Difference between revisions of "Military Placement (Custom Objectives)"

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*''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.
 
*''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.
 
*''Spawn Composition'': spawn a custom ALiVE or BIS composition.  The direction of the module determines the facing of the comp.
 
*''Spawn Composition'': spawn a custom ALiVE or BIS composition.  The direction of the module determines the facing of the comp.
 +
*''Create HQ'' will set this objective as an HQ.  This will also be used as the primary logistics hub for [[Military Logistics]].  A field HQ composition is randomly chosen.  Mission makers can overwrite this by using ''[ALiVE_compositions,"FieldHQ",["yourCompositionClass"]] call ALiVE_fnc_HashSet''.  Alternatively the HQ location can be set manually using [[Military Placement (Custom Objectives)]].  If a custom location is set, it is recommended to set the Create HQ option in any other [[Mil Placement (Military Objectives)]] to No.
  
  

Revision as of 10:51, 12 March 2016

Part of:
Icon mil opcom.png ALiVE Military
Requirements: Synced
Icon mil opcom.png Military AI Commander
Onebit yes.png

How It Works

The Military Placement (Custom Objectives) allows editors to populate the map with custom objectives without being restricted to those defined by the map itself. Custom objectives can be synced to the AI Commander and can include groups of units and pre-made object compositions, such as vehicle checkpoints, patrol bases or crash sites.


Usage: place the Custom Military Objectives module in the editor and (optionally) sync to OPCOM.

  • Force Faction: enter the faction to spawn at this objective
  • Size & Priority: these are used by the AI Commander to determine the relative importance of the objective. Military Logistics will also use Priority to determine whether it should be used as an insertion point for Battle Casualty Replacements.
  • Unit Counts: select how many of each group type to spawn at the objective. The faction used must support these group types.
  • 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.
  • Spawn Composition: spawn a custom ALiVE or BIS composition. The direction of the module determines the facing of the comp.
  • Create HQ will set this objective as an HQ. This will also be used as the primary logistics hub for Military Logistics. A field HQ composition is randomly chosen. Mission makers can overwrite this by using [ALiVE_compositions,"FieldHQ",["yourCompositionClass"]] call ALiVE_fnc_HashSet. Alternatively the HQ location can be set manually using Military Placement (Custom Objectives). If a custom location is set, it is recommended to set the Create HQ option in any other Mil Placement (Military Objectives) to No.


Custom Compositions

There are a large number of custom compositions built specifically for ALiVE to choose from. The easiest way to review the compositions it to go into Zeus mode and look under Groups > Empty > ALiVE Compositions. Noe that the azimuth of the Module in the editor will determine the direction that the composition is facing when it is spawned.


Dev Notes

Haze has been busy building hundreds of custom compositions for ALiVE, which will be integrated into the module in due course. We are also working on adding fixed weapon emplacements that will be occupied by the group spawns and OPCOM forces that overrun the position.