V

vihkr

Member

Last active 5 years ago

  1. 5 years ago
    Mon Jun 11 21:31:48 2018

    Lessons learned after banging my head against the wall all day.

    1. When placing an HQ, you can only use very specific military HQ buildings, like "Headquarters_BLU_F". A full list of allowable HQ buildings would be helpful here. Otherwise it errors with a "Warning no HQ" and won't spawn shit.
    2. If you don't include motorized, mechanized or armoured groups, it won't spawn any infantry groups or special operations groups.
    3. Vehicles spawn in retarded locations like on top of empty building assets and explode.
    4. Splendid config Viewer is now Alt-G [not Ctrl-G]
    5. ZEC classNames are in CfgGroups and are not labelled "ZEC". You can get them from the game log or the ZEC GitHub at https://github.com/LISTINGS09/ZEC/tree/master/zec/zec
  2. Mon Jun 11 19:19:45 2018

    So I'm calling ZEC classNames as per their GitHub and I'm getting:

    12:34:03 ALIVE CMP - Placement
    12:34:03 [TIMER STARTED]
    12:34:03 ALIVE CMP: Custom composition 'WalledHQ' not found!
    12:34:03 ALIVE CMP [50] - Size: 50 Priority: 100
    12:34:03 ALIVE CMP [1] - SideNum: 1 Side: WEST Faction: CUP_B_CDF Composition: WalledHQ
    12:34:03 ALIVE CMP [CUP_B_CDF] - Force creation 
    12:34:03 ALIVE CMP Count Armor: 0
    12:34:03 ALIVE CMP Count Mech: 0
    12:34:03 ALIVE CMP Count Motor: 0
    12:34:03 ALIVE CMP Count Infantry: 10
    12:34:03 ALIVE CMP Count Spec Ops: 5
    12:34:03 ALIVE CMP [[]] - Groups 
    12:34:03 ALIVE CMP - Total profiles created: 0
    12:34:03 ALIVE CMP - Placement completed
    12:34:03 [TIMER ENDED : 0.00683594]
    12:34:03 ----------------------------------------------------------------------------------------
    12:34:03 ALIVE CMP - Warning no HQ locations found, spawning composition
    12:34:03 Spawning Composition: [bin\config.bin/CfgGroups/Empty/Military/FieldHQLarge/FieldHQ_IND_F,[2526.61,5067.94,0],94.331,"CUP_B_CDF"]
    12:34:03 ALiVE [m_20|180] Module ALiVE_mil_OPCOM INIT
    12:34:03 ALiVE OPCOM Waiting for Virtual AI System...

    Any thoughts or help appreciated.

  3. Mon Jun 11 16:13:37 2018

    ANNND... in configViewer, ObjectCompositions is empty.

  4. Mon Jun 11 16:03:49 2018

    Well, I should RTFM. You can call (the now sorta hidden) Splendid configViewer with

    call BIS_fnc_configViewer;

    in debug console. Now I just have to find the Zec and Zeccup classNames.

  5. Mon Jun 11 15:24:30 2018

    Where do I get the classNames for Compositions? The log states that it is creating an HQ like this: bin\config.bin/CfgGroups/Empty/Military/FieldHQMedium/FieldHQ_IND_F,[3697.46,5968.02],221.55,"CUP_B_CDF"

    Where do I get FieldHQ_IND_F due to the fact that config.bin is binary? I can't see it in Eden.

    Also, wasn't this field a drop-down at some point? Thanks!

    -image-

  6. Sat Jun 9 15:06:59 2018

    @HeroesandvillainsOS That said I never tried.

    I'll try it and report back here. What the hell.

  7. Sat Jun 9 14:32:27 2018

    Good question, even in High mode they're easy prey for AA missiles fired by AI, I've noticed.

  8. Sat Jun 9 14:27:57 2018
    V vihkr started the conversation Same faction, 2 different Command AI.

    Is it possible to place a Command AI with say OPFOR as the faction and Invade as the behaviour and another Command AI with OPFOR and Asymmetric as the behaviour?

  9. Sat Jun 9 13:50:25 2018

    Thought so, thanks. For the record, I tried placing nearly every type of runway asset with both terrain snap and sea level snap. No dice. I also tried pre-placed empty aircraft for the AI to use. They all get stuck at the end of a runway asset and stop taxiing. Interesting path finding on the AI crews running out to the aircraft too. There are bushes on the north edge of the airstrip and instead of running straight out to the aircraft, the AI will sign zig through the bushes.

  10. Fri Jun 8 03:06:09 2018
    V vihkr started the conversation Multiple insurgencies?.

    I set up one insurgency and an occupying force and it works just fine. I added an opposing faction's insurgency to the mission and the latter insurgency is no longer active. Is this by design or a misconfig on my part?

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