D

DrDetroit

Member

Last active 3 years ago

  1. 4 years ago
    Thu Dec 17 17:13:28 2020
    D DrDetroit posted in Chernarus 2020 CIVs.

    Is Chernarus 2020 indexed? I'll have to try it out again.

    Last time I checked, prob back in the spring, it was not indexed...or very poorly indexed. Couldn't get civs to spawn, as I remember it, due to no civ objectives, even though modules were placed.

  2. Thu Oct 8 03:24:50 2020
    D DrDetroit posted in C21Star Tasks.

    @Shizzak

    Not sure about blacklisting the areas for C2ISTAR, but I agree 100%.

    As for tasks, you can define the tasks you want to use like this:

    StaticData:

    waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
    
    ALIVE_autoGeneratedTasks = ["MilAssault","MilDefence","CivAssault","Assassination","DestroyVehicles","DestroyInfantry","SabotageBuilding","InsurgencyPatrol","InsurgencyDestroyAssets"];

    Init:

    execVM "staticData.sqf";

    Works like a charm if you want to whitelist tasks. Some, like the SAR mission is bugged, due to the fact the guy disappears before you get him to the dropoff.

    Good luck!
    DrDetroit

  3. Sat Aug 1 20:17:36 2020

    @Ivorystate Try disabling the setting in Alive module for persistent roadblocks, outposts. I think it's in the data module.

    Good day!
    DrDetroit

  4. Mon May 11 01:57:07 2020
    D DrDetroit posted in Civilian TAOR drama.

    @JD_Wang I know, Lythium is THE best map for middle east. The huge mountains, deep valleys, neat towns and large cities...updated lighting...just a beautiful map. The topography and biomes are very authentic. Now that it works flawlessly with Alive, I can't be bothered with other maps for the moment.

    Anyhow, @KiloRomeo , it should work for you, I have no issues with blacklisting civs from the two air bases. I simply place a TAOR over each base (Blufor_HQ and Blufor_HQ_2), and the input those TAORs into the blacklist field of the civilian spawn modules.

    I don't bother doing that for all the military bases scattered all over the map though, just the two air bases.

  5. Sun May 10 03:16:26 2020
    D DrDetroit posted in Civilian TAOR drama.

    Yea, I think that is an issue, but not a huge deal. I've been playing on Lythium for the past 3 or so months exclusively with Alive and I don't find it too much of a problem....I just figure the locals needed a place to stay that is safe from ISIS - hearts and minds; you know ;-)

    Anyhow, you can successfully blacklist the civs from the two main military bases which is good, since I have both bases as Blufor main bases (far north is AAF and big southern base is US) and is civilian access is strictly prohibited and enforced.

  6. Sun Apr 26 14:31:55 2020
    D DrDetroit posted in Spawning Enemy.

    With custom obj modules, set size and when going to test, set the module to debug so you know how large it is on the map.

    I usually go a bit larger to cover more area, however, I also sometimes use a few smaller sized cust obj modules, which would be anywhere from 1500 to 5000. I typically only use custom objectives when no civ objectives are available on the map, or they are are 0 priority (ie: Lythium is like this for civ objectives...a lot of 0 priority civilian towns).

    Alive is user friendly, but take a lot of testing to balance the forces, movements, and everything else. With a bit of module tweaking, like priority and size filters, you can custom tailor your objectives and get the activity and troop movements you're looking for.

    First thing I do is setup TOARs, then the modules. Leave priority and size filters blank for civ and mil obj modules, this way I know exactly how many objectives are on the map. From there, I start tinkering with the filter settings until I get the objective counts and locations just right.

    Once that is acceptable, I'll start adding modules and units, all the while testing it to make sure no errors pop up.

    Remember, things are a little different when setting up insurgency type campaigns. That's a whole different setup. You also have to have civilians which you can question, assisting in determining locations of insurgency HQs, wep depots, recruitment centers and such. All the while watching for IEDs, and suicide bombers, as well as the actual insurgent troops. IF the civillians are angry with you, they may pickup a AK-47 when you aren't looking and shoot you in the back. This is my preferred campaign style actually.

    Want a real challenge, setup a campaign with three military commanders. One blufor, one opfor and an insurgency commander. Now you have best of both worlds - force on force as well as insurgency to manage.

    EDIT: with the modules settings for static troops (high, med, low, and none) far as I understand it, they will be garrisoned inside buildings for the most part. I notice that they will (usually) start moving out of the building for patrol eventually. Try setting to medium or low and test.

    Right now I'm using Lythium map (the best middle east map out there right now..and huge!) so I only use CQB module with insurgency. If I use it for my force on force campaign, for some reason civilians will not spawn if CQB synced to blufor/opfor, but seems fine if only synced to ind ai commander.

    BTW: include game master module, this way while your in the editor and test playing, you can press Y and you'll enter zeuse mode and you can fly around the map and watch the troops spawn, move, and fight in the 3D space.

    Good luck!

  7. Sun Apr 26 06:23:19 2020
    D DrDetroit posted in Spawning Enemy.

    One thing I noticed recently, at least on the Lythium map, is that using the 30, 60,100 unit settings don't seem to work properly, as in the actual units spawned is a lot less than the setting would suggest.

    Using manual settings below that seems to work properly; infantry, motorized, armor, ect, unit settings will spawn correct amount of units.

    Don't pay too much attention to the 144 setting - you want to use military placement modules for spawning troops (mil, civ, cust). I use that 144 setting to reduce server/pc loads - I too set mine around 60-80ish, depending on map.

    For the helo issue, turn off helo logistic reinforcement, that should help. Or set your guards to med/high so they are already in place and not needing to move to the objectives (this mostly applies to 'place units').

    I always debug and test while in the editor. Make sure you debug the placement modules to see what's going on with the map as far as number, type and size of objectives. I do this first, as it will determine how the campaign is setup. This will have huge effect troop spawning and movement as well, big time!

    Debugging the placement modules, and alive virtual AI (you can debug this on the fly), allows you to see how many objectives you have set (priority levels, size and type)...too many, not enough, troop movement, ect. This is imperative to figure out what's wrong, or what could be better.

    Also, keep in mind that towns with 0 priority will not be moved on by troops, so in that case use custom objective module and set priority to 999.

    Good luck!
    DrDetroit

  8. Wed Apr 22 19:55:04 2020

    @JD_Wang thanks for the heads up! SSS works flawlessly. Especially love the artillery and CBU ordinance.

  9. Mon Apr 20 05:48:00 2020

    @JD_Wang thanks for the heads up! I'm going to give it a go later tonight.

  10. Mon Apr 20 01:38:24 2020

    @JD_Wang thanks for the heads up! I plugged it in, definitely an awesome support mod. Easy to setup and use.

    Thanks again for the heads up!

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