O

Olonson

Member

Last active 8 years ago

  1. 8 years ago
    Thu Apr 28 20:37:48 2016

    Hey guys, im missing following features:

    • More options on Military logistics: other ways of "spawning the reinforcements"( like convoy, "just spawn like on init",..); more options on what should be spawned (for example to have always like jets in the air as soon as one dies)
    • generated compilations(roadblocks, camps) should spawn with the statics from their faction ( i know this is a tough one)
    • be able to create own compilations for roadblocks, camps
    • more control over the AI commander (more agressive specially, even on Invasion mode they tend to camp my base after a big loss)
    • player logistics, specially the loading in vehicle and loading out is kinda "experimental", i bet thats already on your list aswell

    overall a masterpiece of scripting anyways:) keep on the good work.

    please let me know if anything that i mention is already "possible" :) thanks in advance

  2. Thu Apr 28 20:28:55 2016
    O Olonson started the conversation Error in fnc_inArea.sqf.

    Hey guys,

    started a fresh mission on PR Fata today.

    I only placed the 4 req. modules + AI Commander with a Civ and Mil Objective Modul covering basically the whole map.

    getting this error(s) on startup of each mission:

    http://imgur.com/a/4t9fB

    cant really say what the consequences are, but i noticed on some startups that some objectives where given weird names like CIV_06660666

    let me know if you need the mission files or any more info.

  3. Wed Apr 20 02:34:18 2016
    O Olonson posted in Playable slots disappear.

    slots usually disappear for me when i have a dependency in the mission but missing the mod on server.

    save your mission file without binarizing and check the top 100 lines, the mod dependencies should be listed there: addons[]=......

  4. Wed Apr 20 02:28:51 2016
    O Olonson posted in 4 Squads per Objective Limit?.

    Well so i did a 40min testrun today.

    in the beginning both sides attacked the central objectives with about 70% of their forces.(i made a ridiculous high amount of 10 custom objectives on top of each other)

    Opfor lost the first battle which took like 20-30min and then they decided to only defend their base with all Squads. In the last 10 minutes there was only 1 single opfor squad (of over 20 in the base)sent to the central objectives.

    But since i didnt sync the AI commanders with the enemy's base, they will not attack it, and the fight was kinda over. peace :)

    other things that are not working like i personally would prefer it for this kind of mission:
    1. choose the type of reinforcement (paradrop, spawn, maybe convoy?):
    my problem: paradrop is very buggy in cities(vehicles land on roofs, flip etc) or near water sources like oceans and lakes.

    2. more flexibility how often( e.g. more delay on jet and tanks than on inf) reinforcements come and what and how many should be spawned .
    my problem: i would like to have a permanent amount of troops on the battlefield of both sides. e.g. 1-2 jets per side, 1-2 helicopters and so on. in 5 hours of testing i have never seen a commander call in a jet, artillery, helicopter,.. only inf mobilized mechanized and armored are working for me. will i need to place them manually in editor and let them be virtualized before they are able to be called on reinforcements?

    bugs?:
    3. Specially when using CUP i noticed that the paradropped vehicles often(more than 50% of the time) spawn without driver or that there are empty parashoots in the sky. sometimes i see AI fall down without parashoots. This sometimes comes with a script error i have not yet taken a screenshot of. something with fnc get speed or so...
    with vanilla gear i have only seen it 1-2 times.

    thanks in advance and keep on the good work.

  5. Tue Apr 19 03:44:59 2016
    O Olonson started the conversation 4 Squads per Objective Limit?.

    Hey guys,

    im pretty new to Alive and i have been trying to build this basic mission for hours now (with Eden):

    • Opfor and Blufor have 1 Base each for reinforcements, they should not be attacked by each other
    • In the Middle both try to capture an important target, lets say a military base, with all of their available forces (max 30% at base)
    • With frequent reinforcements i want a constant battle over the military base.
    • to make it simple: 20 infantry squads per side.

    I tried so many combination and variations and settings with military, civilian and custom objectives and i am far away from that what i want.

    Basically what i get: 4 squads attacking the military base for each objective that is on it.

    so when i place a custom objective: max 4 squads per side( even with super big size and uber priority).
    when i place a military objective with taor over military base i get 4 squads for each objective "in the military base" (per side).

    When i start with 20 squads on each side this means 16 squads or 12 squads (1 or 2 objectives) stay in base for each side..
    But what i want is a massive onslaught with at least 16 of the 20 squads per side.

    so is there like a limit to 4 squads per objective or so? i cant seem to get more to attack a single objective.
    when i put down more custom objectives in the same area i can nearly get all squads to attack, like i want it.

    i made a sample mission on stratis with no additional mods, so just @cba and @alive:

    https://www.dropbox.com/s/8h973msjkondjcl/alive_basic_tvt.Stratis.zip?dl=0

    just delete the custom objectives in the middle and you should only see max 4 squads per side to attack the military objective. with 5 objectives in the middle i can get them nearly all to attack.

    thanks in advance

  6. Tue Apr 19 01:27:03 2016
    O Olonson joined the forum.