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Last active 8 years ago
alright swapped all units out to standard ARMA3 .
Teleport into Feruz Abad (ghosted). where the CQB module has OPF placed, you'll note if you turn Civilian debug on you will see there should be Civs in the building there, but for me I see none. then go to another village and you will see the Civs spawn. it's only the two villages covered by the CQB TAOR,s that don't spawn Civs.
Editor mission save.link text
Cheers
Excellent, was hoping IED's would make an appearance. The random object and disarming routine with Brains200's script is pretty cool. But if you're working on them as a feature introducing signal jammers would be cool and some way of disarming after visual identification would be awesome.
Ok I'll try to strip it back but the map is in Takistan, so the big mod is AinA. I'll change the factions out to standard Arma3. And get back to you.
Hi ARjay
Yeah using a few mods, AinA, MEC RAVlifter and the associated mods. I'll up load today when I get to my computer.
Hi, you are going to love this mod.
The most common cause of issues I had when I first started with ALiVE was not having all the required modules in, or not having some of them synced. In the example above have you synced OPCOM and the MIL Placement module? Or in some cases having them Synced when they shouldn't be has caused me issues.
A good place to look to ensure the syncing is correct is the ALiVE wiki. On each module page it gives you the SYNC options up the top.
ST
Ok an update to this, I have now gone back to one CQB module unsynced with multiple TAOR markers, and getting good placement of OPFor. I am still getting no civilians spawning within the villages and towns covered by the CQB TAOR markers. It's almost like by placing the markers I am creating a blacklist for the Civilian placement module. In debug you can see the CIV placement is not marking those buildings with green dots, it is however placing vehicles in the areas marked by the CQB TAOR markers.
Any idea how to fix this, or a workaround?
or you could put down multiple CQB markers for some reason that's killing my Civilian Placement, it does place vehicles though, really strange, but then you'll have to deal with the opfor lol.
I use [ Black_1, Black_2, Black_3] works the same when assigning multiple TAOR's.
You can have multiple blacklist markers separated by commas on the one placement module. From watching the Civs in my missions when the hostility gets up to high against your faction, they start to get agitated when you are around them, they begin running and a lot of shouting going on. I m yet to see any suicide bombers but I'm starting to keep my eyes pealed for guys with too much eye makeup lol!
Firstly can I use mutple CQB units synced, I currently are building a mission with multiple towns with insurgent activity and have used 2 CQB modules, I have notice CQB modules sometimes don't spawn any units, I have wondered if this may be to do with the force pool? or are they independent of MIL Logistics?
Secondly I have noticed that although my CIV placement is placing units at all towns, towns with a CQB TAOR over the top do not spawn civilians, I have no black lists etc. any ideas?
Cheers
Matt