arismagic

Member

Last active 3 years ago

  1. 5 years ago
    Wed Oct 2 21:36:54 2019
    arismagic posted in Collaborative Mission Development.

    AWESOME... For some reason, I can't send you a friend request on Discord... My Discord is: A. Ares#3160

    EDITED... Probably the spelling was wrong as the first letter was capital!

  2. Wed Oct 2 21:20:08 2019
    arismagic posted in Collaborative Mission Development.

    @diveyez I AM IN!!! Although I am not really good mission maker and pretty new to ALiVE but I want to participate in your project in any way I can!

  3. Wed Oct 2 20:58:36 2019

    @UncreatedLemon91 mate, I LOVE extended jamming... Hope we help a bit with our suggestions... What do you have to suggest?

  4. Sun Sep 29 14:33:23 2019

    @JD_Wang ououfff... All 3 you mentioned are scripts and I cannot script (and it is really hard for me to understand scripting) further than a simple addAction BUT... I will definatelly try the traffic script! Thanks and please keep posting guys...

  5. Sat Sep 28 00:27:23 2019

    Dear @JD_Wang , I have to admit that I didn't know about Guilt and Remembrance and I just downloaded it!

    About some other mods that I tend to use almost always (I suck at scripting so, I tend to... let's say avoid them) are the following:

    Align from LAxemann and joko - don't ask me anything as his (LAxemann's) Mount which actually is not on Steam Workshop (but I can provide a link if you want to try it out!) (and I would like to say here that I do not use non-Steam Workshop mods cause on workshop is super easy to download and set them up! It is just a button!)

    Then is Immerse from LAxemann and joko - don't ask me anything

    Also dzn Extended Jamming from Buzzil which in my opinion adds a lot to the actions you take to clear a jammed weapon and I do not refer only on the actions to clear the actual jam but to the actions that you take BEFORE you start clearing a jam on a weapon!

    Magazine Simulation A3 from Gokmen and Bullet Casings from Hortzy.

    MRHMilSimTools from Mr H. which is a small mod that can give you some really nice options like having the map as an inventory item and not placable in special slot (like what ACRE2 does to radios!) so like this you can open a map in front of you and every one will be able to see your map (something like RL!) and other small things like this!

    LRG Fundamentals from Mokka and MitchJC is another mod that adds some choices for the mission maker like "only characters designated as pilots can fly a chopper or plane!" or they have integrated some scripts like the one that allows every player to "flip" back to normal the vehicles (because... ArmA sometimes is ArmA!!) and other things like these!

    KAT - Advanced Medical from Katalam. Since I found this mod, I integrated in EVERY mission. It gives ACE's already amazing advanced medical system even more depth!

    ADV - ACE Splint from [SeL] Belbo is a really good and usefull (imho) mod that makes it possible to avoid the ACE's PAKs every time that someone has damaged one of his limbs (arms or legs!) with the possibility (depends on the settings that you will choose) to make the splint either permanent or to last only for a while!!!!

    Diwako's ACE Ragdolling from diwako gives also a nice touch to the way enemies and player characters react when they get hit!

    Cinematic Lens Flare from AveryTheKitty gives a nice touch too to the lights!

    Breaching Charge from Ampersand is one my favorites especially on the part that we clear towns from enemies from an AI commander and CQB module!

    I won't even bother to say "ACE", "Enchanced Movement" and other so... Classic that I believe that 99% of ArmA community use these days! Or I won't refer to "Communication Mods"... (I LOVE ACRE2!!)

    (Although I can go on for some 10-15 more mods) You probably can tell by now that I LOVE small mods that gives just a small bit of immersion on its own but all together makes the virtual battlefield and the way you operate (on personal level... not on team level) more intresting and more reallistic (an excelent example is the one that I mention about "extended jamming mod"!). I also love mods that enhance sound and effects like expolions, weapon sounds and soundscapes!

    Hope I didn't get you boring and I gave some things to look for or some "food" for talks!

  6. Tue Sep 24 23:20:57 2019

    Dear @SavageCDN , no worries about the "latency" on your reply. You were extremelly helpful with all the info and the advise that you sent to me with your previous replies! My questions were answered on discord server from SpyderBlack723 but your contribution here completed the picture for me. Now I believe that I have a better undestanding of how the OPCOMs and the Logistics work for AI and how to set my missions! I will declare this post as [SOLVED] thanks to you and I will be available to contribute to the forums for your wonderfull mod. Again, thank you for everything.

    ArmA as much as you can and always with ALiVE.

  7. Sat Sep 21 14:13:25 2019

    Alright! @SavageCDN, Sir, here I am again. I managed to mobilize a big amount of forces by setting down a bif BLUFOR force and by minimizing the number of objectives. After some objectives were captured by the commander and after the OPCOM analysis, the OPCOM ordered the TACOM to attack another objective and TACOM received a message that was saying "no groups available"! So my questions:

    In which cases a message like this may pop? And what it may mean?

    Does the OPCOM "garrisons" troops in any and all the objectives that he captures and secures and if yes, is there a way to change this? (e.g. There is an objective on the edge of the map away from the front lines and it seems that OPCEM has garrisone about 6-10 profiles there and at the same time, he is unable to continue offensive operations!)

    What happens if OPCOM indeed "runs out" of available units due to garrison duty?

    Is there a way to mobilize the garrisoned units depending on the objective's priority (e.g. if there is a small priority objective and an objective with higher priority needs defence or recapture)

    Again, my question from my previous do reinforcments are asked for maintaining ability to continue offensive operations or they are called only for casualties replenishments?

    Again, thanks in advance for your time!

  8. Sat Sep 21 01:18:00 2019

    Alright... Dear Sir, @SavageCDN you were right! I did some debugging on an really simple set-up and it seems that my OPCOMs couldn't really find any objectives under my TAORs. So, I set-up a Custom Obj. module and when I synched it to OPCOMs, they immediatelly mobilized there forces! So... Cheers for this!

    But, I encountered another problem. When I set-up more than one Custom Obj. modules (with different priorities too!) I get a message from the OPCOM debugging that says something like No more groups found . I have placed a full 1200 battalion for each of my OPCOMs and I have set the Logistics to infinite So I got many questions here as I couldn't find an answer on the wikis!

    1st: I thought that since there are 1200 "people" under my OPCOM's orders, they would suffice for almost the whole map (Takistan for example!). Am I wrong? Does my OPCOM needs more than that???

    2nd: If I spawn only a small amount of squads (for example 2 platoons (60)) for my OPCOM, is he/it gonna be able to use only these or can request reinforcments?

    3rd (which actually comes as a continuation of the 2nd): Logistics and Reinforcments are only to replenish casualties or OPCOMs can ask reinforcments so they can continue their operations cause, the way I see it is: IF you have many objectives (with many TAORs for example) and not enough forces (especially if OPCOM is set to Occupy OPCOM eventually won't be able to pursue his mission/objectives anymore due to inssufficient human resources! Is that true?

    and 4th (which may be a bit irrelevant): Does the Civilian Placement module always debug the civilian placement with objectives with zero priority? Because I always get many zero priority objective and civilians spawn correctly!

    Again, thank you in advance and I am really sorry for the big posts!

  9. Thu Sep 19 21:19:31 2019

    @vansailer no, all commanders have the same problem... I believe that SavageCDN gave the solution to my problem but I have to test it!

  10. Thu Sep 19 15:35:32 2019

    @SavageCDN thank you sir. I will do as you suggest. Thank you for everything and especially for your lightning fast answers!

    P.s: I have seen the numbers from the OPCOMs debugging and I believe that the middle number was "0" (zero) for all of my TAORs!

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