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Not sure if the staticdata internal to the mod is still used, but it added tank groups to msv's pool of groups. I've been usong custom staticdatas for a while so not sure if it is still valid, if rhs changed group names etc that may have thrown a spanner in the works.
If you did that, set logistics to static and made it 999 priority you should be good. I did this on a mission where the highest priority non-custom objective was an airbase and the runways were forever unusable because of the constant parachute traffic. :)
Fwiw, I onow paradroping was done to avoid seeing units just appear, but such an option would be nice to have, as parachuting units may also be out of place in some situations.
Should have a chance to play some in the next day or two, almost always use RHS so will keep my eyes open, if only to confirm is happening here too. :)
In the future world of ALiVE, roof repairmen are king. :)
Yeah I'm thrilled to see this coming. As is Ill scatter some empty mgs/mortars/atgms/recoiless rifles between buildings, windows n roofs. To have it random and automatic will be a huge step up, and mortars coupled with AI mods to use them will make good recon and cas/arty far more vital.
Hate to start a new thread but didn't see one to shoehorn into... :)
Is it possible/how might one go about defining what static weapons to spawn on rooftops using this? This is an awesome feature, but was wanting to keep the kit consistent. Thanks!
Havent tried latest updatw but just prior (December) vanilla mortars weren't working, they would only fire one round each regardless of how many requested. The same happened with RHS towed arty (M118/D30). I know at least a few versions ago these all seemed t9 work.
Strangely, Unsung mod's US 107mm mortars will fire all rounds requested. They do have a much higher rate of fire than vanilla though, which may be relevant. I noticed the vanilla mortars fire their one round, act like their aiming again then stop, almost lile not being able to immediately fire causes them to abort. Odd though since the SPA pieces work without a hitch.
Back with a few more, have had a little time to feed my addiction. :-)
First, with civilian spawning: Do they "respawn"/regenerate to replace the, erm... oopsies that happen? I tried testing and it seems not... I may have gone to two villages and war crimed the population to zero, then left it to run for about an hour, and both villages were still bare. If they do and just coincidentally did not appear here, disregard. If they do not, is there any means currently available to repopulate, such as spawning a new placement module via script or something? If not, could an option be added to allow them to repopulate, sort of how the random IEDs can regenerate in areas previously cleared? Additionally, will editor placed buildings be considered for civilian spawning? Such as on the Unsung map, adding a few more huts to a village?
Second, and somewhat related, do civilians disappear when recruited by the asymmetric commander? I also monitored this, and it appears not, as I had it at extreme and there were quite a few squads recruited and roaming around by the time I came back from the civ test, and the debug view showed civilians were still present in more or less the same areas they had been, sans the two that were... cleared by some evil rogue soldier. By the same token, if not, is the recruitment totally behind the scenes? IE. an they still recruit from those two, now empty, villages if not physically plucking people from the game world? That is my ultimate concern, as I want to ensure a healthy insurgency with long playtime, the ambiance of seeing civilians is also nice, but secondary.
Third, on the Tanoa map, was there ever a method introduced to deal with Asym. installations (HQ, IED factory, etc) in the indestructible buildings, like tracking the objects rather than the buildings? If not, understand that is effectively a BIS issue that came unexpectedly, just curious. If not, I guess that will indirectly work towards that longevity goal.
Lastly, is there any not too resource pricey way to track casualties? I remember this from one of Benny's CTI missions, seeing the count when the mission ended, gave an interesting spin to the usual "Mission failed/completed" ending.
Thanks! Arma wouldn't be the same without ALIVE. :-)
I wouldn't say it takes away, glad you made me aware if it. :) IEDs go from factory to insurgent to ground when linked to OPCOM, but unless the scenario is modeling the instant the insurgency began, such options allow us to better model that it's not day one. ;)