B

BvB

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  1. 7 years ago
    Tue Aug 15 15:18:16 2017
    B BvB posted in Module Placement & Invasion.

    Occupation/Invasion influences proportional tasking rather than direct behavior/strategy. Occupation commanders will task more groups to defensive tasks.

    So Invasion should be better for your purpose as it will have fewer units being held back to hold what is taken. Must ensure they have enough units to hold what they begin with (2 groups/ objective IIRC) and take more. Can also play with max simultaneous if there are a lot of objectives/units in the mission. Manually placing some groups at the front lines and synching them to the AI module might also help get things going as you want. :)

  2. Tue Aug 15 15:09:20 2017
    B BvB posted in IED threat level .

    Not often that one can say they are looking forward to getting blown up... :)

  3. Sat Aug 5 21:35:29 2017
    B BvB posted in IED threat level .

    Believe it is OPCOM debug. I've also found them to be extremely rare. "Most" I ever saw was 2 got placed after the server ran for 6ish hours, starting installations were extreme, they started with a lot of troops and was before the update that slowed down progression.

    Hopefully a bug, or the threat level could be used to make the OPCOM order more placed.

  4. Tue Jul 25 18:42:06 2017

    Yep, tested clear, clearish and not so clear (ends of runways, closer to hangers, out in the field. Will try and get a repro this weekend. Modwise was first with mods but had it happen vanilla too once I started trying to find a cause. (RHS and VCOM, though through editor was working fine with all mods)

    Understand theres about a trillion potential variables, and some form of user induced issue is probably the top half of that list :) .

  5. Mon Jul 24 15:52:59 2017
    B BvB started the conversation Combat logistics dedi server issue.

    Haven't climbed too far down the rabbit hole yet looking for specific cause, figured I'd check if there are any known issues in the mean time.

    Having issue where player called logistics helos are not landing to be unloaded/release slung load. They hover in place for a bit and then fly off after a while, as they would do had they landed.

    So far I've narrowed down to only happening on dedicated server, regardless of mods, but only in "real mission" conditions. If setting up a very simple single side w/ no opfor mission they will land on dedi server. If running full mission from editor, they also land normally. Running a real mission, even with placement modules to objective only to remove hostile fire from equation, they failed to land. Also of note, called UNITS will land and unload, it's only cargo loads that are afraid of the ground.

    Will test more variables, but thanks in advance for any tips or known issue knowledge. :)

  6. Sun Jul 23 15:30:58 2017

    As I understand it you can "only" do faction or side easily. The only other way is white/blacklisting, which means specify every item allowed, or every one blocked.

    It would be nice to have something akin to the faction override in this module, to just specify several factions, though if it's not there already imagine that is because it's not a simple task.

  7. Sat Jul 8 02:00:28 2017
    B BvB posted in Staticdata.sqf & init.sqf.

    Thanks for the replies guys, really do appreciate how helpful this place is. :)

    ORBAT was plan B, is there a way to define transport assets going that route? I've only spent a limited time with it a while back and don't recall there being a way at that time.

  8. Wed Jul 5 00:36:20 2017
    B BvB posted in Staticdata.sqf & init.sqf.

    Yep, tried MSV without, they "work", but only for infantry, motorized and mechanized. They have no armor, where TV has armor but nothing else. In the past Alive's staticdata also had tank groups added to MSV. I had gone the staticdata route before that happened, and then kept it as I added some airgroups as well. Not sure when they lost the tanks, as I'd kept using my file.

    I'll post my staticdata when I get the chance. The latest I tried was a straight copy/paste from the latest customfaction.hpp on the latest github release, then added armored groups in the appropriate section for MSV.

    Thanks!

  9. Tue Jul 4 23:02:49 2017
    B BvB started the conversation Staticdata.sqf & init.sqf.

    Was wondering if the method of overwriting/amending the staticdata.sqf file has changed, or is no longer possible? Tried this to give RHS russians armor as I had done in the past and it absolutely refuses to work. Used it before to get armor in the MSV faction after they stopped getting the merged treatment natively in Alive without a hitch. Not sure how many versions ago this was though. Thanks for any pointers!

    I was using this in the init.sqf, same as in the past

    if(isServer) then {
     	waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
    	call compile (preprocessFileLineNumbers "script\staticData.sqf");
    };

    *I know I could do an orbat editor clone, but last I tried it there was no way to set transports (helos/trucks) and supply crates. :(

  10. Sun Jul 2 16:35:06 2017

    As usual, 3 steps ahead of me. Sooo what will the next winning lottery numbers be... :)

    Sorry BvB I edited your post instead of replying to it... MOAR COFFEE!!
    - SavageCDN

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