Difference between revisions of "FAQ"

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=== How exactly do blacklist markers work? ===
 
=== How exactly do blacklist markers work? ===
  
Blacklist markers will only affect unit and location placement at mission start.. they will not prevent units from moving into those areas during the game.
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Blacklist markers will only affect unit and location placement at mission start. They will not prevent units from moving into those areas during the game if they spot enemy there.  Military AI Commanders will not find objectives in those areas though.
  
  
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=== Is there no way to specify what type of enemy units spawn? ===
 
=== Is there no way to specify what type of enemy units spawn? ===
  
ALiVE is designed to spawn realistic force compositions based on GENFOR combined arms tactics.  The modifiers enable you to influence what type of battle group you will face, but you will rarely get only one type of enemyThere is a feature request for pure infantry or pure armour battlegroups. We will consider it.
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ALiVE is designed to spawn credibly realistic force compositions based on GENFOR combined arms tactics with simple modifiers that influence what type of battle group you will face, whilst keeping a reasonably balanced combined arms battelgroupHowever, you can choose to override this by entering a maximum number of groups of each type or setting them to 0 to prevent them spawning at all.
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Advanced users can create [[Custom Blacklists]] by editing ''staticData.sqf'' or customise group types by [[Declaring Faction Mappings]].
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=== What do the numbers mean (50|150) next to the placement modules in debug? ===
 
=== What do the numbers mean (50|150) next to the placement modules in debug? ===
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black - priority 50
 
black - priority 50
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== ALiVE in Game ==
 
== ALiVE in Game ==
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Your player must have the required item defined on the Combat Support module (see below) and the relevant modules must be placed in the editor.
 
Your player must have the required item defined on the Combat Support module (see below) and the relevant modules must be placed in the editor.
  
Use your [http://en.wikipedia.org/wiki/Menu_key App Key] to open the ALiVE meny: the app key is found next to your right control key. If you do not have that key you can map it to any other key by mapping User Key 20 in the options menu of the game.  Do not use a modifier (CTRL, ALT or SHIFT). You will need to restart ArmA for this to take effect.
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Use your [http://en.wikipedia.org/wiki/Menu_key App Key] to open the ALiVE menu: the app key is found next to your right control key. If you do not have that key you can map it to any other key by mapping User Key 20 in the options menu of the game.  Do not use a modifier (CTRL, ALT or SHIFT). You will need to restart ArmA for this to take effect.
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=== How do I change what item is required to access the Combat Support Interface? ===
 
=== How do I change what item is required to access the Combat Support Interface? ===
  
The Combat Support module has a field for an item classname (default:  LaserDesignator) - change this to taste.  Try using the "ALiVE_Tablet" object.  Note that ACRE and TFR are supported.
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The Combat Support module has a field for an item classname (default:  LaserDesignator) - change this to taste.  Try using the "ALiVE_Tablet" object.  Note that both ACRE and TFR are supported.
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=== Can I have CAS limited to players with a Laser Designator but still allow transports to be used by all? ===
 
=== Can I have CAS limited to players with a Laser Designator but still allow transports to be used by all? ===
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Players can interact with ALiVE transport choppers by boarding the chopper and selecting <scroll wheel> '''Talk to Pilot'''.  This will bring up the tablet interface and allow you to give orders to the pilot.  Once you arrive at your location remember to order the pilot to RTB before hopping out.
 
Players can interact with ALiVE transport choppers by boarding the chopper and selecting <scroll wheel> '''Talk to Pilot'''.  This will bring up the tablet interface and allow you to give orders to the pilot.  Once you arrive at your location remember to order the pilot to RTB before hopping out.
  
 
=== The tasks assigned to players - can these be changed? ===
 
 
Currently no.. this feature was added as a simple "give the player something to do" during testing phase.  It is still a WIP but not a priority for the devs at the moment.
 
 
There are only two basics tasks - Hold and Destroy.  You can sorta tailor what type of tasks to appear though:
 
 
"Its all about the objectives you pass to OPCOM, so if you give OPCOM civilian placement objectives with filter on communications buildings you will get destroy tower tasks"
 
  
 
== ALiVE Modules ==
 
== ALiVE Modules ==
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=== How do I define a custom objective for OPCOM? ===
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=== How do I define a custom objective for Military AI Commanders? ===
 
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You can define a custom location for OPCOM by placing a Game Logic (location - any type) and sync it to an OPCOM module. Now OPCOM will send troops to attack / defend that objective. You can also add these variables to the game logic init field:
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<code>this setVariable ["priority",50]; this setVariable ["size",150];</code>
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There is no min/max for either variable however use realistic values.  Set priority to something like 9999 to have OPCOM assign it as highest priority.
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Note that you cannot use a game logic to spawn in units like a placement module - it only adds that location as an objective for OPCOM
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See the [[Military Placement (Custom Objectives)]] module.
  
Mission Editors can use the following script command to add Objectives:
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Advanced Mission Editors can use the following script command to add Objectives: [_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM
[_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM
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[[Category: Tutorials]]
 
[[Category: Tutorials]]

Revision as of 13:56, 6 December 2014

ALiVE Common Error Messages

I get this message when trying to use the Alive mod

include file x cba addons main script_macros.hpp not found

You are missing the required mod: @CBA_A3


I'm getting an error with placement modules and markers

Warning no location found for placement, you need to include military location within the TOAR marker

Try the placement module without any TAOR marker defined and with debug switched on in the module, once the game starts take a screen shot of the map so you can see what locations are available over the whole map. Then place your TAOR marker (making sure the marker covers the center point of an existing location from you screen shot). Alternatively expand the size of your TAOR marker until some location is found.


ALiVE in Editor

How exactly do blacklist markers work?

Blacklist markers will only affect unit and location placement at mission start. They will not prevent units from moving into those areas during the game if they spot enemy there. Military AI Commanders will not find objectives in those areas though.


How do I set the CAS units to spawn at a certain height for things like the USS Nimitz?

In the CAS module there is a field for spawn height - be sure to use ASL not ATL !!


Is there no way to specify what type of enemy units spawn?

ALiVE is designed to spawn credibly realistic force compositions based on GENFOR combined arms tactics with simple modifiers that influence what type of battle group you will face, whilst keeping a reasonably balanced combined arms battelgroup. However, you can choose to override this by entering a maximum number of groups of each type or setting them to 0 to prevent them spawning at all.

Advanced users can create Custom Blacklists by editing staticData.sqf or customise group types by Declaring Faction Mappings.


What do the numbers mean (50|150) next to the placement modules in debug?

Debug information below may not be accurate!! - Please update this section if you figure something out

The first number (50) is the priority of the objective in relation to OPCOM - higher numbers mean OPCOM will send forces here first, etc.

The second number (150) is the size of the objective - radius from centre.


Zone marker shape- circle is for type (mil - red, civ - yellow) square is for ownership state?

cluster id | cluster type | cluster priority | cluster size

Colour index for the location markers:

CIVILIAN

green - priority 0 ie: CIV|0|150

pink - priority 10

blue - priority 30

orange - priority 30

white - priority 40

yellow - priority 40

black - priority 50


ALiVE in Game

How do I bring up the ALiVE menu (Combat Support / Admin Actions / View Distance etc)?

Your player must have the required item defined on the Combat Support module (see below) and the relevant modules must be placed in the editor.

Use your App Key to open the ALiVE menu: the app key is found next to your right control key. If you do not have that key you can map it to any other key by mapping User Key 20 in the options menu of the game. Do not use a modifier (CTRL, ALT or SHIFT). You will need to restart ArmA for this to take effect.


How do I change what item is required to access the Combat Support Interface?

The Combat Support module has a field for an item classname (default: LaserDesignator) - change this to taste. Try using the "ALiVE_Tablet" object. Note that both ACRE and TFR are supported.


Can I have CAS limited to players with a Laser Designator but still allow transports to be used by all?

Players can interact with ALiVE transport choppers by boarding the chopper and selecting <scroll wheel> Talk to Pilot. This will bring up the tablet interface and allow you to give orders to the pilot. Once you arrive at your location remember to order the pilot to RTB before hopping out.


ALiVE Modules

How do I get a community made faction to work with the ALiVE modules?

Check if the mod is on the known working faction list

If the mod is not on the list you can request it be looked at by a ALiVE dev on the BIF forum post

If you are the author of a unit mod working with ALiVE, please take a look at the config standardisation page


How do I get a community made map to work with the ALiVE modules?

Check if the mod is on the known working maps list

If the map is not on the list you can request it be looked at by a ALiVE dev on the BIF forum post


How do I define a custom objective for Military AI Commanders?

See the Military Placement (Custom Objectives) module.

Advanced Mission Editors can use the following script command to add Objectives: [_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM