Difference between revisions of "CQB"

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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.
 
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.
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''Usage'':  Place one CQB module and select the preferred intensity.  Optionally, CQB can be synchronised (F5) to a Mil_MP or Mil_CP 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.
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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 the module without  syncing it to anything and all the towns on map will be populated with enemies!
  
You can also just place the module without  syncing it to anything and all the towns on map will be populated with enemies!
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Note you only need to place one CQB module as it autodetects the dominant faction in towns.
  
Note you only need one CQB module as it autodetects the dominant faction in towns.
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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.
  
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.
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'''Locations Parameter'''
 
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Note 3: Strategic CQB units spawn in at (1.4 x Regular CQB spawn distance) and despawn at ?
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'''CQB Locations Parameter'''
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''Complete Map'' - this will spawn units over the entire map
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''Towns Only'' - this will spawn units in areas on the map that ALiVE detects as a village/town/city
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''Complete Map'' - Will spawn units over the entire map
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''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.
 
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.
  
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'''Density Parameter'''
  
'''Density Parameter (1st one)'''
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'''Density Parameter (1st)''' - this is the percentage of occupied houses overall.  Note that this does NOT automatically scale per client.
 
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This is the percentage of occupied houses overall - note that this does NOT scale per client as was the option in MSO for A2
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'''Density Parameter (2nd one)'''
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This adds houses with a minimum distance of x metres to each other, resulting in a "grid" of cqb positions
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'''Placement'''
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Static will always spawn units from the faction specified in the module
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'''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
Dominant spawns units from the dominant faction at the time of spawn
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'''Max Group Size''' - set the max size of each spawned CQB group
  
'''Faction (1st one)'''
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'''Placement Parameters'''
  
Factions entered here will spawn units at military structures
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''Static'' - will always spawn units from the faction specified in the module
  
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''Dominant'' - will spawn units from the dominant faction in the area
  
'''Faction (2nd one)'''
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''Faction (1st)'' - Factions entered here will spawn in military structures
  
Factions entered here will spawn units at civilian structures
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''Faction (2nd)'' - Factions entered here will spawn in civilian structures

Revision as of 11:56, 25 May 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 Mil_CP module.

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 the module without syncing it to anything and all the towns on map will be populated with enemies!

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

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