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Last active 9 years ago
@AUTigerGrad : Clear The Town is "CivAssault" and yes, the problem is that it never completes. It also still shows up in the auto-generated tasks even if you do not include it. If you either delete or set the mission to complete in C2ISTAR then you will still not be sent any more missions.
Basically Clear The Town breaks the auto-generated tasks as when you get one it can't be completed, deleted or fake-completed. To add insult to injury, you can't even set it not to send them to you, as it just ignores you and gives you that task 90% of the time anyway.
I'm hoping someone has a solution to this, but I doubt it. Only thing I can think of is perhaps it's not actually called "CivAssault" and that's why it cannot be disabled.
I've discovered that this does not seem to work consistently, some of the time it will still assign missions that are not in the list. I've put it in the init.sqf copied from here but with the names changed to pick the tasks I wanted. The main one that fails is CivAssault, I always get it (90%) of the time even when it is disabled by not including it in the list. Any ideas?
As I said, it works with the classname I listed, I can't say if it works with any others as I haven't tried.
@SpyderBlack723 : I'm using RHS artillery units with no problems. I'm using "rhsusf_m109d_usarmy" and it works with HE, Smoke, Ilum and SADARM. Laser designated shells don't work with ACE because the designation system has been changed, but they may work without ACE. They just fall like normal shells if they aren't being guided.
The SADARM are pretty good at seeking out armor too, so I've not really felt much of a loss from not having laser designated shells, I just take a demo pack if I have to destroy a building where I'd use arty if it worked.
I think I've got it now, I upped the force sizes to 200 per module and 800 total (I'd erroneously thought that I'd need to keep them low to preserve FPS but it's not an issue) and there's now a lot more activity. Active limit is at 50, would there be any benefit in setting that higher?
With the auto-task gen issue you solved in the other thread I reckon I have everything sorted, as I'm assuming that the auto-tasks will be focused on objectives that the AI is trying to take and so it'll keep the players involved with the main fight better, this removes the need for FLOT to be really obvious and populated all the time.
Is that about right?
Thanks for that Spyder, works beautifully.
Could you share it when you're done please? I've been using seized by triggers to move colored markers to signify control of areas but it requires a player to be within the spawn radius for it to properly work, a way to do the same with virtualized AI would be wonderful.
Is it possible to change the auto-generated tasks that are sent? What I'm after is a way to (for example) allow auto-gen tasks but blacklist the troop insertion ones so that they are not sent to player units.
I have had it working, both as an auto-generated task and as one I set up myself through C2ISTAR.
Oh I see. I'm not too up on the server side as it belongs to my friend, I'm just making the missions.
What is the effect of the force sizes? I've currently got them set to 100 for each, might I be better off setting them higher? The contested area is the whole eastern portion of Altis, so I'm wondering if insufficient force numbers would cause slow progress.