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Wolfsauge

Member

Last active 7 years ago

  1. 7 years ago
    Mon Aug 1 17:37:06 2016
    W Wolfsauge posted in Kunduz.

    Works fine, played almost the whole last weekend on it, while making sole use of latest ALiVE and Kunduz 1.20.2. In May I created this upload http://imgur.com/a/leFk7 with Kunduz 1.20, top is civilian and bottom is military placement debug.

  2. 8 years ago
    Sun Aug 30 09:53:48 2015

    Okay, that is what I see them using.

    ".. nothing I can do about that unless they [RHS maintainers] add some in."

    Thanks for the good work!

  3. Sat Aug 22 20:06:31 2015

    Alright, thank you very much, SpyderBlack for your reply. Right now I'm feeling a bit of a headache thinking of the extra work which the RHS' nonstandardness might already have created for you in the past when making it work with ALiVE.

    Additionally, this staticData hint gives me a keyword to extend my search and learning on. So far I've only used the vanilla editor, ZEUS and some prefab scripts.. never edited Arma 3 files myself, except for description.ext. I guess it's time to learn it now.. thanks for that, too!

    Right now, my vacation is over, work starts again on Monday - so it will take me a bit of time to test any suggestions on this. I'll check back here and I've activated the e-mail notification, in order to give feedback on any suggestions. Take your time..

  4. Sat Aug 22 19:45:44 2015

    How can I make the ALiVE Military Placment Custom Objectives module work with RHS factions correctly, when I use multiple factions on the friendly side?

    I've setup the map of Zargabad in the EAST with a BLUFOR_1 TAOR marker around the military objective in that particular map there. Within that marker, I have placed an ALiVE Military Placement Military Objectives module, configured to spawn, for example, rhs_faction_usarmy_d. When placing an ALiVE Military Placement Custom Objectives module in that same TAOR marker with, for example, the rhs_faction_usmc_d, my C2ISTAR always auto-generates tasks for the faction my player is in (rhs_faction_usarmy_d), to take this additional base with the Custom Objective, but there are no enemies there, just the other friendly faction.

    When I let my custom objective spawn 3 infantry groups, my AI commander seems to pick them up.. i.e. after a while they move out having waypoints that I didn't set myself, which are clearly in enemy territory. Also the units of the MCs and the ARMY units do not fight each other and seem to consider each other to be friendly.

    I guess this might be either a bug/non-implemented part of RHS/ALiVE, or something related to C2ISTAR. Apparently the additional USMC base within the custom military objective close to the actual military objective I placed is just not fully recognized as friendly. Unfortunatly I didn't dig deeper into this, yet, whether I might have set it up incorrectly.

    My AI commander commands ["rhs_faction_usarmy_d","rhs_faction_usmc_d"], while I have to put these names without quotes and brackets into the matching fields of the respective placement modules.

    Currently a few things come to my mind on how I could furtherly try to debug this.. for example giving the additional base the same faction as the Military Placement Military Objectives module. However, it might be well known, already, what I'm experiencing here.

    Any pointers to this topic are greatly welcome, as before my previous search didn't turn up with good results. Big thank you to the developers of ALiVE - I'm deeply impressed on the value added to the vanilla game by your great work. I love it.

  5. Sat Aug 22 19:29:02 2015

    Question: How can I make both the ALiVE military placement modules for the military objectives and the civilian objectives to spawn supplies matching the faction the module is configured to spawn?

    Guess: It might be possible that's just not a bug, but has simply not yet been coded.. and known well already by other mission makers. By that I mean either not yet implemented within the ALiVE modules themselves, or into the glue between the RHS factions, which I've learnt to be setup against the standards set by BI, and ALiVE itself.

    Observation: I recreated a mission similar to the Operation Landlord demo mission using RHS factions rhs_faction_usmc_d, rhs_faction_usarmy_d, rhs_faction_vdv, rhs_faction_msv and rhs_faction_insurgents (the latter I use in the CQB module). Once I activate the spawning of supplies in the military placement modules of ALiVE, the respective factions get boxes containing vanilla NATO/OPF/... supplies instead of supply boxes matching their faction.

    It would be sufficient for me to know others ran into this, as well.

    Regarding a quick fix, I'm not afraid of text editors, the Arma 3 editor, initialization fields, etc. so that's welcome. However, intensive internet search and searching inside this forum didn't bring me any result with regard to this "spawn supplies" for non-vanilla factions with the placement modules of ALiVE. Any pointers to that are greatly welcome. I'm sure that others must have noticed this.

    Big thank you to the developers and especially for the videos and example missions! I've been intensively playing with ALiVE in the recent days and had a lot of fun with it already. Even when watching some of the videos, which are outdated with regard to ALiVE component names, the amount of work that must have gone into the ALiVE modules become apparent to me. Impressive! Please keep up this good work!

  6. Sat Aug 22 18:52:20 2015
    W Wolfsauge joined the forum.