arismagic

Member

Last active 2 years ago

  1. 4 years ago
    Tue Mar 31 20:12:03 2020

    Gentlemen, IF I am not mistaken, Ambient Guards is a setting that actually assing patrols on a percentage of units that garrison a specific objective. So I believe having this "on" is a thing that you may want to. Also , (again IF I am not mistaken) I believe that it is automatically overwriten by OPCOM in case he needs extra groups/units for QRFs, assaults etc.

  2. Sat Mar 21 19:39:55 2020
    arismagic posted in Hearts and Minds.

    @DrDetroit mate, Probably I will attach a link for a cloud or something that will contain all my small side missions and whenever I upload a new one I will let you guys know with post or something. But for now I have to learn how to set everything up for MP environment (my scripting skills are far from good so it takes some time.) But when I have the 1st mission ready, I will post the link. Cheers...

  3. Fri Mar 20 03:23:06 2020
    arismagic posted in Hearts and Minds.

    Hey there guys... I am having some kinda issues with my side missions here because they are not 100% multiplayer compatible (YET!). I am fixing this issues and in some days I will have them set to 100% MP compatibility. I will post here again when I have them ready. If anyone want's them and any help to set them up (I will try to make them set with minimum effort for mission makers), please feel free to ask. Cheers!

  4. Wed Mar 18 01:26:03 2020
    arismagic posted in hebontes index.

    LOVE YOU. Thanks mate. Cheers!

  5. Wed Mar 18 01:24:52 2020
    arismagic posted in Hearts and Minds.

    @shi4stone sorry for the late reply but I work on some side missions for a PMC themed persistent mission/campaing that are scripted. I can give all the .sqf s and actually I can tell you exactly how to set them up. The only thing that I am not 100% is if they are 100% MP compatible. I have to finish my 3rd side mission now (which is about 3 lines of code to implement on the script the moment I write this) and do some changes in the 1st one (many things changed for my scripting skills the last 1.5 week!) and then I will send them to you IF of course you want them! Same stands for everyone that wants them!

  6. Thu Mar 5 01:50:10 2020
    arismagic posted in Moving front line.

    Hey @digitalrebel , I believe that part of what you want to achieve won't work the way you describe here. I mean Asymmetric Commander won't be defensive in the way it seems you want to. Asymmetric Commanders are Insurgents. Insurgents do not "hold a line". They actually blend in and fight asymmetric warfare, guerrila! So, I believe that IF you want to have OPFOR to be the defenders your best option is to set the OPFOR OPCOM to "occupation" and the BLUFOR to "invasion". I would recommend to set a GUER faction to asymmetric and from the 3ditor/mission options set the GUER to be friendly towards OPFOR and voila... The invading (attacking) BLUFOR, will fight the defenders (OPFOR) and the insurgents (GUER) that help the defenders by setting ambushes, IEDs, use Hit'n'Run tactics etc.

    Hope I managed to give you some info. In case you want anything else please ask! Cheers!

  7. Thu Mar 5 01:42:02 2020

    Hey @KirbyHCI any news from your issue?

  8. Wed Mar 4 00:11:31 2020
    arismagic posted in No action.

    Ehm @cbff33 mate, sorry for the late reply but, have you synced the OPCOMs with the placement/objectives modules? Have you checked that OPCOMs are set on the same factions that you have placed on the placement/objective modules?

  9. Tue Feb 25 19:37:39 2020

    @shi4stone
    Hm... Maybe some lag on the profiles issue? Have encountered this issue before but it was mostly cause some enemies were unconsious or the vehicles that were spawn with them were NOT destroyed! I recommend to keep testing about it cause saving-exiting-loading is not really nice!

    I almost always use pathfinding and my biggest concern was the processing power that it will cost but I believe that Spyder said that it won't really have an impact on performance! Tbh here, I have NOT a server these days so I Local Host testing all my missions and this make lag and FPS things a huge issue as my PC is not a real beast! Anyway, I highly recommend keep testing! Also, I believe that ALiVE missions are playable pretty early on stage of their development and all you actually need to spend time on is some balancing issues (mostly to experiment with OPCOM forces on each map depending on your needs for the mission). And last but not least keep in mind that ALiVE is just one mod, it is not able to make a whole RL like mission for you and your unit to play with. It is an AMAZING mod but you should take part of its work on your hands and set some tasks/mission, maybe RP some things (like patroling, searching and clearing towns from insurgents and their installations, take care NOT to kill civs etc.), script many things (like side or even main missions) (there is a whole section on ALiVE wiki about it) and just remember to enjoy every firefight.

    Actually I use ALiVE to mainly populate the map and maybe set up a whole situation that I may or may not involve with. So, I use it mostly for the parts that handles AIs and not that much for the player's side features if you can understand what I mean.

  10. Tue Feb 25 16:08:32 2020

    @shi4stone mate, about the "forgotten" profiles on the map, just make sure that ALL the enemy models on a group/squad are dead before you make sure that the profiles are not properly cleared also, keep in mind that the vehicles of a spawned profiles are counted towards the "alive"ability of the profile it self until a player use them!

    Also, about the pathing, I believe there is a box in Virtual Entities (or how it is called anyway) module that is called "pathfinding" which actually places many waypoints on the map for the profiles and I believe that it takes acount of the map even for waypoints!

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