a little greater? Reproducing this on a vanilla test environment, CBA and ALiVE only.

  2. Sat Nov 11 20:09:41 2017
    P Pokey posted in VCom and ALiVE.

    VCOM seems a little busted and broken with the latest release. AI instant detection issues, annoying grand theft auto tendencies with vehicles, stuck AI. I noticed in the notes for the last ALiVE release that VCOM compatibility is mentioned, but CAS and transport vehicles still fly away. Anybody else having these issues?

    Currently having better luck with ASR, but I do miss the platoon level AI strategy that VCOM brings, as well as the IDF abilities, better vehicle driving, and other things. Kind of waiting around for the next release to fix a lot of these issues, although I'm not sure when that's coming as I seem to recall him saying it might be that last release for a bit :/

  3. Tue Oct 31 18:37:22 2017
    P Pokey posted in FOB building and mission help.

    Ah, well, renamed the markers and it seemed to fix it. Just started another test, gonna let it cook throughout the day and hopefully I'll be looking at a potent insurgency when I come home later.

    A few more things I've noticed -

    MACC aircraft on "strike" sorties seem to be bombing empty buildings and such (double checked, they are not insurgent installations). What's the logic behind assigning strike missions to MACC aircraft?

    Also, while on these strike missions, oftentimes the aircraft flys in very low and ends up bombing itself with the splash. Any ideas how to deal with that?

  4. Tue Oct 31 17:57:42 2017
    P Pokey posted in FOB building and mission help.

    Ah, ok. Right now I have the blacklist as such -

    A01,A02

    Separated by a comma and no spaces. Is that correct?

  5. Tue Oct 31 17:39:34 2017
    P Pokey posted in FOB building and mission help.

    Plenty of civilians around, I have their roles selected as western, and I saw several recruitment centers when I checked the OPCOM installations debug.

    Also, another quirk, I have 2 markers set up on the eastern side of the island blacklisting the placement modules. The idea is I want the main, conventional conflict happening on the western part of Altis, while the eastern part is where the heart of the insurgency grows. Except only one marker actually seems to make it into the mission when I start it. The other one straight up disappears.

  6. Tue Oct 31 17:20:36 2017
    P Pokey posted in FOB building and mission help.

    Fair enough, I usually don't have too much of a problem getting fixed-wing CAS to hit things via CS, it's the other behaviors that get a bit wonky, like RTB and such. Especially if the aircraft has to respawn, oftentimes it just ignores me after that and doesn't move. It just looks like MACC controlled craft tend not to have those issues.

    Can't wait to try the new release out, I've been reading through the GitHub and there's some really exciting stuff coming down. Very interested to learn more about the module-integrated C2ISTAR tasks.

    Also, I ran my mission on the server overnight, to see how the AI would play out over a long period of time. The conventional forces seem fine enough, although it seems they do settle into a stagnant position after a while, with neither side really attacking. I've upped the amount of units being placed at the beginning as maybe it's a case of not enough units to both hold the objectives on the map and also attack (it is Altis, pretty big AO).

    The insurgency, however, seems pretty toothless. When I debug, I see a couple insurgent groups moving about and no IED's. It just doesn't seem like any recruitment is happening. Any tips on getting the insurgency to kick into gear? I've double checked the modules, and it all seems fine to my eye. I've gone in and adjusted the civilian hostility level and changed installations to high to see if that helps things out a bit. Going to run the new version while I'm at work today and see how it develops by the time I get back. I can also post up the mission later today if anybody feels like helping a dude out and checking my work.

  7. Tue Oct 31 06:37:00 2017
    P Pokey posted in FOB building and mission help.

    Huge duh moment. ALiVE already has this built in. Just tested it, does everything I need. Am I correct in understanding that the fortifications built will be persistent?

    Been progressing with the mission a bit. The main concept is a conflict between 2 conventional forces set on invasion, about equal in size. However, each side has a force multiplier. The player BLUFOR side, having an MACC and plenty of air power via carrier and airfields, while the enemy OPFOR has a friendly insurgency on its side.

    The concept essentially has the players playing as a small SOF or PMC team helping a friendly nation in a complicated conflict that moves through phases, calling in air strikes, directing battles, and performing counterinsurgency actions. It would begin with a decent amount of open warfare and would then transition into more of an insurgency in the aftermath as the player's side defeats the enemy.

    So far so good, got all the basics and the deployment and balance between all the sides working with Vanilla well enough.

    I have noticed sometimes when reinforcements come in via helo there's a lot of crashing into each other or long periods of hovering before they head off and despawn. That normal?

    Also, what is the best way to set up respawning for my aircraft controlled by the MACC, can I just use the BIS vehicle respawn module?

    Any plans integrating player combat support with MACC? As in sending the MACC requests for CAS or strikes? I've only had mixed success with fixed wing CAS, often they kinda just wander around after a while and most of the time don't seem to be able to land when I order them to RTB. The MACC functions, however, seem to have sidestepped those issues, seems like it would be a logical next step for the MACC.

  8. Mon Oct 30 00:51:39 2017
    P Pokey started the conversation FOB building and mission help.

    Hey guys, long time lurker here! Been learning a lot from the conversations and missions posted (special thanks to HeroesandvillainsOS and AUTigerGrad, been playing/studying your missions and tweaking them for myself and my roommate for a while now, learned a ton!)

    I'm starting work on my own mission, building it from the ground up, really trying to take my time, build it clean, and test it methodically. Hopefully I can use you guys as a resource here as I go along.

    Anywho, my first question! I've had this idea about being able to build FOBs, OPs, camps, etc. during a persistent campaign.

    • Has anybody done something like this before?
    • Are there any mods to look into that add this kind of functionality?
    • Should I just rely on some kind of implementation of Zeus here?
    • How do I begin to go about making sure that these player-built fortifications are persistent?

    I did a little searching last night and didn't find too much on the topic, outside of some old mods. I'm open to any implementation of the concept, although I suppose less mods is the cleaner way to go.

    Possibly a future ALiVE feature? :D

  9. 5 years ago
    Mon Jan 16 22:40:25 2017
    P Pokey started the conversation Per faction skill levels.

    Hey guys, would love to establish different skill levels for different factions for my insurgency mission. The idea being that there is a smaller, but much more disciplined and better trained occupation force versus a larger, but much less disciplined and much less trained insurgency.

    I know that the AI Skill module is pretty busted currently, otherwise it would be perfect, so I haven't really looked at it as an option. Also, I tend to use VCOM, so I'm not sure if that ends up just overwriting everything.

    Thoughts, suggestions?

  10. 6 years ago
    Tue Jul 19 00:51:14 2016

    Hm, I wonder if that's what happened last night. I was updating my mission to accommodate the APEX update and all the ensuing mod updates it brought about, everything was functioning swimmingly until the very last test. Now my mission gets all the way to the final load screen (client side) and never leaves that spot. I hear the environment sounds, I even hear tasks being generated and coming in, but loading screen never goes away.

    It's like a weird Kafka nightmare, I hear my AI teammates asking where I am constantly... I'm in the loading screen man, can't you see me?!

    I had been testing with MCC loaded both on server and client all day and no issues though. Actually had a real fun thing going. I'm hoping it's just a weird module thing since the last change I made was throwing down an ACE respawn module and some custom objective modules.

    It would be a shame if I couldn't use MCC though, as most of the time it's just going to be 2-3 of us playing. Would be great to have all of us playing and not have to rely on constant Zeus-ing or have somebody in the group that essentially knows what's going to happen because he's Zeus. I still haven't found anything better than MCC at procedurally generating good, well-balanced, intricate missions. Or anything else at all. I know Alive tasking sort of does this, but still not anywhere near the level of detail that MCC does.

    Future feature, perhaps?

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