R

Runny

Member

Last active 7 years ago

  1. 7 years ago
    Sun Feb 12 22:36:46 2017

    @Ludi As in:
    ALIVE_autoGeneratedTasks =

    //Call task reduction
    ALIVE_autoGeneratedTasks = ["DestroyVehicles","DestroyInfantry","InsurgencyPatrol","InsurgencyDestroyAssets"];

    //Call Specify Heli Logistics
    ALIVE_sideDefaultSupports = [] call ALIVE_fnc_hashCreate;
    [ALIVE_sideDefaultSupports, "EAST", ["O_Truck_02_Ammo_F","O_Truck_02_box_F","O_Truck_02_fuel_F","O_Truck_02_medical_F","O_Truck_02_transport_F","O_Truck_02_covered_F".......etc

    ?
    I typically do this too

    Where does the close bracket go?

    If I do this and don't specify any helicopters, would that force only airdrop and land reinforcements?

  2. Sun Feb 12 22:04:41 2017

    @HeroesandvillainsOS  Wow this thread is moving fast.

    Use the code in the thread I linked above and define your own Logistics vehicles. I agree with you on the crashing and exploding helicopters, and I have a ticket open for that. Apparently it seems some improvements might be able to be made eventually, but keep in mind, lots of tickets, so few devs:

    https://github.com/ALiVEOS/ALiVE.OS/issues/218

    I read your ticket, it looks like it may be a solution for the CSAT trucks being used instead of the Urals. Excellent info in that regard, I'll surely revisit it.

    My focus right now is on the helicopters though. Can I just switch it off or design my mission in a way that LOGCOM would rather use airdrop/trucks? The helos are what currently is breaking my otherwise complete mission.

  3. Sun Feb 12 21:48:39 2017

    Thank you heroes, I'll check them out and post back with the results.

  4. Sun Feb 12 20:44:36 2017

    Thank you for the reply,
    I was under the impression that we could remove one or more of the options. Perhaps I was wrong.

    The Mil Logistics is a great idea, better than just spawning things out of thin air.
    However the helicopters which would normally be the coolest insertion are completely broken. I get waves of 10+ helos which are the wrong faction (in OPFOR's case) and the crash into each other mid-air, get shot down, hover forever, troops jump out of them at height, etc... it's just a big mess and I want to flip the switch and force reinforcements to come by truck or parachute.

    That would solve the nonsense going on, it would fix the wrong troops being deployed, and it's better for my mission anyway so even without the issues I'd still want them off.

  5. Sun Feb 12 20:29:24 2017

    Alright. This is driving me nuts. I want to disable helicopters altogether except the ones I manually place in the editor.

    Mil and civ placement modules are set not to spawn helos or planes. That part is working correctly.

    However, military logistics still spawns helicopters for both BLUFOR and OPFOR about 75% of the time. Moreover, OPFOR (CUP_O_RU) gets CSAT helicopters. When this happens, the transported troops are also CSAT. If the helicopters do not come (hallelujah!) then OPFOR gets about 75% CSAT trucks, the other 25% being the Urals which are correct. The CSAT trucks are carrying the correct troops unlike the helicopters. Only the drivers are CSAT. This is all workable for me.

    READ: The problem is that the helicopter reinforcements keep coming even though I've turned helos off in military logistics and player logistic support. How do I stop this? I don't care how hard coded I have to go with this, the helicopter flocks must GO.

    I have searched extensively, many have this issue, but I haven't found a resolution yet.

    Perhaps I'm doing it wrong. I have two military logistics modules. One is synced to OPFOR OPCOM module, one is synced to BLUFOR OPCOM module. The player logistics support module is not synced to anything.

  6. Wed Feb 8 23:29:09 2017

    @HeroesandvillainsOS  You guys are taking about BCR Logistics reinforcements, right?

    I don't even know what that is :P

    My mission is a BLUFOR invasion on an OPFOR occupied map. So BLUFOR gets a very small TAOR and it has everything, including the player base respawn in it. The OPFOR TAOR covers the entire rest of the map. (Am I doing it wrong?)
    So when all the players are gone and then someone decides to respawn at base (as opposed to a MHQ) then the server loads up.

  7. Wed Feb 8 23:04:23 2017

    @Nichols Funny we had the exact same setup running on our milsim box and had the exact issue with AI spawning on the large airfield in the NW. Until I took the AI OPCOM and moved them off the airfield where players spawn in to go on missions.

    It's to be expected. When all players are out of the base spawn range and you suddenly drop one in, the server has to load in all the AI within 1.2Km of that player at the same time. That's an area of 4.5 square Km! Plus a large proportion of your teams AI are going to be in that circle so yeah..

    So you moved the AI 'base' to be separate from the player 'base'? That's a good idea!

  8. Wed Feb 8 19:30:10 2017

    I have a mission that I'm happy with so far that is set up with:

    • Chernarus summer using the whole map
    • 200 mil placement on each side
    • 200 civ placement on each side
    • Mil and civ placement ignores small objectives. Performance was also good only filtering tiny objectives.
    • Commanders ignore small objectives. Also worked fine filtering tiny.
    • Total objectives is 84 per side, worked well at 102 per side as well
    • No civilians
    • No CQB
    • No ambient air, only manually placed air (5 per side) which OPCOM has control over.
    • 1000 reinforcements per side
    • 1.2km foot and helo spawn range

    I host on my PC using TADST and haven't bothered assigning CPU cores yet.

    i5-2600k @4.3GHz
    SSD
    GTX 660Ti
    25MB/s Up/Down

    So far I've only tested with 4 people at one time. Runs excellent except some lag/desync spikes when people respawn and cause a lot of AI to have to "appear" at base. Other than that things seem ok so far.
    The biggest issue for me is that OPCOM freezes after a couple hours.

    With this setup my server runs 45-50 FPSall the time except during initial loading and the respawn thing. Obviously the respawn only hurts when nobody else was at base to have those units already spawned in. Fast rides in helos don't effect performance much.

  9. Mon Feb 6 16:48:23 2017
    R Runny posted in C2ISTAR - Task Names.

    @Friznit I think we're getting crossed wires a bit. The target location should have some sort of composition to attack. If it's just a bunch of guys standing around in the open then the task isn't generating properly.

    There's always a building at the target location but it's not a building that wasn't already a part of the empty map. A group or two of bad guys are in the vicinity of the building and when you neutralize them then the task is complete.
    That all seems fine if it was a "clear the area" task or something similar, but it's an "attack the emplacement" task. In my mind a random building that has nothing to do with the guys standing near(ish) to it isn't an emplacement.

    Like heroes said, no big whup, it's just a minor thing I've noticed that could be corrected.
    If the devs disagree and the building does constitute an emplacement then I'd say everything is working as intended and good job.

  10. Sun Feb 5 18:46:20 2017
    R Runny posted in C2ISTAR - Task Names.

    I'm not debating or confused about the difference between "attack" and "destroy".

    I'm just saying that when I get to where the task is, there is no emplacement. Even using your non-military definition there is no emplacement to be attacked.

    That is why I find the task to be misleading.

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