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Last active 4 years ago
Thanks for the advice gents. No drama AUTigerGrad, I have lost count of the times I told my squad to go northeast when I meant northwest!
Sorry, I should have explained. The Opfor TAORs are shown as Red, the Bluefor TAOR is shown as blue. The Red Opfor TAOR does not touch the North west island, but Opfor units still spawn there. There is an overlap between the BluFor and Opfor TAORs, but not on the North West Island.
I am making a mission based on Grubes excellent tutorial. In my mission, I want to have a small Blufor presence on the island off the North West of Panthera. I want this island to be secure and to act as a play base and safe area. I want to have BluFor and Opfor Fight it out for the airfield on the Northern Mainland of Panthera. I want the rest of panthera to be fully occupied by Opfor. This is my TAOR set up. Blufor Opcom is set to invasion, opfor Opcom is set to occupation.
Using this configuration, I am getting Opfor units spawning on the North West Island, which i do not want, even though that area is not in their TAOR. Can anyone recommend how I should best configure my mission to reflect the situation I have described above? Any advice would be appreciated.
Aside: The premise of my mission is that a small USMC squad will conduct black ops behind enemy lines, using hit and run tactics to inflict damage on larger formations, and then fading away before they are properly engaged. Lots of HVT target destruction and Destroy The Vehicle type stuff.
What is the issue with RHS arty units? In the mission I am working on, I have two groups of M109A6. I have tested it once and it seemed to work on, shots were on target for simple HE shoot...
Thanks Spyder, makes sense, I'll chuck in a few more custom ones.
Following the outline of Grubes excellent Asymmetrical Warfare tutorial, i have made a mission from scratch. Based in Panthera, a small USMC recon unit runs behind enemy lines black ops against an occupying Russian force.
I have covered the island with 4 different markers for Opfor TAORs, and placed a single Military Placement (mil) Module and a single military placement (civ) with a force pool of 1200. In playtesting, it feels like I maybe need more opfor units, as 1200 can get lost in a map that big. To achieve this, would I create a second mil or Civ placement module, and then have one cover TAOR1 and TAOR2, and the other cover TAOR2 and TAOR4?
Essentially, I am asking - is it approximate to have more than one Military Placement (mil) Module in your mission?
Have read it through twice now and it seem's really solid, will definitely try it out when I have time.
Thanks guys,
The mission is coming together well, will hopefully play test with my group this weekend - happy to post a version here if anyone is interested, although it is really just a slight tweak on what HighHead has done.
Going back to the ALiVE auto generated tasks in the init - I am using:
["MilAssault","CivAssault","Assassination","DestroyVehicles","DestroyInfantry","SabotageBuilding"];
Is it possible to set an order in which they would appear - In the mission, the players start out with no gear - going straight to CivAssault is therefore a big challenge. it would be cool if I could make the first 4 tasks as Assassination and sabotage building, then introduce the larger military assaults in the next 4 tasks, to simulate the progression of the insurgency. Is this possible?
Works like a charm, thank you Friznit. This may be a dumb question, but where was the building status saved - and why does changing the PBO name refresh it?
So in the short term I have decided to go for the simple option of handling supply crates. I have another question about how ALiVE works:
As I am editing the mission, I am testing out objectives - blowing up buildings. I have noticed that these buildings stay blown up, which I assume is caused by ALiVE persistence - that's great! How do I reset the persistent state when I export the mission so players come to the world fresh as it were (i.e. not looking at all the shit i done blown up)?