Difference between revisions of "Military Logistics"

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You can adjust the ALIVE_globalForcePool during runtime with a script.  See the [[http://alivemod.com/wiki/index.php/Script_Snippets#Adjust_Logistics_Force_Pool|Script Snippets Section]] for an example.
  
 
=Dev Notes=
 
=Dev Notes=

Revision as of 04:41, 26 August 2014

Part of:
Icon mil opcom.png ALiVE Military
Requirements: Synced
Icon mil opcom.png Military AI Commander
Template:Synced

How It Works

The Battlefield Logistics System is responsible for maintaining operational effectiveness of all units in the Theatre of Operations, delivering resupplies and Battle Casualty Replacements to the front line. BCRs require a suitable objective held by friendly forces where they will muster before moving to join front line units. OPCOM requests BCRs when Combat Effectiveness falls below acceptable levels. The Logistics Commander (LOGCOM) assesses the tactical situation and determines the best location to bring in BCRs and then dispatches a convoy with the required troops and vehicles. Replacements may come in by Air or Land depending on the location and availability of landing sites and the type of replacements requested. Large airfields have a higher capacity to deliver logistics than small patrol bases.


Usage: Place a Military Logistics module and Synch (F5) it to an OPCOM module to enable it to request reinforcements and supplies. Only sync one Log module to each OPCOM.


Insertion Point Selection

Dynamic - LOGCOM chooses the best insertion point from available friendly held objectives. High Priority objectives such as airfields and military bases with heli pads are preferred. If there are no suitable locations, LOGCOM will look for low priority military establishments or marine civilian locations (sea ports). These have a significantly lower logistics capacity than major military bases and resupply will take longer.

Fixed - Static selection of logistics insertion point. LOGCOM will find the closest High Priority Military Objective to the location of the Logistics module on the map. This must be held by Friendly Forces. If the location is lost, Logistics will cease to function until the objective is recaptured.

Tip: use Custom Military Objectives set to very high priority (e.g. 999) to set a custom fixed insertion point.


Force Pool

Dynamic - availability of replacement forces is dependent on the number, type and size of objectives held by friendly forces. Capturing more objectives will increase the size of the pool. For example, this may be used in a Counter Insurgency scenario where insurgent forces are living off the land.

Fixed - a fixed count of available reinforcement groups. When they run out, no more replacements will come although this can be set to infinite for never ending battles.

Allowed Types - Toggle options to allow or deny logistics requests for each group types


Frequency

The frequency of reinforcement requests can be set in the OPCOM module.

Editor Notes

APIs and Test Scripts

To test a standard logcom request:  execVM "\x\alive\addons\mil_logistics\tests\test_ML.sqf"
 
To test a airdrop logcom request:  execVM "\x\alive\addons\mil_logistics\tests\test_ML_AIRDROP.sqf"
 
To test a heli insert logcom request:  execVM "\x\alive\addons\mil_logistics\tests\test_ML_HELI_INSERT.sqf"

You can adjust the ALIVE_globalForcePool during runtime with a script. See the [Snippets Section] for an example.

Dev Notes

First iteration of Mil_Logistics (aka LOGCOM). Some anomalies like parachuting tanks may be witnessed if the player is near the insertion point (it's better than units popping out of nowhere, but we're working on a more credible method).

Testing multiple LOG to one OPCOM and one LOG to multiple OPCOMs. Not sure what the behaviour will be yet!

Military Convoys module has been removed. These are now dynamically generated by LOGCOM.