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Last active 7 years ago
Hm, well this is interesting. I had it working once by making some other AI groups virtualized near the airfield but had to scrap the mission for an unrelated bug where the player slot quit working (I'm guessing it was ACE related). But when remaking things, any time I sync other AI groups to the Virtual AI module, my group of dudes just totally quit moving at all, they're no longer even patrolling an area, they just sit still where they're starting.
Any ideas?
:) Thanks for the support, Friznit. Working hard to replicate something milsim-ish for single player to fill the hole in my heart, and because my cunt boss continues to schedule things on Wednesday so I can't even drop in over break.
I'm gonna try putting some REMFs up at the airfield etc and put my little MARSOC element right on the edge of the fighting, as well as a high priority objective synced only to the Marine commander deep in the south within an ANA TAOR that should have about a platoon of ninny ANA dudes that Murrika has to go save. Fingers crossed that it turns into something playable, I'll release it on the workshop if it turns out well.
So I'm attempting to work on a mission where the player embeds with an AI group and tools around working as their JTAC against some ALiVE enemies, but even though the only TAOR that's set is in the thick of the action, the group just wants to patrol around north of the action away from any sort of TAOR. Of course I could just override the waypoints in the command menu or set up a patrol route for the group, but I was hoping to make an organic ALiVE experience using the AI commander. Any idea how I might get this done?
I have the friendly commander set to invasion, although I suspect since there's only one group of friendlies he's putting them on reserve, but it doesn't seem to make sense that he's having them patrol an area that isn't marked as interesting to him at all.
Here's an overview of my mission.
I've used rhs_faction_insurgents to populate guerrillas in past missions, but it seems to be broken in 1.0. Is that a bug or a feature?
Are you saying we would have to host our missions from a local server as opposed to a virtual one we pay for now, or in conjunction with it?
Is there any sort of workaround to maintain some level of persistence without a dedicated server? Possibly saving the server state in the same way you save as a player?
My group wants to do something that will really be pointless without persistence and we unfortunately can't afford to get a dedicated server with enough power yet.
So anyone else having a similar problem, my issue was actually that the TAOR was not large enough, I'm guessing because there weren't enough objectives? BLU_F wouldn't even work until I widened BLUFOR's TAOR.
So if you run into this issue, move your TAOR or make it bigger.
Wondering if anyone else can reproduce ALiVE not working with any of the US factions, I have a suspicion the RHS update broke ALiVE compatibility?
Tried every US faction in a simple mission on Zargabad and they just won't load.
Well I'll be damned, thanks guys. I had been working down the tree from the RHS website like Friznit said, but it was spawning random vehicles so I gave up just short of using the right ones.
Thanks so much!
Update: I've been trying random class names. For example, "RHS_UH60M_base" (a Black Hawk) put into the transport vehicle type field spawns a CH-47 Chinook and transport does not show up in the combat support, whereas my CAS module that's using a vanilla chopper is working perfectly.
=[ So I take it the RHS team is to blame for their strange configuration?