Difference between revisions of "CQB"

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[[File:Icon cqb.png|50px]]
 
  
 
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.
 
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.

Revision as of 07:41, 26 April 2014

Part of:
Icon mil opcom.png ALiVE Military
Optional Synced
Module milplacement.png Military Placement (Mil Obj)
Optional
Icon civ CO.png Military Placement (Civ Obj)
Optional

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 CQB module and select the preferred intensity. Optionally, CQB can be synchronised (F5) to a Mil_MP or CIV_CO module.

For example, it is simple to quickly set up a scenario with a town populated by generic infantry by placing a Civ_CO module with a TAOR marker covering the town and synching a CQB module to it.

You can also just place the module without syncing it to anything and all the towns on map will be populated with enemies!

Note you only need one CQB module as it autodetects the dominant faction in towns.

Note 2: CQB AIs are not counted into any Placement Module numbers so adding a CQB module to an area with Placement Module AIs can potentially push the numbers too far.

Note 3: Strategic CQB units spawn in at (1.4 x Regular CQB spawn distance) and despawn at ?


CQB Locations Parameter


Complete Map - this will spawn units over the entire map


Towns Only - this 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 (1st one)

This is the percentage of occupied houses overall - note that this does NOT scale per client as was the option in MSO for A2


Density Parameter (2nd one)

This adds houses with a minimum distance of x metres to each other, resulting in a "grid" of cqb positions


Placement

Static will always spawn units from the faction specified in the module Dominant spawns units from the dominant faction at the time of spawn


Faction (1st one)

Factions entered here will spawn units at military structures


Faction (2nd one)

Factions entered here will spawn units at civilian structures