CQB

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Icon sys rwg.png ALiVE Military

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.