:) I didn't see anything. Good luck. And also good luck with the mission too. ;)
:) I didn't see anything. Good luck. And also good luck with the mission too. ;)
I do have look on this and have some results.
Issues:
2x ALiVE_amb_civ_placement
2x ALiVE_amb_civ_population
You shouldn't have 2x
you shouldn't sync them
ALiVE_sup_combatsupport
ALiVE_SUP_PLAYER_RESUPPLY
you shouldn't sync them
ALiVE_sys_aiskill
ALiVE_mil_OPCOM
you shouldn't sync them
ALiVE_mil_placement(EAST)
ALiVE_civ_placement(EAST)
you should sync to
ALiVE_mil_OPCOM(WEST) because is set to Invasion
so much from first look
Need to debug placements now
ALiVE_mil_placement(EAST)
ALiVE_civ_placement(EAST)
you should sync to
ALiVE_mil_OPCOM(WEST) because is set to Invasion
Good work Davidoss. But one thing. I'm under the impression that an Invasion Commander doesn't absolutely need to be synced to an Assymetric mil/civ obj. I usually sync the Assymetric commander to the Invasion objectives, but never the other way around (though I usually use Occupation. Maybe Invasion is different?).
CAF is Assymetric in this mission, correct?
Next one:
ALiVE_mil_OPCOM(EAST assymetric)
should not have added
ALiVE_mil_logistics
and synced.
For what you placed over 300 empty triggers?
HeroesandvillainsOS
You can easily test that using Commander Intel Panel (aka Spyder) and display objectives
Syncing West opcom to East placement is needed to give opcom info about enemy objectives.
Otherwise they just stay where placed.
Setting up ALiVE to run in Asymmetric mode is done in the same way as conventional ops
and as with all ALiVE scenarios it is designed to be modular and flexible.
@DaVidoSS you gent. Thanks very much.
I've made those changes.
The triggers are for ambient sounds.
Right I've taken loads of dependencies off now. Got rid of all RHS stuff.
Next noob question. I'm getting a no entry 'bin\config.bin/cfg.weapons.RH_H416C' message coming up when I lod in editor.
It allows me to still load the mission and I can't find where that is being produced from!
It seems that by removing some of the RH dependencies, you didn't remove all the items within the mission. That error is telling you the game is expecting an asset that's still in the mission but it can't find it because you're not launching the mod.
Did you manually place or equip any unit with any RH weapons? Obviously you're looking for H416C, whatever that is. Find it in the editor and delete it.
Check the left panel in the 3D editor and delete it from there if you see it. Much faster finding editor objects from that menu!
Can't find it in left panel. All my units are cup or Caf.
I'll find it.... Bloody thing.
You need to add the mod back in order to find it and delete it.
Booooooom! I'd equipped some pilots with it. I could marry you guys!
It's probably the hk416c from this mod pack, assuming you not putting in the k was a typo: https://forums.bistudio.com/topic/158059-rh-m4m16-pack/
EDIT: Good job! Is CAF spawning correctly?
Sorted it cheers buddy
So all good now? CAF spawns?
Not really...
Civilian (caf_ag_me_civ) are not spawning on this map for me.
There only bombers running around and blew Up nicely if you get close enough
I will try to run this with AIA instead CUP
CAF insurgents and civs spawn on Sangin. One of my favorite ALiVE missions ever (British Steel) uses that map. Only the A2 Sangin x2 (the one with Winter and Summer) is indexed. The A3 WIP is not.
Ah that explain everything
Right Vastly streamlined now. Have changed all the bits you suggested @DaVidoSS.
Only mods now are:
Cups set
Caf Agg
Sangin A2
CBA
Ace3
Alive
TFAR
Sadly not had enough time to full test as wife is on to me!!
Here is the latest Misson file
https://www.dropbox.com/s/9u690l946ienk7b/mission.sqm?dl=0
So far it loads a bucket load faster. Truly grateful for your help guys
Sadly not had enough time to full test as wife is on to me!!
Once the cat's out of the bag, it's impossible to put it back in.
Sincerely,
- A guy who's been there.
Haha cheers @HeroesandvillainsOS
Any more pointers will be appreciated. I've asked clan members that hare on the latest mission to tell me if the my se anything other than CAF dudes.
I just teleport around a lot to test things. From the SP editor, I run player allowDamage false;
inside the debug console in the esc menu, which makes me invincible, and look for lots of different things so I don't have to wait to see bugs while physically playing. I also use the module debug options in the commander tablet a lot too when doing this.
As far as pointers go I'll leave it to the pros.
Well so far no weird factions appearing. All seems fine. Will let you know if that changes