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Last active 7 years ago
I will do that... Quick question, or, suspicion. If I didn't have a mil placement (military) module down and synced, I'm wondering if the opcom wouldn't pick the roadblocks up as objectives? I think they fall under the mil placement (mil), anyway.
I am just running a simple test mission in one city in Al Rayak, to see how fast an insurgency grows from one unit. They've done well, expanding to include 3-4 groups, 3 installations, and growing. One of the missions listed in the debug marker is "roadblocks", which I do have set for them to try for in the module. They succeeded after a bit, and a roadblock spawned. Unfortunately, it's empty. Not the first time I've seen this, but the first time I've been watching closely enough to not think it was something else.. Any idea what might be causing this?
LOP_AM is faction. See photo for more info.
Made another while I was posting:
Hi,
I'd like to gain a little insight on how to use a script to create an ALiVE compatible task (one that will persist).Want to hook it up to a trigger.. task fires when trigger is activated. Any help or examples are appreciated.
@matze I found a great script while working on this:
http://www.armaholic.com/page.php?id=23995
Works like a charm man. For your purposes, you can make an area marker and then set the script to spawn x amount of IED's of x size within that marker area... poof, minefield. Script also has some awesome visuals and logical placement, if you just want to try random IED's.
I'm guessing this takes away from the asymmetric aspect somehow, not sure if IED from factory to ground is fully modeled but if it is, this would obviously break that... Currently I have ALiVE IED's turned off, but have left suicides and VBIED on. Looking for an SVBIED script.
yeah... that made a big red box lol. maybe something to think about for the devs though... letting us layer stuff in that manner. like photoshop lol.
Thx. Is two modules for IED also an option? Would be nice to do a low amount of randomly placed IEDs using one module, and then sync a second to the asymmetric opcom to give enemy areas a little more density.
I am making a Clafghan mission with 3 different factions:
ind (LOP_AM), at war with red and blue
red (ISC_IS) at war with blue and ind
blue (rhs_faction_usarmy_d,rhs_faction_usmc_wd)
Both the more serious ISIS and the less capable militia forces will be asymmetric OPCOMs working against the US (and one another). My issue is that I need both of them to place CQB units and IEDs. Can I simply sync the CQB module and IED module up to both OPCOMs?
I nwlieve it tuens green when "recently" patrolled right? So I assume it turns red again given time.
Mostly it's that they don't go "clear" when the enemies are cleared out of that grid, nor do they change color to indicate activation when you get close, etc. with EOS, if a grid is deep red, there is definitely an enemy there, or if there is not the grid will turn green as soon as blufor enters. Keep in mind... with EOS each red grid is a hand place marker that the script takes over and changes based on criteria. I don't like this, none of it... but they want a server where players can go fight the enemy casually without a ton of group prep or pre planning. Part of that means knowing where to go.
Thanks for thanking the time to read. I am on the mission team for my unit, and am working on getting us moved from EOS Insurgency to ALiVE Asymmetric. Frankly I feel ALiVE is obviously much better in every way, but my "leadership" here in 15th has set a requirement that the red grid enemy green grid clear system stays put. I tried TRACE but they aren't happy with the results.
Has anyone previously created a way to use just an EOS style grid system on top of ALiVE? If I can get past this last major hurdle and a few smaller ones, we should be able to adopt. Any assistance appreciated, as always.
-doc