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Last active 6 years ago
You should be able to drag the menu around too. I haven't created a new mission since the update so I haven't messed with ALiVE modules, but just general editing in Eden has the same problem in the center of the screen. I just dragged the menu a little up and to the left, and was able to select the drop down menu fine. Must just be a deadzone in the center.
@SpyderBlack723 Would be pretty performance intensive, checking every signed profile with every single trace grid.
I meant for like a certain group, I'm commanding a non-virtualized platoon using High Command/AIC. My apologies, I should've specified in the original post. If there's no way to specify groups for TRACE clearing, I'm open to allowing virtualized units to clear them, even if it is performance intensive, I'd love to play around with the feature if possible.
No I don't want this feature to track AI, I just want it to simulate AI from my platoon clearing a village when I order them to a certain TRACE sector. Therefore, I don't have to walk to each sector of a village myself to turn it all green.
Is there a way to allow unvirtualized OR virtualized units to turn TRACE squares green?
Right, thats what I was hoping the case was. Maybe making use of civilian ambient vehicles, and this is a long shot, but maybe driving them within the vicinity of a weapons depot to turn it into a mounted technical? That would be too amazing.
Is there a way for asymmetric forces to somehow acquire a vehicle to replenish their force pool? I have my insurgent forces starting out with three technicals, and I didn't know if after those three were taken out, if more would ever surface.
I've created a new semi-lightweight mission using a lot of the mods I usually use, excluding some of the heavier ones like ACE. The logistic convoys seem to be functional now, though some little things prevent it from working sometimes. For example, when you request infantry units for a convoy and they parachute in, the whole unit takes damage when landing, and some die. You can imagine this causes problems with whatever logistics request those units were involved in and they don't leave after landing. I'm going to keep performing tests and hopefully I can get logistics working how they're supposed to. I've made a lot of progress since the initial post.
@HeroesandvillainsOS Interesting. Is this across the board? So all logistics convoys in every situation and mod set won't get virtualized?
I've yet to try on other factions, but it hasn't worked for RHS factions nor my ORBAT created ones.
@SpyderBlack723 Forcepool should be displayed properly in MP for next update
Keep in mind you need to be the same faction as the OPCOM who's forcepool you wish to view.
I believe this was my problem in my original mission, I was playing as a rhs_faction_usmc_wd member trying to command rhs_faction_usmc_d soldiers.
Is there a way to specify where the helicopter insertion heli will spawn? Right now it spawns up north towards the enemy, then travels south to it's custom objective, then heads out the insertion point, which is up north typically.
I've set up a lightweight conventional mission on Stratis using only RHSUSAF, RHSAFRF, CBA, and ALiVE and the logistics seem to work better. The force pool shows after the mission initializes for a moment and I'm able to request logistics and get quick responses, as well as track the status. Convoys still are not working, however. They get parachuted in and just sit there, and the convoy portion of the logistics is the one I'm trying to utilize.
It seems like ALiVE isn't virtualizing the units, when they spawn they aren't recognized by ALiVE and don't have their own profile. After "profiling non-profiled units", I was able to order the motorized units via the Operations section, but I was hoping the convoy feature itself would do all of that.
The helicopter transport option seems to work fine, though the helicopter spawns in a weird area and then travels to where I have my custom objective/logistics module THEN heads to the drop off point, but overall it works.
I was hoping that was the case, I might search around this staticData file and see the classifications so I can better understand the situation in Takistan and what needs protected.