Difference between revisions of "Insurgency"

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{{note}}  module is work  in progress...
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{{note}}  There are a number of modules being added or enhanced to add insurgency to ALiVE...
  
==How It Works==
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==Roadblocks==
Work in progres...
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''Usage'':  place the Military Insurgency module in the editor, select the desired Size, Weighting and Faction from the drop down. 
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TBC
  
  
*''Force Faction'' BIS standard or custom factions can be entered in the text box.  Custom units need to have groups properly configured for them to work with ALiVE.  See [[Supported Factions|here]] for a list of factions that are known to work with ALiVE.  You can also manually map the faction groups if the configs are incorrectly defined.  See [[Declaring Faction Mappings]] for further info.
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==IED Module===
  
*''Objective Filters'' provide options to restrict objective clusters by size or relative importance, so for example it is possible to identify only large military bases and airfields as objectives, excluding smaller bunkers and watchtowers.
 
  
*''Place Units'' defines whether the module will spawn units or only create empty objectives.
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The Improvised Explosive Device module places random IEDs around the map.  It is the first iteration and will eventually be dependent on the location and capabilities of the insurgency.  IED's come in a variety of sizes and types, from small roadside victim operated devices to large vehicle borne IEDs.  There may also be some fake or dud IEDs.
  
  
==TAOR & Objective Blacklists==
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''Usage'':  place the IED MOdule in the editor and select the options as desired.  IED's can be restricted to a [[TAOR]] or Blacklisted areas.
  
''Tactical Areas Of Responsibility'' are a fundamental feature. They represent a zone or boundary area for which the military commander is responsible. This does not mean the commander will never leave that zone to attack nearby opposition but his primary objectives will be inside the defined TAOR.
 
  
To restrict objectives to a user-defined TAOR, place a named area marker covering the chosen area and add it to the appropriate TAOR box in the module paramsA good convention is to use the format TAOR_Faction_xx (e.g. TAOR_BLUE_1). Multiple areas can be listed separated by commas e.g. TAOR1, TAOR 2, TAORxx.
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*''Locating and Disarming'':  IEDs can be identified with a mine detector and disarmed by an explosive specialistIt is possible to destroy them with explosives or direct fire from a .50 cal weapon.
  
''Blacklisted'' areas will be ignored and can be defined using area markers with the name specified in the module params, for example BL_Faction_xx (e.g. BL_R_1).  If TAOR and BL area markers overlap, Blacklist always takes precedence.
 
  
  

Revision as of 08:20, 30 November 2014

Part of:
Icon mil opcom.png ALiVE Military
Requirements: Synced
Icon mil opcom.png Military AI Commander
Onebit yes.png
Onebit note.png Note: There are a number of modules being added or enhanced to add insurgency to ALiVE...

Roadblocks

TBC


IED Module=

The Improvised Explosive Device module places random IEDs around the map. It is the first iteration and will eventually be dependent on the location and capabilities of the insurgency. IED's come in a variety of sizes and types, from small roadside victim operated devices to large vehicle borne IEDs. There may also be some fake or dud IEDs.


Usage: place the IED MOdule in the editor and select the options as desired. IED's can be restricted to a TAOR or Blacklisted areas.


  • Locating and Disarming: IEDs can be identified with a mine detector and disarmed by an explosive specialist. It is possible to destroy them with explosives or direct fire from a .50 cal weapon.


Editor Notes