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Last active 4 years ago
In the MACC module, you can edit the list of Task types that will be assigned to players playing the aircraft. Is there something similar on the C2ISTAR module for players who received Strategic tasks? If I'm playing as just a mechanized infantry squad, I don't want to be tasked with 'Eliminate HVT' or 'Rescue Downed Pilot'. Whereas if I were playing with a SF team, those would be exactly what I'd want to get tasked with.
I'm big on Artillery, and I've had good success with it. However, you'll find that AI Artillery will only operate once they've been spawned in by the player being X distance away. What I've found to be successful is by implementing it in a couple ways. First, you'll definitely want VCOM AI if you want the AI to use Artillery effectively. Once you've got VCOM, any AI artillery spawned in will fire at enemies that are in contact or spotted by other AI units. I'll use stationary batteries like the M119s in the Artillery group as well as Self Propelled Artillery.
Also, I'll use ORBAT to create Support Infantry groups that are set to spawn with static mortars. These units will be in various places on the map, typically just behind the lines, and will also drop shells on enemies spotted by their friendly AI once they've been spawned.
This is really the only way I've found to get Artillery working like I want.
Check out the map called 'Caribou Frontier', I don't think it's on the Workshop, but it's on Armaholic.
Did you set the C2ISTAR module to task you with 'Strategic' tasks? The Strategic tasks would mean you're being tasked with the same battle plan the AI Commander is giving troops. Whereas the old C2ISTAR module tasked you with just randomly assigned tasks that take nothing on the battlefield into account.
It really just depends on the size of the map and/or AO. Clearly you don't want a battalion sized element battling a battalion sized element on Utes or something like that. You'd also want to take into account objectives. A map with a lot of objectives that aren't filtered out means that the AI Commander needs to use more units to take/control those points. Filtering out some low priority objectives would lead to the AI Commander directing more units toward a fewer amount of objectives resulting in larger engagements at those objectives. For a big map like Altis, Battalion sized elements are probably good though.
Out of curiosity on your reply, my understanding was that Max Simultaneous attacks only controlled how many objectives in total they'd engage at a given time. Is there a way to control how many profiles they'll use on each objective?
You would have to pause/unpause the OPCOM module I think using this script. Pausing OPCOM will stop OPCOM from issuing orders and running battlefield analysis. I'm thinking you'd have to tie it to a trigger, maybe just a trigger with a long delay or something.
http://alivemod.com/wiki/index.php/Script_Snippets#Pausing_Modules
Is there any way to have a trigger fire off if the map is updated with a 'KIA' or 'Combat' report via Intel?
So, sometimes I feel pretty isolated and unaware of what’s going on in the grand scheme of things. My fireteam and I will be sitting on a hilltop bunker just watching and waiting for orders from the AI Commander.
I can pull up the intel pad and and view what’s going on, but it sort of breaks immersion. What I’d like to find out is whether or not I can have reports come in to the player in the form of radio briefs with just the garbled radio comm sound. So I notice on the map when a battle is taking place I’ll see ‘Combat’ with an ‘!’ Mark. I’d really like if I could setup a radio message via script or trigger to the player saying ‘X has made contact with the enemy’ or for KIA markers ‘Casualties reported’ type things. In addition to those you might have reports for Occupied/Captured marks.
Is there any way to have this happen? I knowhow to trigger it in normal missions, but unsure on ALiVE.
I also wish that when an order/message/etc was popped up on the bottom left such as when requesting a helo/receiving a mission it would play some inaudible radio chatter. I think Arma has such a sound effect available in the defaults.