Mannulus

Member

Last active 3 years ago

  1. 7 years ago
    Tue Feb 28 09:45:43 2017

    Neato! I wonder if anyone around here knows someone who could possibly look this script over and clean it up / update it. It looks pretty good as is but with all the updates recently idk how it will work out.

  2. Mon Feb 27 07:57:33 2017

    I would kill for a script like that @JD_Wang.

    I also wish I could get that one function from the ol ArmA 2 MSO regarding "wrecked" vehicles. If you all don't remember, vehicles that get destroyed (blown up, crashed, etc.) had a marker appear over the wreckage and persisted throughout. Salvage crews could go out there and either tow it or get it airlifted back to base where it was dropped off in a sort of "wreckage" zone where it would be respawned / repaired.

  3. Sun Feb 26 21:14:19 2017

    @AUTigerGrad I think I placed all of my camps in the 50 priority level and I made their size about 20-30ish so units didn't patrol too far away from the camps.

    Do you put any infantry groups there using the Custom Module or leave it as an objective only?

  4. Sun Feb 26 21:08:45 2017

    What would be a good priority level for a custom objective (Like a house with some netting and whatnot) in the mountains?

  5. Sun Feb 26 20:05:37 2017

    @AUTigerGrad We're playing my mission RESTREPO on our server as we speak.

    Some tips I would give for Clafghan....

    I think mine is setup almost the same as yours which is cool. I never thought about building my own bases for the OpFor in the mountains; This could result in some interesting scenarios (training base in the mountains for example). If I did not already mention it, I have two civilian placement modules setup. One is made for the villages and one for the city. City has low placement (still a lot of civies) while the villages have a lot more.

    Can I still have a military module for the camps and all that but blacklist the FOB's and airbase so they don't spawn stuff in there or will they do it regardless anyway?

    I also have a virtual vehicle spawner in our base with a laptop that is hidden that only I can use to "order" more supplies and whatnot, I hope that works out.

    I also went around and added extra infrastructure (the lack of any kind of communication / power infrastructure) was odd to me. So I put a few "abandoned" facilities in the city and one eerily "destroyed" one way out South-West.

    ----------

    More ideas and tips the better. Our persistence starts on Friday so I got all week to wrap up any finishing touches.

  6. Sat Feb 25 20:37:12 2017

    @HeroesandvillainsOS  Just be advised, putting camps above low will immediately bring you over the warning number for objectives. Offhand, I think going from low to medium will net about 30-40 new objs which you may want to avoid since you specifically asked about performance.

    Since you plan on playing with a lot of people, and a lot of people in different areas of the map, balancing population versus performance will be tricky. But stick with it and you'll find a good balance.

    Thanks a lot! I currently have the civ placement on Objectives only (I got a few prespawned Installations to start creating insurgents). Regarding the military objective, can I set this to just spawn units so that camps are autocreated with troops or should I keep that Objectives only as well?

  7. Sat Feb 25 19:29:17 2017

    We're using CLA Clafghan and it seems to be working great. I currently have the camps at low but I might change it to medium.

  8. Sat Feb 25 09:54:18 2017

    Not exactly sure how to word this so I apologize if I contradict myself or am not exactly clear on what I am looking for.

    I am making an Insurgency on Clafghan with my group of about 25-30 people. Each squad of 10 is taking an FOB and will be responsible for a sector (essentially divide the map into 4 squares and whatever FOB there square is in means which sector they maintain).

    I am looking for advice / tips on how to make the Clafghan Insurgency fun, interesting, optimized, etc etc. with instructions on how to do it. I got the basic framework put together with the commanders and placement modules and the required and optional modules as well if it shortens the list.

    You could also give me the settings you use for Clafghan or a similar map for a certain module if it makes the mission better. I am however trying to keep the mission as optimized as possible. We do have Headless Client and currently got the mission setup to use it but anything extra that helps would be great on top of the other requests.

    Here is a overview picture of what I have. The OpFor placement modules are synced with the BluFor Commander and the Blufor's placement are synced with the Opfor Commander (explaining the long blue lines). I do this because I think I saw somewhere that you sync the placement modules to the other commander so they are aware of each other and it makes it better (but I am unsure if that is true or not).

    -image-

  9. Mon Aug 8 21:24:09 2016
    Mannulus posted in Help setting up HC on ALiVE.

    So after about four hours. I got HC to connect to the server and automatically go into its slot. The issue I am now facing is for some reason, all the AI around where I put the HC Playable unit is currently spawned. Is there a way to fix it so it just spawns AI around the players?

  10. Mon Aug 8 02:35:06 2016
    Mannulus started the conversation Help setting up HC on ALiVE.

    So my unit is making the milestone jump for ALiVE by adding Headless Client. However, this is the first time I have done this (and more specifically, for ALiVE). Can anyone here give me the lowdown on how to set this up (you may have to explain it to me like i'm five).

    A bit of info first. We plan on getting a separate server to be used as our HC. We would like it if the HC automatically tries to join and connect whenever people join to play. So any help would be appreciated.

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