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PillowTalk

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Last active 7 years ago

  1. 7 years ago
    Fri Apr 7 23:51:41 2017

    After playing with it more, it seems to work so long as it creates a virtual unit pretty far out and it's not spawning within your view. They will circle for a while before deciding to land/enter hover mode though.

    I... I don't know how to grab my stuff from them though. D:

    Getting men is fine; they exit on their own. What do I do to retrieve supplies? Isn't it supposed to be a logistics thing on the action menu?

  2. Fri Apr 7 03:01:32 2017

    The amount of IEDs when the module is unsynced is about the same no matter what setting it is on; even off. I was trying to just have suicide bombers, but there would be ground-laid IEDs and car bombs everywhere, despite both being set to "none." Even on low, the amount you get is comically high.

    I have a feeling it is bypassing anything that would be constraining the numbers. Either that or the percentages could use tweaking because there's just *so many* places they can spawn.

  3. Fri Apr 7 02:55:14 2017

    Is there possibly a way to blacklist that vehicle from being used? There's a blacklist line in the support module, but I am not sure if that is to blacklist the module from using what I put in there, or to blacklist what the player can ask it to give.

    I'm almost certain now that it's because the VTOL defaults to plane mode and they're trying to fly it like a chopper.

  4. Fri Apr 7 01:27:03 2017
    P PillowTalk started the conversation Blackfish From Logistics Just Crash and Burn.

    Whenever I call for something to be inserted via chopper, and it decides to use a Blackfish, the damn thing just falls like a stone to the ground as soon as it is spawned. None of the other choppers have this problem and work just fine. I don't know if this is an issue with Alive spawning them too low (they spawn pretty damn low; only about 100-200m off the ground or so) or if the AI just can't fly these things.

  5. 8 years ago
    Tue Apr 19 01:33:42 2016
    P PillowTalk started the conversation Suggestions for Further Additions?.

    One of the reasons I started using ALIVE was for how it could generate an entire campaign with just some markers and modules, but I'm starting to want more than the basic stuff. I have a cool base for my BLUFor team with repairing, arsenal boxes, quick fireteam recruiting and the support units from ALIVE, but I've hit a wall in creativity for expanding on what ALIVE provides on its own.

    I'm working on a way to turn the OPCOM objectives into something like sectors for sector control to make the Insurgency game finite if you can completely wipe out the insurgent threat; but I am wondering if anyone else had other suggestions for creating a long, but completable, mission.

  6. Tue Apr 19 01:01:32 2016
    P PillowTalk posted in Weather module usage (Solved).

    Honestly, I just set the weather module with an appropriate weather scheme (Arid, Mediterranean, etc), leave the delay and set the variance to 0.33 and it's always appropriate for the map with enough changes in it to give you a taste of every type of weather the game can produce (except on Arid, which just keeps it sunny and dry lol).

  7. Sun Apr 17 02:02:18 2016
    P PillowTalk posted in retake roadblock.

    They show as things on the map; but they are not *objectives* that can change hands as far as I can tell. Also, a lot of the time they end up in some weird places that classify as "roads." Like the middle of a *dirt* runway.

  8. Sat Apr 16 04:18:51 2016
    P PillowTalk posted in What if: No Ai Profile Module?.

    I was thinking: If I want to contain the armies but only at the start, so they start with just a single occupied base, but have to spread out and capture more over time would this set up work:

    1 TAOR marker over a base for each OPCOM with a Military Objective module set to place units in that TAOR.

    Several other TAOR markers over cities and other bases, with a Military and Civilian Objective module for each side set to only task objectives without placing units only in the "empty" TAORs.

    Because I want them to use all or at least most of the map, but still only start with a single objective area, base or city and then spread out to capture everything (if they can).

  9. Sat Apr 16 02:57:34 2016
    P PillowTalk started the conversation ALIVE Objectives as Tasks?.

    I asked about this a while back, and there's been a few new versions since then. I was curious if there is now a way to use objectives defined by ALIVE as tasks for players to complete or fail to have victory/loss conditions for captured cities and bases? So if OPFOR controls all the objectives, NATO loses, and vice-versa.

  10. Wed Apr 6 22:06:08 2016
    P PillowTalk posted in What if: No Ai Profile Module?.

    Alright. Does the debugging say the size of a given objective? Would help to know what each objective is classified as to perfect this mission. Wouldn't want to set it to "large only" just to find that only 2 bases are objectives now. lol

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