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BvB

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  1. 8 years ago
    Thu Sep 1 18:43:11 2016

    Ironically it did work for a while. Before they added the towed guns, when it was only BM-21/2S3 SPA & M109, the arty worked fine for both sides. Don't know what RHS changed at that point. :(

  2. Tue Aug 16 16:08:11 2016
    B BvB posted in AI Resupply?.

    In theory, though crates or scripts would probably work out better; less chanceof getting in the way. A simple script to replenish ammo after every X amount of time passes, and if done by radius will work should you have the AAA respawn too.

    Dont have an example handy, but should be able to find sone searching the BIS scripting forum. Have used them in the past for HMG/Mortars/recoiless rifles that I wanted to always be rdy for the next wave.

    For ammo truck or crate though, yes, auto refills. just set up a test of ammo source and AA, olay as AA, shoot n make sure its refilling to ensure its placed in the right orientation, then copy/paste into your mission. They do have finite supply though, so if it will be shooting many loads worth in a busy/long mission, script will be what you ultimately want.

  3. 9 years ago
    Fri Jan 1 20:01:29 2016
    B BvB posted in IED & Artillery questions.

    Ducky, using Massi's Altis Guerrillas pack mortars with combat support worked just fine. Imagine since they're from the static/vehicle pack, only the troops manning them change from one unit pack to the next, they should all get along with Alive.

  4. Thu Dec 31 07:27:34 2015
    B BvB posted in IED & Artillery questions.

    For the map, mostly Altis, a few times on Kunduz. I'd only tried unsynced a few times in passing and they were definitely there, just wasn't sure if they would remain a persistent threat, glad to hear they do, at least something to play with. Thanks!

    Spyder, any chance you know which file(s) such references are made in for the arty? At least I can see if it's something I can get working in the mean time until/if an official fix comes around. Imagine such things are pretty low priority relative to "real" work on Alive. The RHS self propelled (M-109 & 2S3) definitely work, this is why I thought there must be something akin to faction mapping in general for arty, or explicitly for the RHS stuff. At least I know I didn't somehow sync the mortar/howitzer modules wrong. :)

  5. Wed Dec 30 00:36:31 2015
    B BvB started the conversation IED & Artillery questions.

    1:
    Trying to find the best solution. As it stands, I've yet to encounter a single IED when the module is synced to the commander. Last few times playing, had the server running up to 10 hours, they had an initial spawn of 1200 (max) and their spawn area was ~90% of the AO, while the invading commander spawned on a very small area. Asymmetric commander was set to extreme for facilities. There were IED factories all over the map when using the debug view facilities, they had scads of troops from the get go, but still never encountered an IED. Suffice to say, this isn't exactly creating the high risk/tension travel environment I was hoping for. :-) As an aside, would it be possible to include another Asym commander option to set frequency/priority of IED placement?

    So, I'm going to try the unsynced module. I've used it before, not ideal since it seems to be town-centric, but at least they're out there. When using this, is the "pool" of IEDs finite? IE, does it spawn a fresh batch each and every time I enter the town, or, once cleared, it's cleared forever? If the latter, is there a means to refresh it during the mission? Then I could just set after X time or X condition it gets reset.

    2:
    For artillery support, where are the units defined that may be used by the support system? I gather they must be specified somewhere, as using the new mortars and tube artillery in RHS, they appear on the combat support page, but have no options (shell type, spread, etc) and thus cannot be used. I extracted staticData.sqf, added them in all the sections that the M109/2S3 appear, and used the init.sqf method of adding/overwriting staticData.sqf, but it didn't seem to work. However, there was no way to verify that it did indeed add/overwrite anything. I was unable to simply pack it into a new pbo just to confirm/deny this worked, as the internal structure seems to have changed drastically from prior ALIVE versions, and I've no idea what tool to use to repack. PBO manager packs but doesn't run in game, addonbuilder just gives an error message when attempting to pack.

    Thanks! Absolutely loving ALIVE. This is easily one of my favorite additions to the game series, going all the way back to OFP.

  6. Mon Dec 28 04:47:06 2015
    B BvB started the conversation Assymetric commander, does side matter?.

    Up to now, I've used Independent "side" as the assymetric commander. However, utilizing RHS, I wanted to have their insurgent force as a conventional/occupation army, with an insurgency friendly to them, all opposing an invading Russian force. Does having a BLUFOR faction as asymmetric work without issue?

    Thanks!

  7. Sat Dec 19 17:53:30 2015

    The scripting that does this uses percentages and divisors by class. An armored group counts about double what an infantry group would, while mech/motorized are a touch higher than the leg grunts, to account for a squad + vehicle crew I assume and/or combat value of vehicle in the case of mech. IIRC, armored is structured to equal approx 20 "men" per group (in the calculation, not necessarily in reality, as actual tank groups are typically 2 & 4 tanks, with 3-4 crewman per tank), though it's a bit fuzzier than that, as the non-selected class percentages (eg motor & mech for "armor", motor and armor for "mech" structures, have random multipliers in determining proportion of force.

    You can also use the override setting for a certain type of unit to eliminate them from that mix. Eg set leg infantry to zero for armor or mech mil/civ spawn if you only want no leg infantry, or zero for everything but infantry on a "light infantry" if you want only foot grunts spawned.

    *WTF did I just say version: No, armor, 200 size won't spawn 200 tanks. :) It will spawn a tank heavy mixed force that should total "somewhere in the neighborhood" of 200 troops.

  8. Sun Sep 27 20:07:32 2015
    B BvB posted in Question on Factions (&RHS).

    Thanks! Hopefully will be able to make heads or tails of it from looking over the .sqf you mention.

  9. Sun Sep 27 13:33:59 2015
    B BvB started the conversation Question on Factions (&RHS).

    First time here, loving Alive! :-)

    Have a question regarding how RHS (which should help me in general) is being used by Alive. Is it currently relying solely on the RHS config files, or is there something "within" Alive also at play? I ask because I've noticed for example when using the MV RHS faction, they are spawning tank groups, which are only available from other RHS factions (TV, and one or two others).

    While in and of itself, this is a good thing, I was making a config for personal use with altered group compositions (BTRs as motorized, getting rid of all the small 3 infantry and a truck type groups replaced by full squads so each "Group" has comparable staying power in battle).

    Is there anything in the alive files daisy chaining the factions together?

    Also, skimming through I read you can make custom faction maps, is there any example files available? The only instance I saw actual code was a little generic, so I wasn't entirely sure I understood, specifically I didn't see where it was explicitly naming a faction within the code.

    Thanks for any pointers

  10. Sun Sep 27 13:28:11 2015
    B BvB joined the forum.