Difference between revisions of "Military Placement (Military Objectives)"
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==How It Works== | ==How It Works== | ||
− | 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 | + | 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 Military AI Commander 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 override this with settings in the module. |
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''Usage'': place the Military Placement module in the editor, select the desired Size, Weighting and Faction from the drop down. | ''Usage'': place the Military Placement module in the editor, select the desired Size, Weighting and Faction from the drop down. | ||
− | *'' | + | *''Objective Filters'' provide options to restrict objective clusters by size or relative priority, so for example it is possible to identify only large military bases and airfields as objectives, excluding smaller bunkers and watchtowers. |
− | *'' | + | *''Place Units'' defines whether MP will spawn units or only create empty objectives for the Military AI Commander to attack. The AI Comd will need at least one module to spawn some units! |
− | *'' | + | *''Force Size and Composition Weighting'' choices will influence the overall force composition. ALiVE 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 in the Overrides if they choose (e.g. infantry only). |
− | *'' | + | *''Random Camps'' will spawn random compositions in wilderness areas of the map that do not already have objectives or towns nearby. |
+ | *''Readiness'' determines how many groups of an occupying forces are patrolling around an objective or sitting idly inside. Note that a Military AI Commander may override the readiness level and send troops on missions and tasks. | ||
− | ==TAOR & | + | *''Force Faction'' BIS standard or custom factions can be entered in the text box. Custom units need to have groups properly configured for them to work with ALiVE. See [[Supported Factions]] for a list of factions that are known to work with ALiVE. You can also manually map the faction groups if the configs are incorrectly defined. See [[Declaring Faction Mappings]] for further info. |
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+ | ==Objective 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. | ''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. | ||
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''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. | ''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. | ||
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+ | See the [TAOR] turtorial for a more detailed guide on how these work. | ||
Revision as of 10:11, 28 November 2014
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How It Works
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 Military AI Commander 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 override this with settings in the module.
Usage: place the Military Placement module in the editor, select the desired Size, Weighting and Faction from the drop down.
- Objective Filters provide options to restrict objective clusters by size or relative priority, so for example it is possible to identify only large military bases and airfields as objectives, excluding smaller bunkers and watchtowers.
- Place Units defines whether MP will spawn units or only create empty objectives for the Military AI Commander to attack. The AI Comd will need at least one module to spawn some units!
- Force Size and Composition Weighting choices will influence the overall force composition. ALiVE 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 in the Overrides if they choose (e.g. infantry only).
- Random Camps will spawn random compositions in wilderness areas of the map that do not already have objectives or towns nearby.
- Readiness determines how many groups of an occupying forces are patrolling around an objective or sitting idly inside. Note that a Military AI Commander may override the readiness level and send troops on missions and tasks.
- Force Faction BIS standard or custom factions can be entered in the text box. Custom units need to have groups properly configured for them to work with ALiVE. See Supported Factions for a list of factions that are known to work with ALiVE. You can also manually map the faction groups if the configs are incorrectly defined. See Declaring Faction Mappings for further info.
Objective 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.
See the [TAOR] turtorial for a more detailed guide on how these work.
Editor Notes
Military Placement always requires some kind of military building within the TAOR to spawn units. It is not possible to define custom spawn points for MP. Use Custom Objective Placement to spawn AI in user defined locations.
TAOR and Blacklist markers must be Squares or Circles. Due to some kind of strange BIS dark magic, ellipses (ovals) do not work.
Custom Unit Blacklists
Advanced uses can customise the force compositions by blacklisting certain units, groups or vehicles. For example, you can prevent MP from spawning Tanks or AA units. To do so, add one or more of the variables to the sys_Profile module init field, where type is the vehicleClass C_man_1
ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = ["unitType_1","unitType_2","unitType_3"]; ALiVE_PLACEMENT_CUSTOM_VEHICLEBLACKLIST = ["vehicleType_1","vehicleType_2","vehicleType_3"]; ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST = ["groupType_1","groupType_2","groupType_3"];