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Last active 8 years ago
Hi all, I was making a new mission in wich there are different Factions under the Green Forces on the ground, me and my teammates are sent on the ground to do some disturbance actions.
I've placed the C2ISTAR Module but I was wondering....
HOW can I make it give me Tasks against both the factions?
Should I fill the first factions space writing both the factions divided by a comma?
Or should I use also the space below?
I mean:
Like this:
FIRST SPACE
My Faction: BLU_F
Enemy Faction: IND_F,BLABLA_F
Or like this
FIRST SPACE
My Faction: BLU_F
Enemy Faction: IND_F
SECOND SPACE
My Faction: BLU_F
Enemy Faction: BLABLA_F
@SavageCDN Too late :)
https://github.com/ALiVEmod/alive/issues/220
You're not the first to ask for this so thought it best to at least add it to the wishlist.
Okay!! Then thank you !!!!
@SavageCDN At the moment no there is no way to adjust that height. I'll add it as a feature request but no guarantees.
Okay!
Don't add the request, it's a super secondary thing.... I was just asking if there were any tips or workaround ;)
Thanks ;)
@SavageCDN basically they said there is already an option to fly very high for HALO jumping
Are you talking about the "Low"-"Mid"-"High" value selectable by the Menu?
I tried to make the Chopper Move to a location at "High" altitude but it fly at like 200 Meters that isn't the best if you want to do an Halo Jump.
Is there another way?
@Riley This is an age old problem with the choppers in arma. The AI do not know how to slow down without gaining altitude.
Workaround is to give the chopper a move waypoint then give it a "slow" land waypoint when close to your destination.
Too much trouble most of the time.
Okay, I was 80% sure that it was an Arma problem and has nothing to do with the mod..
Thank you
I have a little issue using the chopper
I always use "low" for the altitude and when it gets to the Insertion Point it goes HIGH HIGH HIGH (to slow down) then it goes down and land to drop us...
The problem is that going High like that makes him visible from every unit in the map so it is not GOOD, it always takes fire from everywhere XD
Is there a way to let it slow down making a long turn slowing down then land instead of pulling high?
Or this is a problem of Arma AI that has not to do with the mod?
Ok tried to Lower the Placement Module Units and it seems to work now.
Thank you all!
@HeroesandvillainsOS A faction's name is not the same thing as how to call the faction with ALiVE. Example, place unit down from NATO. Right click on that unit, open the config viewer, and scroll down to where it says "faction." See how the faction is BLU_F. That's the name you'd need to use in the override to spawn that faction.
For your specific request, RHS configures their factions a bit differently and most of them are not compatible with ALiVE. The faction you want, AS FAR AS I'M AWARE, is one of them that won't work even with the correct faction name.
The ones that do are listed here: http://alivemod.com/wiki/index.php/Supported_Factions
Now that ORBAT is in the wild, expect to have a lot more RHS support here soon. See Brawler's post from a few minutes ago.
I saw ORBAT, pretty interesting! Hope I'll manage to use it with my VERY LOW skills in this things XD
Thx anyway!
@SpyderBlack723 spawn in a unit that belongs to the faction you wish to know the classname of
set the unit as player
pause the game
type
copytoclipboard str faction player
into the debug consolepaste faction classname from clipboard
Got it! Thanks a lot!!!!
@SavageCDN If that faction exists then you just need to put the faction classname in the override field.
Sorry my question was not clear..
The faction exist in RHS because you can find "ChDKZ insurgents" in both the Indipendent and OPFOR Units List.
My question was like: If writing "ChDKZ insurgents" in the Faciont Override would Spawn Green "ChDKZ insurgents".... Then how to spawn Red "ChDKZ insurgents"?
I'm reading and reading and reading the OP but can't understand.. Sry....
@HeroesandvillainsOS On the wiki it's stated pretty clearly that using large amounts of units in the modules, but limiting them dramatically in the active limiter is not the ideal method and can cause issues. I'd personally try raising the amount with the limiter like Incontinenetia said and then lower the civ/mil obj spawns if needed for balancing.
Oh crap, didn't read this, sry