Friznit

Administrator

Last active 3 years ago

  1. 6 years ago
    Wed Dec 6 18:44:09 2017
    Friznit posted in ALiVE Performance.

    Leave everything default and run it with a headless client. Never had a problem with 40+ players :)

  2. Wed Dec 6 18:42:02 2017

    Best practice is to keep it simple. Having a single TAOR for a Placement module vs listing 20 TAOR's in the module won't make much difference, it's just harder to manage. Having 20 Placement modules will obviously have an impact - it's 20x more script to run.

    Typically I'll split large maps into 3 or 4 areas with a Mil & Civ Placement module each (depending on the number of mil/civ objectives and the scenario).

    For example, I'm running a WW2 campaign on Staszow. It only has a couple of mil objectives on the map so I'm mostly using Mil Civ Objective modules and a few Custom module to fill in the gaps. I've split the map into 4 quadrants. NW is a friendly area - Military Civ objective module with a small TAOR zone covering just one town where I want them to spawn.

    A second module in the NW is set to Objectives only in a slightly larger zone so the friendly forces will move out to occupy the nearby villages. This is also synced to the enemy commander so he will also attempt to secure those objectives and we'll get a nice flowing battle going.

    The rest of the map is for my players to go Commando raiding and blow shit up behind the lines, so it's just one enemy Mil/Civ Placement module in each of the other 3 quadrants, varying force types to simulate the different Battalions in the scenario, and adjusting the size to balance the number of enemies in the mission.

    I find that adding more TAOR's is only really necessary to increase the density of enemy in a given area.

  3. Mon Dec 4 21:51:31 2017
    Friznit posted in Custom Orbat.

    Mostly distribution

  4. Mon Dec 4 21:27:01 2017
    Friznit posted in Custom Orbat.

    If you only intend to use the faction for one specific mission, description.ext (or an include) is fine. Autogen and pbo is only required if you want to run it as an addon.

  5. Sat Dec 2 17:17:06 2017

    That's one module - MACC is erroring likely because it cannot find any assets in the airspace. Make sure you have some usable combat planes in the airspace area at spawn.

    Everything else appears to be working fine.

  6. Sat Dec 2 17:13:07 2017
    Friznit posted in Insurgent OPCOMs.

    Hold Action working fine on installations.

    There's an error popping up for Hold Action on Roadblocks - I've logged a ticket.

    Airspace error has been fixed in Dev (graceful fail) - it happens when there are no air assets in the airspace. Make sure you have at least one usable combat aircraft in the area covered by the airspace marker. Airspaces must be contiguous (so it must cover the airfield where the planes spawn).

  7. Sat Dec 2 15:31:26 2017
    Friznit posted in Insurgent OPCOMs.

    Fwiw, I've been testing ALiVE release and release candidate versions today on dedi box with latest ArmA patch and am not having any issues.

  8. Fri Dec 1 10:12:47 2017

    Request a new one via Logistics?

  9. Fri Dec 1 10:11:05 2017

    Are you're offering to do the translations?

    There isn't a great deal of written words, so would take long to add to the stringtables.

  10. Fri Dec 1 10:07:51 2017

    It'll just take a few minutes for the AI commander cycle to run. Wait 5 and try again

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