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is there a way to let the logistic module reinforcement to allow synced unit that are out of faction?
what I'm trying to do is a rhs mission, placing down fir plane assets manually and linking them to the virtual ai.
planes work fine, but I would like to know what happens to plane lost in combat. do they get reinforced trough the logistic module? is the reinforcement the same class of the lost plane, or is it replaced with assets from the faction in the military objective, or is it replaced with assets from the faction in the ai commander, nothng happens, or..?
so, it's not civvies, I used civilian from project opfor and checked that they spawn correctly
i.e
Deinitialized shape [Class: "Underwear_F"; Shape: "a3\characters_f\common\basicbody.p3d";] Deinitialized shape [Class: "Underwear_F"; Shape: "a3\characters_f\common\basicbody.p3d";] Deinitialized shape [Class: "rhsusf_army_ucp_rifleman_101st"; Shape: "rhsusf\addons\rhsusf_infantry\rhsusf_army_101st.p3d";] Deinitialized shape [Class: "LOP_CHR_Civ_Citizen_07"; Shape: "po_factions_eu\civilians\citizen.p3d";] Deinitialized shape [Class: "LOP_CHR_Civ_Worker_04"; Shape: "po_factions_eu\civilians\worker.p3d";] Deinitialized shape [Class: "LOP_CHR_Civ_Woodlander_03"; Shape: "po_factions_eu\civilians\woodlander.p3d";] Deinitialized shape [Class: "LOP_CHR_Civ_Woodlander_01"; Shape: "po_factions_eu\civilians\woodlander.p3d";] Deinitialized shape [Class: "LOP_CHR_Civ_Woodlander_04"; Shape: "po_factions_eu\civilians\woodlander.p3d";] Deinitialized shape [Class: "LOP_CHR_Civ_Woodlander_05"; Shape: "po_factions_eu\civilians\woodlander.p3d";] Deinitialized shape [Class: "LOP_CHR_Civ_Assistant"; Shape: "po_factions_eu\civilians\doctor.p3d";] Deinitialized shape [Class: "LOP_CHR_Civ_Doctor_01"; Shape: "po_factions_eu\civilians\doctor.p3d";] Deinitialized shape [Class: "rhsusf_army_acu_uniform"; Shape: "rhsusf\addons\rhsusf_infantry2\acu\rhsusf_uniform_acu.p3d";] Deinitialized shape [Class: "rhs_vdv_driver"; Shape: "rhsafrf\addons\rhs_infantry2\rhs_emr_base.p3d";] Deinitialized shape [Class: "rhs_vdv_rifleman"; Shape: "rhsafrf\addons\rhs_infantry2\rhs_emr_base.p3d";]
I checked all the dlc flags are false, mission is here anyway https://we.tl/t-xOTyRVib7L
but still if I join at mission start I can play just fine, if I rejoin after 30 minutes or so there's high chance that I get booted to the missing dlc screen
idk what log line I could use to check. the only log message that differs between succesful and unsuccesful session is
| Client: Remote object 5:0 not found
idk what that means
is there a way to debug the unit that virtual ai is spawning?
it appears alive spawned some dlc civilian and now I can't reconnect to my server
is there a way to provide a list of units to the civilian spawn module without piling a civilian faction dependency on top of rhs?
you also don't get a "talk to the pilot" option on the second transport heli, but you can still order it around with the tablet (server use ItemGSP)
it also looks like server is not reinforcing blufor side, despite having a military logistic connected set to dynamic/infinite
it also appears that users don't receive intel marker if joining after game start
test mission: https://we.tl/t-qq29DCtwuA
test server: 192.210.255.125 ( Alive + RHS USAF, & RHS AFRF )
C2ISTAR only generates one task at a time. when a player join on a squad that hadn't a player before, if there's already a running task, no further tasks are created and the late joiner get no direction on what to do.
is there a way to have the existing task enabled for late joiners?
I'm facing an issue with a CTI-style mission: as the attacking side expands, its units get spread thin guarding objectives (even with the invasion ai setting) to the point they don't have the manpower to push anymore.
Currently I'm working around it giving the invasion side a very large compliment of infantry to use as reserves then setting it at low readiness, but that result anyway in a first massive attack right to the core of the enemy, which is spread over the whole territory and can't hold its center, getting steamrolled and losing valuable asset and sectors as soon as the mission start.
How are you all dealing with this? I've also tried just setting the BLU_F commander as insurgent, but doesn't really fit the theme which is a straightforward cti; opf are in control of the island and a large nato contigent has landed to liberate the place.
change ai commander primary faction to NONE and remove OPF_F from the override