M

MGeders

Member

Last active 7 years ago

  1. 7 years ago
    Sun Sep 17 00:35:25 2017

    With respect to the side note - good catch. I had had a problem with bad guys spawning where they shouldn't be but that was because of an incorrect C2ISTAR setting. But I still think I need the blacklist...

    As far as the civilian portion, If I shrink the OPFOR insurgency TOAR at onset, will they ever expand to the larger civilian population to recruit, attack, expand, etc? I basically want them go out side of their initial TOAR but never to the blacklist areas. I've seen examples of this in the wiki but I don't see how its supposed to work for my use case.

  2. Sat Sep 16 21:49:48 2017

    A 6 min video walkthrough showing my modules and setup. Something is not quite right. There doesn't seem to be any civilians spawn on the main island when I'm present there. As you can see in the video, my intent isn't exactly being carried out and I'm not sure why. Also, you'll notice I revert a few things but I'm still getting memory read errors that hard stop the game in local MP tests. What do I need to change to get it to behave the way I'm intending?

  3. Fri Sep 8 18:51:19 2017

    If a screenshot is worth 1k words, a video is better right?
    You can kinda see it dawn on me that I think there is complete separation between the C2iSTAR portion and...the other stuff. I don't see a way of blacklisting areas specific to C2iSTAR functionality. This makes me question why they are separate?

    Would someone be willing to chat with me on VOIP? I have a feeling if I describe my vision to someone very familiar with ALiVE, they can tell me what I should and shouldn't use in a very short amount of time.

  4. Fri Sep 8 16:07:45 2017
    M MGeders started the conversation Wrong Faction Spawning & Spawning in Blacklisted Areas.

    Apologies if this is a simple fix. I've searched for fixes based of my understanding, but I'm clearly missing something.

    I've got a simple insurgency mission. BLU_GEN_F Gendarmerie with the appropriate zones and modules vs IND_C_F Syndikat with its own zones and modules set to asymmetric. Both are limited to infantry and light vehicles. All of this is is over a neutral civilian population (which the IND_C_F recruits from right?).

    If it matters I've got RHS as well as a custom MOD pack which is just a fork of various pack. The intent being, the players act as military advisers/contractors sent in to help the local police quell and defeat the insurgency. I've got tons of their own assets at base able to be controlled by an admin/Zeus. Intent being, I want complete control over how we deploy our own faction as they are entirely human controlled.

    The problem is 2 fold (I think). I believe my blacklist zones are being ignored because I'll get auto assigned a mission to assault something in a blacklist area. At first I thought it was a problem with C2ISTAR because no matter what I did, red zones showed up in these black list areas. Someone helped my understand that limitation in another thread so I just turned them off. Given the randomness of the auto assigned missions I thought I was doing the blacklist wrong when I was trying things like removing whitespace in names. But I've had it assign tasks in blacklist areas with bad guys too many times now. I Zeus/Ares/Teleport myself over there and sure enough, not only are there bad guys, they are CSAT and not Syndikat as intended.

    What could I be missing in my setup that is not only causing me to receive tasking to a blacklisted area where bad guys shouldn't spawn, but spawning the wrong faction at that? I've Zeused myself around areas and used Ares to add nearby objects to the editor to see that Alive is generally doing its thing. Syndikat is fighting Genarmerie in the appropriate areas except for these auto assigned missions. If it matters, all of my testing has been through the editor in local MP.

  5. Mon Aug 14 22:04:54 2017
    M MGeders posted in BlackList & Red Zones on maps.

    @HeroesandvillainsOS Are you taking about the TRACE squares in the C2ISTAR module? You can turn those off in the module options. FYI, TRACE squares will show up in blacklisted zones. This is nothing you're doing wrong.

    Yes, I believe I am referring to the TRACE squares in the C2ISTAR module. I guess I'm still learning the vernacular. Thats kind of disappointing that they show up as potentially hostile in a zone the will never be in (unless they chase you into the zone). Is there a way to only allow the C2ISTAR module to be viewed by interacting with an in game object? (like be within a trigger zone around a computer terminal or map?

  6. Mon Aug 14 20:27:34 2017
    M MGeders started the conversation BlackList & Red Zones on maps.

    I might be missing something really easy, but I've followed the tutorials but I still had a case where enemy spawned in a blacklisted area. Since the behavior of enemy spawning is random, it's difficult to see if my "fixes" like removing spaces after commas in the blacklist module line worked. What I didn't expect to see was the all the red grid squares in the blacklist area as well which makes me wonder if my "fixes" aren't doing anything. The mission I wanted was to have a neutral civilian population with a sparsely populated BLUFOR police force fighting a single asymmetrical insurgency force.

    Do asymmetrical forces ignore blacklisted areas?
    How can I get the "Red Squares" in blacklisted areas to not show up? I don't want to misdirect forces to tackle areas that are intended to be firmly secure from the start.

  7. Sun Aug 13 21:21:37 2017
    M MGeders joined the forum.