Difference between revisions of "CQB"
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Note 2: CQB AIs are not counted into any Placement Module numbers so adding a CQB module to an area with Placement Module AIs can potentially push the numbers too far. | Note 2: CQB AIs are not counted into any Placement Module numbers so adding a CQB module to an area with Placement Module AIs can potentially push the numbers too far. | ||
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+ | Note 3: CQB units spawn in at 700m and despawn at 800m from players | ||
Revision as of 18:59, 24 January 2014
Based on the original Urban Ops enemy generator by Highhead, Ambient CQB automatically populates a built up area with dismounted infantry units when a player moves within range. The groups occupy buildings, patrol the streets and react to enemy presence. CQB detects the dominant AI faction in the area (ignoring players) and spawns the appropriate units accordingly.
Usage: Place one CQB module and select the preferred intensity. Optionally, CQB can be synchronised (F5) to a Mil_MP or CIV_CO module.
For example, it is simple to quickly set up a scenario with a town populated by generic infantry by placing a Civ_CO module with a TAOR marker covering the town and synching a CQB module to it.
You can also just place the module without syncing it to anything and all the towns on map will be populated with enemies!
Note you only need one CQB module as it autodetects the dominant faction in towns.
Note 2: CQB AIs are not counted into any Placement Module numbers so adding a CQB module to an area with Placement Module AIs can potentially push the numbers too far.
Note 3: CQB units spawn in at 700m and despawn at 800m from players
CQB Locations Parameter
Complete Map - this will spawn units over the entire map
Towns Only - this will spawn units in areas on the map that ALiVE detects as a village\town/city
If the CQB module is synced to a placement module it will limit the spawning of CQB units to the military/civilian installations recognised by that module - this overrides the "Complete Map\Towns Only" setting
Density Parameter (1st one)
This is the percentage of occupied houses overall - note that this does NOT scale per client as was the option in MSO for A2
Density Parameter (2nd one)
This adds houses with a minimum distance of x metres to each other, resulting in a "grid" of cqb positions
Placement
Static will always spawn units from the faction specified in the module Dominant spawns units from the dominant faction at the time of spawn
Faction (1st one)
Factions entered here will spawn units at military structures
Faction (2nd one)
Factions entered here will spawn units at civilian structures