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Last active 4 years ago
Great thread with lots of nice suggestions!! Since reading this I have added SSS (easy to set-up and works like a charm), KP Ranks (awesome touch for our small group of players) and Tactical Combat Link X Ai Mod. All of which have really added to the experience of ARMA with ALiVE Mod :)
My question here is could I use Tactical Combat Link Ai Mod with LAMBS Danger Ai Mod?
Great thread with lots of nice suggestions!! Since reading this I have added SSS (easy to set-up and works like a charm), KP Ranks (awesome touch for our small group of players) and Tactical Combat Link X Ai Mod. All of which have really added to the experience of ARMA with ALiVE Mod :)
My question here is could I use Tactical Combat Link Ai Mod with LAMBS Danger Ai Mod?
Thanx for the reply and great intel - I will do some more testing in the editor with Debug enabled.
If 999 is the max priority for a Custom Module, what is the size Value within the Custom Module...is it just simple the size area around the module?
I have also noticed that recently (without CQB Module) the units are 95% spawning either inside of buildings or spawning and then teleporting directly into buildings. I have seen 5-6 enemy in a single building and zero troops on patrol outside.....grrrrr.
I have read some info in the past regarding the best practices in spawning enemy when using ALiVE. Do I focus on more Ai Groups being allowed to Spawn (Default is 144 in the ALiVE Module) versus initial placement of Ai units in the Mil Placement and Civ Placement Modules?
I have always reduced the default 144 value to between 40 and 60 groups as I thought this would help server strain (I use a HC also). but tased the amount of enemy in the modules to 400 plus. I think I might be missing a trick here and should reverse my thinking :(
One of my issues is that if I start with fewer units on the map they OPCOM sends countless Helicopters into reinforce etc and the sky is just full of choppers......grrrr.
If anyone has any suggestions for enemy count and best practices for this...any help is appreciated. I mainly use Altis, Malden or Takistan Maps.
No Parachute - they just Appear where the Airdrop Marker was. No explosions, no falling from the sky....just magic, lol
I just watched your video (nice job). May I suggest that you increase the size of your TAOR Markers to cover more of the Map. If you want 800 troops I would have the Map split almost in half to give areas for the BLU_F and OPF_F to spawn.
Also - the Mil Commander may need time to designate targets of interest. Have you looked at placing some Custom Mil Objective Modules and sync them to the Mil Commander to see if with more Targets the BLU_F move out and attack.
These are just suggestions as I am no expert - I hope you see some results. Let us know. :)
I help offset this issue by reducing the amount of ambient vehicles with the Modules for both Civs and Mil areas.
Does the OPF_F have any Military Objectives for the BLU_F to attack? Are the OPF_F starting at the Straits Airfield?
IF not you may need to add a Civ_Obj Module for the BLU_F troops to have suitable targets. Hard to tell without seeing the mission - sorry.
You can enable the Debug for Profiles and see if the BLU_F have any troops moving out (marked with a Blue X on the Map).
Can you give some more info? Using any MODS, do you have a big enough FORCE of BLU_F to create groups to attack?
Maybe upload the mission so we can take a look :)
Did it work?