CQB
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Optional | Synced | ||
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Based on the original Urban Ops enemy generator by Highhead, Ambient CQB automatically populates a built up area with dismounted infantry units when a player moves within range. The groups occupy buildings, patrol the streets and react to enemy presence. CQB detects the dominant AI faction in the area (ignoring players) and spawns the appropriate units accordingly.
Usage: Place one or more CQB modules and configure options as desired. Optionally, CQB can be synchronised (F5) to a Mil_MP or Mil_CP module to define specific objectives and TAORs.
For example, it is simple to quickly set up a scenario with a town populated by generic infantry by placing a MCP module with a TAOR marker covering the town and synching a CQB module to it. You can also just place a single module without syncing it to anything and all the towns on map will be populated with enemies!
By default, CQB modules will autodetect the dominant faction in towns. You can place multiple modules down and define factions explicitly if you want more control over what spawns.
CQB AIs are not counted by Military Placement spawn limiters. Adding a high percentage CQB module to an area already covered by a Placement Module could create a very large number of AI. In this event, you can manually limit the number of AI that CQB creates at each spawn point using the Solo, Pair, Fire Team option.
Locations Parameter
Complete Map - Will spawn units over the entire map
Towns Only - Will spawn units in areas on the map that ALiVE detects as a village/town/city
If the CQB module is synced to a Placement Module (MP/MCP) it will limit the spawning of CQB units to the military/civilian installations recognised by that module. This overrides the "Complete Map\Towns Only" settings.
Density Parameter
Density Parameter (1st) - this is the percentage of occupied houses overall. Note that this does NOT automatically scale per client.
Density Parameter (2nd) - this adds more house locations with a minimum distance of X metres to each other, resulting in a "grid" of CQB positions
Max Group Size - set the max size of each spawned CQB group
Placement Parameters
Static - will always spawn units from the faction specified in the module
Dominant - will spawn units from the dominant faction in the area
Faction (1st) - Factions entered here will spawn in military structures
Faction (2nd) - Factions entered here will spawn in civilian structures