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PillowTalk

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Last active 7 years ago

  1. 8 years ago
    Wed Apr 6 21:53:09 2016
    P PillowTalk posted in What if: No Ai Profile Module?.

    Ah... Well, since that's not gonna work: What would be a good performance set up? The entire map is still used even if your TAOR markers only cover two towns or bases, right? They just won't start anywhere but the TAOR?

    I have a pretty much perfect Insurgency set up on Takistan. It's not all-out war, but it's also not boring for really long periods of time. I am trying to get it to be similar on SMD Sahrani but it's like making too many guys. They shouldn't even be around Pariso, but as soon as I start they have my BLUFOR base surrounded with artillery. Not only is it just chaos, it's also really slow. I know I can handle this map with a few hundred AI; but not a few *thousand.*

    On Takistan, I just have two TAOR markers: One for the US base, and a blacklist for the civs to not spawn inside that base. The Assymetrical force uses the whole map other than the blu's taor. They really only start to show up hostile when you get near where I set the Assymetrical commander's module. But on Sahrani, they don't seem to start there and spread out, they are just everywhere.

  2. Wed Apr 6 21:43:42 2016
    P PillowTalk started the conversation What if: No Ai Profile Module?.

    I was wondering if it would be possible to make an ALIVE mission using just the commanders and placement modules, without the advanced profiling of unspawned units. Does it need the AI module to spawn AI in the first place, or is that just taking care of the ones that it keeps track of, but despawns to save performance?

    If I can remove the background profiling, I think it would help speed it up for me (crap PC) and, maybe, not be storing as much so I could make it a single player scenario and use the save without it crashing (it crashes if I attempt to save normally as the wiki suggests it might lol). But I am not sure if that's how it works or not.

  3. Thu Mar 31 19:11:09 2016
    P PillowTalk posted in Opfor vs Opfor.

    @SpyderBlack723 Unfortunately in Arma you cannot make factions attack other factions of the same side. If you tried,it would turn into a free for all and they would all kill eachother regardless of faction :)

    You can; but not with normal commands. You have to work around it by either:

    1. Making one of the groups renegade.

    2. Make one of the groups a different side.

    It would be a whole lot nicer if the AI simply treated the "CIVILIAN" side as any other side (so we truly had 4 sides and not 3 and a half) if you made them an enemy to another side. Unfortunately, AI will not attack civilians even if they are enemies; but the civs have no trouble attacking other sides.

  4. Mon Mar 28 21:35:24 2016
    P PillowTalk posted in alive civi problem.

    On Esseker I have this problem as well. Doesn't affect military units, but civs men do not spawn even when using vanilla. Just the vehicles. I am also using CUP for the map base and it's the only map that is supported by ALIVE I have issues with.

  5. Sun Mar 27 22:48:23 2016
    P PillowTalk posted in alive civi problem.

    It's the faction you selected.

    CUP_C_TK (Takistan civilians) only has entries for VEHICLES; there are no actual people.

    It also doesn't like to spawn a whole helluva lot of them, so if the vanilla ones aren't immediately there, just wait some time. Especially with no filters since it will need to look through all the buildings in the TAOR before doing anything with them.

  6. Sun Mar 27 19:37:20 2016
    P PillowTalk started the conversation Duala Thunder.

    Just finished a template mission playing with 3DEN. The idea was to create as complex as a dynamic mission using as little scripting as possible... But I still went a little nuts with the scripting anyway. Nothing complicated; just being able to grab a quick group from flags, hiding the markers I don't want shown to the other teams, and whatnot.

    Anyway: http://steamcommunity.com/sharedfiles/filedetails/?id=654182597 - Mission PBO subscription

    https://www.dropbox.com/s/vvopbqp5myftigz/tthunder.IslaDuala3.zip?dl=0 - Mission folder for editing (again, it was made in EDEN; I don't know if there is a way to open 3D files in the 2D editor because they don't even show up in the 2D editor to load for me. But who uses that dusty old 2D editor now anyway? :P).

    It needs all the CUP mods and Isla Duala.

    It's more of a template now because I am not sure what kinds of other features would be cool. The only idea I had was for the two civilians: I was gonna make their combat support chopper automatically go loiter around large combat zones; but I am having a bit of an issue getting custom placed combat support units to work right now and I don't know enough about the code line in the module to make the ALIVE spawned unit do what I want right now. I am open to other suggestions in the mean time, though.

    If I can learn a bit more about the internal workings of Alive as far as it goes with calculating avaliable reinforcements and stuff so I could set conditions for victory, I would try to automate victory for one side or another if they can successfully drive out all the other hostile teams. I don't know how stuff is considered "captured" or not by Alive for it to play a role in that to make it more than just PvP sector control.

  7. Sun Mar 27 17:29:11 2016
    P PillowTalk posted in Alive Issues.

    For the environment spawns: I recommend getting EDEN Enhanced mod. It lets you set stuff like that directly from the settings in the editor and tons of other super awesome necessities for EDEN. Evironment specifically will be under the environment settings under a new tab called Visual Effects.

  8. Sat Mar 26 21:37:54 2016
    P PillowTalk posted in Maps and Factions.

    @amoksepp is it a lot of work to get a faction working with alive?

    It's a bit time consuming, but all that's needed is the faction be properly configured and have pre-defined group compositions. Those configs can take some time to fill out.

  9. Sat Mar 26 20:16:32 2016
    P PillowTalk posted in CUP - Chernarus compatibility.

    The only problem I have with CUP's Chernarus is that one of the big buildings (all I know is that it's used as a bank in Chernarus Life) has a bunch of big holes in it where the interior doors should be, so you can see into the void space between the map.

    You may want to verify the game and addon cache to make sure everything downloaded/updated correctly. Those large workshop files are prone to slight corruptions that can cause strange behavior like this.

  10. Sat Mar 26 20:13:16 2016
    P PillowTalk posted in Custom Combat Support Problems.

    I think the issue was just where I put the init lines (put it in the group leader's box not the vehicle's). I am starting up the edited one now to see if it works.

    EDIT: No dice. Got the right script code in the init box of the vehicle, have the vehicles synced to the CS Module. I get the option to see the Combat Support menu in the CI2STAR tablet, but there are no assets listed to use.

    Using them with the modules works, but I needed at least one of them to be a pre-placed unit with a name for scripting purposes. I am not sure if putting "this = name" in the code box on the module will work for that. Thankfully its a chopper, not an artillery unit; the artillery module has no code input box.

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