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Last active 7 years ago
@Shizzak I believe he means which faction are you using for the logistics? Which faction is your character, which faction is the opcom, and which faction is the logistics module set to?
All 3 need to be the same.
Also GREF does not work with ALiVE.
Using zip file version of project opfor (some interesting goodies, I'm looking forward to them!), here are results.
http://i.imgur.com/6cz1gI5.png
As you can see, the new version appears to work perfectly. I also noticed that in this particular instance, the game spawned a proper insurgent roadblock from ZEC. Liking it!
Thanks for assist. @Tupolov looks to be solved on the offending mods end.
Is there more information on these tasks somewhere?
I would like to contribute to the wiki. Would the devs consider opening it for the community to contribute? You can approve changes, if needed. If not, would you consider supporting an effort on behalf of the community to make our own?
You need to be the same faction as the commander for player logistics to work, @AUTigerGrad. Also, RHS SOCOM is not ALiVE compatible, so by playing a unit that falls into that faction, yes, will not work.
As per wiki instructions , the player, military logistics module, and commander must all 3 be in the same faction for things to work properly.
I am currently working on an Al Rayak mission as RHS_faction_usmc_wd, and have logistics working fine using the above method. Sorry to dig up old thread.
I will do that today, yes. Thank you.
Tupolov,
TY for reply. As for your possibilities:
Tried with a different faction, rhs vdv, and roadblocks were manned. So, probably this. Whoever worked up the compatibility for the new Project Opfor might want to check on this issue, I suppose.
I'm a little perturbed by that as well... It's my fault because I'm using the cqb module, but 3-4 mins into a mission that started with one group, I had 30-40 enemy fighters in the city and surrounding hills. A lot of people love having a lot of insurgents, but I want it to feel like an insurgency. Besides turning off the cqb module completely, thus losing those auxillary guards at IED factories and such, I'm concerned about how to actually keep it under control at this point. The group count, I mean.
It is an option in the opcom module same way use installations
is. hold on photo inc...
It's an option in the asymmetric opcom. roadblocks yes/no. I set it to yes, and the initial groups were given the objectives ["roadblocks" "recruiting"]. they completed their objective and a roadblock spawned, but no men. At the time the asymmetric opcom was only synced to a civilian objectives module, I hadn't placed one down for mil.