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  • ...nits/groups spawned during runtime by scripts other than ALiVE's Placement Modules will '''not''' be profiled by the Virtual AI System. In fact, on default s === What do the numbers mean (50|150) next to the placement modules in debug? ===
    7 KB (1,176 words) - 05:17, 14 May 2017
  • ...kers to create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised li ... synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios creat
    3 KB (480 words) - 07:18, 28 November 2014
  • ===Core Modules=== To begin with, place the Core modules. These should not be synced to anything.
    2 KB (409 words) - 04:54, 1 April 2016
  • = Editor Modules = ... rest of the wiki for more detailed info and instructions how to use these modules
    6 KB (955 words) - 12:31, 24 July 2017
  • ...imple yet highly flexible tool for creating almost any scenario. Military modules require the [[Virtual AI System|Virtual AI]] module to be present. ...acement (Civilian Objectives)]]''' Places military groups and also defines civilian infrastructure objectives a [[Military AI Commander]].
    3 KB (388 words) - 12:20, 25 June 2017
  • The Civilian modules create an ambient civilian population throughout the map. Civilians have their own pattern of life, g To create ambient civilians you need to place two types of modules.
    1,019 B (165 words) - 01:48, 22 May 2019
  • ...l Command (TACOM). Commanders take the objectives of any synced Placement modules and prioritis them depending on the strategy set by the mission maker. It ...luding distance to HQ, the size and priority set by the Military Placement modules and the height above sea level. It will put a great deal of importance on
    8 KB (1,237 words) - 05:55, 7 January 2017
  • ''Usage'': Place one or more CQB modules and configure options as desired. Optionally, CQB can be synchronised (F5) ...les will autodetect the dominant faction in towns. You can place multiple modules down and define factions explicitly if you want more control over what spaw
    4 KB (622 words) - 12:59, 30 October 2019
  • ...ent modules but instead of purely military objectives it creates a list of civilian infrastructure targets such as Power Stations and Ports. It will also plac Place the Military Civilian Placement module in the editor. Optional parameters are the same as [[Mili
    3 KB (391 words) - 19:55, 23 December 2016
  • ...tion. The separate Civilian Population module handles spawning of Ambient Civilian units and the generic starting hostility to each faction. ...ilian Population module in the editor and any number of Civilian Placement modules. Civ Placement can be restricted with TAOR and Blacklist markers in the sa
    2 KB (298 words) - 06:34, 26 March 2021
  • ...tions, LOGCOM will look for low priority military establishments or marine civilian locations (sea ports). [[Category:ALiVE Modules]] [[Category:Logistics Modules]]
    8 KB (1,017 words) - 13:17, 15 January 2018
  • Type - String - Civilian, Military, Guerrilla Civilian Categories - airports, checkpointsbarricades, construction, constructionSup
    31 KB (3,698 words) - 07:57, 7 June 2020
  • ...eneration depends on at least one opposing OPCOM and one placement module. Civilian assault tasks work best when a civ placement module exists. ... of any AI Groups within spawn range (as defined in the Military Placement modules).
    10 KB (1,693 words) - 13:51, 26 August 2021
  • ...Logistics (LOGCOM) for delivering battle casualty replacements. Placement modules and the Military AI Commander can have more than one TAOR and they do not h * Military Placement (Civilian Objectives) requires a civilian infrastructure target such as a factory, port or power station.
    4 KB (698 words) - 03:53, 7 August 2016
  • ...ency) experience is made up from a number of optional settings in existing modules. ...cide bombers to strategic locations. Thorough searching and monitoring of civilian activity can help reduce the threat.
    13 KB (1,928 words) - 04:10, 20 May 2017
  • ALiVE indexing needs to know whether map objects are Civilian or Military before it can fine clusters to turn into Objectives for the AI ...ay. For example, the ArmA object "hangar" is often used by map makers in a civilian factory setting. Some objects may appear in multiple categories. The only
    14 KB (2,001 words) - 06:20, 23 April 2019
  • ...deceptively simple: think up a vaguely credible scenario, plonk some ALiVE modules and press go. It takes about an hour to do the whole thing from scratch an ...spawn_west'' as well as the [[ALiVE (Required)]] and [[Virtual AI System]] modules.
    7 KB (1,129 words) - 12:11, 18 September 2015
  • ***The last thing you can do is lower your objective counts. I have noticed Civilian objectives not having a huge impact so not having filters on them shouldn't **2: Check for module clashes; make sure all your synced modules use the same classnames (ie. AI commander, AI placement ect...) sometimes,
    16 KB (2,600 words) - 03:47, 8 August 2020
  • ...:Alive Civilian Population module.png|frame|alt=Civilian Population Module|Civilian Population Module]] The Civilian Population module is used to control the spawning, despawning and control o
    5 KB (776 words) - 12:07, 23 May 2019

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