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vihkr

Member

Last active 5 years ago

  1. 5 years ago
    Wed Jun 20 15:24:06 2018
    V vihkr posted in VCom and ALiVE.

    @Nichols @JD_Wang @RedeyeStorm in our current mission we are using 3.0 and have not had a problem with any thing like that. In fact we had a QRF early on in the mission from our BLUFOR AI support element that did an air assault into a town to support our players while they were being assaulted by a massive insurgent force on Reshmaan. Other than the BLUFOR AI spawning in and using the wrong helos for the mission they did everything else correctly. They landed both Ghosthawks in open areas outside the town and then waited until the troops were all out before lifting off. Then they flew limited gun support with their door gunners as they were on their exfil route from the LZ.

    That sounds like it's out of a fucking movie! Wild stuff.

  2. Tue Jun 19 21:03:27 2018

    Alt-G to bring up the Splendid Config Viewer in the editor. The entries are in CfgGroups, e.g.

    CfgGroups\Empty\Military_Woodland\HQLarge
  3. Tue Jun 19 15:45:41 2018
    V vihkr posted in Multiple insurgencies?.

    bump

  4. Tue Jun 19 15:43:08 2018
    V vihkr posted in Units spawning outside the map.

    Bumping this one. I have units spawning outside of markers.

    Bonus: I have non-boat units spawning in water.

  5. Fri Jun 15 04:58:04 2018
    V vihkr posted in unsung compatibility? (SOLVED).

    Cool, post your factions after you get them to work with ORBAT, will ya?

  6. Fri Jun 15 04:56:31 2018

    Does this work for Military Objectives module as well (I guess I will try it and find out)?

    I believe so.

    I'm using a map with only two military bases, both blufor

    I have the same problem on CUP Chernarus. There aren't enough military installations for the 3 factions that I have and I've been trying to use Custom Objectives and that's when I discovered the issue. I've been trying both "miltary" and HQ compositions in series, trying to figure out which ones will spawn consistently and qualify as an HQ in this case. Any luck on your side?

  7. Thu Jun 14 17:32:16 2018

    *bump*

  8. Thu Jun 14 17:31:43 2018

    *bump*

  9. Tue Jun 12 13:54:18 2018
    V vihkr started the conversation Big MACC Madness!.

    When manually adding air units and syncing to MACC, is there any way to alter their behaviour so they don't immediately take off for CAP?

    Follow on question: what about helicopter units? When manually added and synced to MACC, will they eventually take-off and fly a mission?

    In both cases, should you add empty aircraft units or add them with crews (and link them to MACC)?

  10. Tue Jun 12 13:50:01 2018
    V vihkr started the conversation Krasnostav Airstrip CUP Chernarus and MACC.

    MACC will not place aircraft units in the hangars at the northeast airfield on CUP Chernarus. It identifies the air traffic control tower as an HQ, but that's it. If I add faction correct aircraft units near the airstrip and sync them to MACC, they will immediately taxi and takeoff for CAP.

    Anybody had luck with this terrain and airstrip?

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