I

Imbazil

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Last active 3 years ago

  1. 8 years ago
    Wed Nov 16 07:45:03 2016

    If you leave it blank you will recieve script errors once you get close to the area, as far as I understood it the faction you type in the field is the default/startimg one.

    @HeroesandvillainsOS The dominant faction option will ensure the only CQB units that appear in an area are the ones from the side that controls the area.

    This is the part im not really sure about, if my module is not synced to anything will cqb still spawn units based on who control the nearby area or does it count the entire map as its taor and you would have to be the dominant faction on the map to flip the module?

    If so i might have to break the map up in smaller bits with several modules.

  2. Tue Nov 15 18:34:48 2016

    Final question! Then I won't bug you guys for awhile :P

    I placed a cqb module and didn't sync it to anything so it covers the entire map (low density, 2% chance) and set the units it should spawn to dominant faction, but opfor as default.

    How does the module determine the units to spawn? Does it look at the entire map and spawn the faction who is currently "dominating" and spawn that faction everywhere? Or does it automatically work on a local level, and spawn the faction that holds the nearby building / town/ region?

  3. Tue Nov 15 16:20:15 2016

    Thanks again, so much to explore but i think I managed to get a decent balance now! :)

    Right now opfor start with control over most of the maps objectives, as blufor take control over these will the opfor get gradually get a lower cap on the max total active groups? Right now they have an infinate respawn pool since I have tied the win condition to the capture of some key areas, but i dont want the last objective to be guarded by a hundred groups, but i dont want the possibility that they run out of troops.

  4. Mon Nov 14 18:35:50 2016

    Yea, this feels like a addon I will spend many more hours on just testing different settings, Which is great!

    I guess the number of groups I select also is based on how many objectives the module have? I had a milobj only covering one airfield and set it to 60 groups (the player starting area) but with debug I counted maybe 10 on the map.

    Also what is the actual end goal of the AI? To exterminate all others from synced objectived, or might it "settle" with something else? For example if it feels like it cant push more without sacrificing its defence, or will it gradually abandon objectives that are considered safe or low prio to continue the attack? If for example it only have a few groups avalable.

  5. Mon Nov 14 08:29:46 2016

    Thanks for the replies, regarding the commander aggressiveness I still think something may have been odd for me. If they were set to guard a objective it was a small civilian one, should not be that important but who knows.

    Tanks also seemed to have issues on bozcaada and a saw some get stuck in a rocky hillside and such, i have now changed to Gunkizli (great looking map), since its so flat AI should have no issues navigating.

    What settings would you recommend for a large scale war with as high pace as possible on the attackers side? Filter away most minor objectives and fill the empty space using cqb perhaps? What about number of units for each side?

  6. Sat Nov 12 17:48:18 2016
    I Imbazil posted in Sector control.

    glad to hear you solved it! =)

  7. Sat Nov 12 16:55:57 2016
    I Imbazil posted in Sector control.

    I don't see any issue with the actual condition, maybe it's what you have in the activation box that isn't working?

    Try to just add a hint in the on activation field and place a trigger far off with only a opfor unit in it. does it fire then? It also seem like it has to be an actual AI unit so you can't try with the player character.

  8. Sat Nov 12 11:30:07 2016
    I Imbazil started the conversation a bunch of questions after our first session.

    Hi, my group had our first experience using the Alive mod yesterday, beta-testing a mission I made and overall we had a great time! So first off thank you for your work =)

    Some questions were raised during the session so I thought I try and get some answers.

    First off, the AI units were kinda passive. At first the all stormed off towards the nearest objective and captured it but after that they were mostly standing about 1 km behind it (on our side) and not really moving at all, with a few exceptions. This was on the map "Bozcaada" and using ASR_AI so either of these could be the issue i guess. The commander was set to "invade".

    Next is a question about the enemy reinforcements. I gave the opposing commander a maximum of 3 tank-groups (which I reduced in size to 1 vehicle) and they all became t34's (CUP Takistan Army). Odds that this will happen aren't that low since there are only 3 different groups in the category but after they get destroyed do the logistics module always spawn the same group or can it pick another one? Because we only saw t34's the whole game.

    I added C2ISTAR and pretty much have everything disabled except for the task generation for the player side. The first task we got told us to rescue some people at a specific location but when we got there we found nothing, we searched in about a 500m radius but maybe the marker are even more inaccurate? Nothing should have happened to them as the task was set within the blacklist radius for the enemy commander. After about 30 minutes the task failed (we ignored it) and we got a new one that told us to kill armored units, but again there were no units close to the marker.

    Lastly I have a small question about the module that let's players use the logistics system and request units, gear, vehicles and so on. By default every item is available, but if I only want a selected few items available (or even a crate with custom content) how would I accomplish this, I guess I use the whitelist box somehow and everything that is in there will automatically be blacklisted?

    Thank you for reading and sorry for the bazillion questions and wall of text, we see great potential in this mod and would like to be able to use it to it's fullest.

  9. Fri Nov 11 13:30:57 2016
    I Imbazil posted in Sector control.

    I actually had a look since it seemed logical that there would be, but that did not seem to be the case unfortunately. Or am I missing something?

    #include <\x\alive\addons\x_lib\script_component.hpp>
    SCRIPT(getDominantFaction);
    
    /* ----------------------------------------------------------------------------
    Function: ALiVE_fnc_getDominantFaction
    
    Description:
    Returns the dominant faction within given radius, Takes into account profiles
    
    Parameters:
    Array - Position measuring from
    Number - Distance being measured (optional)
    
    Returns:
    Number - Faction ConfigName ("BLU_F","OPF_F",etc.)
    
    Examples:
    (begin example)
    [getposATL player, 500] call ALiVE_fnc_getDominantFaction
    (end)
    
    Author:
    Highhead
    ---------------------------------------------------------------------------- */
    private ["_pos","_radius","_fac","_facs","_profiles","_result","_noCiv"];
    
    PARAMS_1(_pos);
    DEFAULT_PARAM(1,_radius,500);
    DEFAULT_PARAM(2,_noCiv,false);
    
    //Virtual Profiles activated?
    if !(isnil "ALIVE_profileHandler") then {
        _profiles = [ALIVE_profileHandler, "profiles"] call ALIVE_fnc_hashGet;
    } else {
        _profiles = [[],[],[]];
    };
    
    _facs = [];
    {
        if (((_x select 2 select 5) == "entity") && {!(_x select 2 select 1)} && {!(_x select 2 select 30)} && {(_x select 2 select 2) distance _pos < _radius}) then {
            _facs pushback (_x select 2 select 29);
        };
    } foreach (_profiles select 2);
    
    {
        if ((_pos distance (getposATL (leader _x)) < _radius) && {{isPlayer _x} count (units _x) < 1}) then {
            _facs pushback (faction(leader _x));
        };
    } foreach allgroups;
    
    _result = [];
    {
        private ["_fac","_cnt"];
        if (count _facs == 0) exitwith {};
    
        _fac = _x;
        _cnt = {_fac == _x} count _facs;
    
        if (_cnt > 0) then {
            _result pushback [_fac,_cnt];
            _facs = _facs - [_fac];
        };
    } foreach _facs;
    
    _result = [_result,[],{_x select 1},"DESCEND",{if (_noCiv) then {!(((_x select 0) call ALiVE_fnc_factionSide) == CIVILIAN)} else {true}}] call ALiVE_fnc_SortBy;
    
    if ((count _result > 0) && {(_result select 0 select 1) > 0}) then {
        (_result select 0) select 0;
    } else {nil};
  10. Fri Nov 11 11:12:16 2016
    I Imbazil posted in Sector control.

    My mission is now pretty much done, however I have noticed a minor issue with the capturing of sectors.

    I use the following code in a trigger condition field:

    [getpos tsk2trigger, 100] call ALiVE_fnc_getDominantFaction == "rhs_faction_usarmy_d"

    to detect when the players faction has control over the area.

    and this in the activate field (with a 30 sec timeout):

    "tsk2marker" setMarkerColor "colorBLUFOR";
    ["t2", "SUCCEEDED"] call BIS_fnc_taskSetState;

    Seems to work fine, but only when there are actual AI units in the area, it wont trigger if the player group enters an area by themselves and clears it out. It seems like ALiVE_fnc_getDominantFaction don't care for players so is there a way to also take eventual players in the area into account?

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