Blacklist not working?

  1. 9 years ago

    I don't think the blacklisting works in the ALiVE modules, because suddenly, I see a whole battalion of enemies in BLUFOR's FOB (which was been blacklisted). How do I hinder this from happening?

    The enemies also have AAA and MBTs, but I have disabled everything for the enemy forces except for Motorized and Infantry. How do I fix this?

  2. Edited 9 years ago by SavageCDN

    I can assure you blacklisting works you can even have multiple blacklists per module or use the same blacklist marker for multiple modules. I would double check you have no typos, etc in the marker names. Also note that blacklisting does not prevent groups from moving into a blacklisted area.. just prevents them from spawning there.

    In your placement modules make sure the composition is set to Motorized or Infantry, and manually adjust the groups in the module by placing a zero next to the types you do not want (ie: Armor).

    You can also add a custom unit blacklist see here for more info:
    http://alivemod.com/wiki/index.php/Custom_Blacklists

  3. "In your placement modules make sure the composition is set to Motorized or Infantry, and manually adjust the groups in the module by placing a zero next to the types you do not want (ie: Armor)."

    I have done both of these things, and still they use AAA and MBTs and IFVs.

    As for the blacklisting, I have no typos in the marker names, however, I think they are moving into our base, as they're not spawning there. How can I prevent this from happening?

  4. Within ALiVE there is no function to prevent units from entering an area, you'd have to use another 3rd party solution.

    You can test this by turning on debug in the AI Commander modules this will show group icons on the map and you can tell if they are spawning at that location or moving to it (or under ALiVE menu, Admin Actions, Enable profiles debug)

  5. Friznit

    4 Jun 2015 Administrator

    Black listing only removes that location as an objective for the AI Commander, it doesn't prevent the AI from coming to kill you if it detects you there.

  6. Edited 9 years ago by henoik

    @SavageCDN Within ALiVE there is no function to prevent units from entering an area, you'd have to use another 3rd party solution.

    You can test this by turning on debug in the AI Commander modules this will show group icons on the map and you can tell if they are spawning at that location or moving to it (or under ALiVE menu, Admin Actions, Enable profiles debug)

    Yeah, I know they're not spawning in my Blacklist point, however I think they do in fact have an objective to move there or something, because when we spawn in after 2 hrs of the server running or so, there is always a huge enemy element there.

    By the way, how do I open the ALiVE menu?

  7. The ALiVE menu can be opened by pressing the App Key, basically the windows button but on the right side of the keyboard. You can check if their is an objective there by turning on debug for the enemy Military AI Commander. If there is a big yellow square on top of your base then that means there is an objective there.

  8. Yeah, they do not have any objective over our FOB.

    How do I prevent them from moving into my FOB?

  9. I use blacklisted markers with specific radius. Working like charm.

  10. Same here, but they still move into my FOB

  11. @SpyderBlack723 The ALiVE menu can be opened by pressing the App Key, basically the windows button but on the right side of the keyboard. You can check if their is an objective there by turning on debug for the enemy Military AI Commander. If there is a big yellow square on top of your base then that means there is an objective there.

    There are several yellow obj markers over my base...

  12. Put the mission download link that we could have to look why its not working for you.

  13. mission.sqm: https://paste.ee/p/E19nO

  14. Edited 9 years ago by DaVidoSS

    Well your mission is bad configured.
    According to youur C2ISTAR Tasking system you want to BLUFOR cooperative with INDFOR against OPFOR.
    First at all is that you cant control hostile factions with one OPCOM.

    class Item0
    						{
    							value="false";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="debug";
    						};
    class Item1
    						{
    							value="false";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="persistent";
    						};
    class Item2
    						{
    							value="occupation";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="controltype";
    						};
    class Item3
    						{
    							value="0.9";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="reinforcements";
    						};
    class Item4
    						{
    							value="OPF_F";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="faction1";
    						};
    class Item5
    						{
    							value="IND_F";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="faction2";
    						};
    class Item6
    						{
    							value="BLU_G_F";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="faction3";
    						};
    class Item7
    						{
    							value="OPF_G_F";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="faction4";
    						};
    class Item8
    						{
    							value="";
    							parentCls="ALiVE_mil_OPCOM";
    							typeName="factions";
    						};

    At least you need to set resistanceEAST to 1.

    	class Intel
    	{
    		briefingName="VNAF Irak";
    		overviewText="VNAF reiser til Irak";
    		resistanceWest=0;
    		startWeather=0.29999998;
    		startWind=0.099999994;
    		startWaves=0.099999994;
    		forecastWeather=0.29999998;
    		forecastWind=0.099999994;
    		forecastWaves=0.099999994;
    		forecastLightnings=0.099999994;
    		year=2035;
    		month=6;
    		day=24;
    		hour=12;
    		minute=0;
    		startFogDecay=0.013;
    		forecastFogDecay=0.013;
    	};

    Second thought you want use in your mission 3 different mod medical system which can lead to unexpected events.

    Third thought:
    You have set that all to get FOB as blacklist marker. There are no such marker in your mission.

    class Item2
    						{
    							value="FOB";
    							parentCls="ALiVE_amb_civ_placement";
    							typeName="blacklist";
    						};
    
    ----
    class Item15
    						{
    							value="FOB";
    							parentCls="ALiVE_mil_cqb";
    							typeName="blacklist";
    						};
    ----
    class Item2
    						{
    							value="FOB";
    							parentCls="ALiVE_mil_ied";
    							typeName="blacklist";
    						};
    ----
    class Item2
    						{
    							value="FOB";
    							parentCls="ALiVE_civ_placement";
    							typeName="blacklist";
    						};
    ----
    class Item2
    						{
    							value="FOB";
    							parentCls="ALiVE_mil_placement";
    							typeName="blacklist";
    };

    I will change your setup after you can start from that point .

 

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