Difference between revisions of "Military Placement (Military Objectives)"
m (Protected "Military Placement" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))) |
|||
Line 22: | Line 22: | ||
Objective Filters provide options to restrict objective clusters by size or relative importance, so for example it is possible to identify only large military bases and airfields as objectives, excluding smaller bunkers and watchtowers. | Objective Filters provide options to restrict objective clusters by size or relative importance, so for example it is possible to identify only large military bases and airfields as objectives, excluding smaller bunkers and watchtowers. | ||
− | The | + | The Place Units drop down defines whether MP will spawn units or only create empty objectives for OPCOM to attack. |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
'''TAOR & Blacklists''' | '''TAOR & Blacklists''' |
Revision as of 15:38, 21 March 2014
Part of: | |||
---|---|---|---|
| |||
Requirements: | Synced | ||
|
Template:Synced |
The Military Placement module creates a prioritised list of military objectives across the map. Units occupy buildings or military installations and will remain in place until an associated OPCOM issues missions and tasks depending on the chosen scenario. Force compositions are based approximately on real world battle group doctrines although mission editors can choose to overwrite this.
Usage: place the Military Placement module in the editor, select the desired Size, Weighting and Faction from the drop down.
Custom factions can be entered in the text box (separated by a comma). These will overwrite the default factions in the drop down. Custom units need to have groups properly configured for them to work with ALiVE. See here for a list of factions that are known to work with ALiVE.
Size and Composition Weighting choices will influence the overall force composition. Mil_MP will attempt to emulate realistic combined arms battle groups using equipment and vehicles available to that faction. Mission editors can overwrite this by forcing unbalanced groups if they choose (e.g. infantry only).
Objective Filters provide options to restrict objective clusters by size or relative importance, so for example it is possible to identify only large military bases and airfields as objectives, excluding smaller bunkers and watchtowers.
The Place Units drop down defines whether MP will spawn units or only create empty objectives for OPCOM to attack.
TAOR & Blacklists
Tactical Areas Of Responsibility are a fundamental feature of Mil Placement. They represent a zone or boundary area for which the military commander is responsible. This does not mean the commander will never leave that zone to attack nearby opposition but his primary objectives will be inside the defined TAOR.
To restrict objectives to a user-defined TAOR, place a named area marker covering the chosen area and add it to the appropriate TAOR box in the module params. A good convention is to use the format TAOR_Faction_xx (e.g. TAOR_BLUE_1). Multiple areas can be listed separated by commas e.g. TAOR1, TAOR 2, TAORxx. Ensure the marker area covers at least one military establishment, otherwise Mil Placement will throw up an error.
Blacklisted areas will be ignored and can be defined using area markers with the name specified in the module params, for example BL_Faction_xx (e.g. BL_R_1). If TAOR and BL area markers overlap, Blacklist always takes precedence.
Editor Notes
It is NOT possible to define custom start locations for MP to spawn AI. Military units always require some kind of military building within their TAOR. If you want to populate an empty area of the map a good work around is to place high priority custom objectives so OPCOM immediately sends units to those locations after game start.