Arma 3
TRGM2 - Takistan
treendy  [developer] Jan 31, 2018 @ 9:36am
ALive
From what i see with ALive, its more about a full map experiance, however, with TRGM i wanted to make sure that all enemy units will be in play from the start of the round (execpt reinforcements and air support). So that you could recon an area, work out patrol routes etc... and nothing will spawn in mid round

Also, I have scripted in quite a bit for how the enemy respond.... if you are grouped together and not moving, they will call a nearby mortar team to drop some roudns on your head (if one is available), or could call in a nearby patrol to investigate. you can be spotted by the UAV or any other units (if you look carefully, you may even see one guy hold his earpiece... that is the guy who is grassing you up... if you kill him quick enough he wont be able to give over your position

If you are in a vehicle, they will call in nearby patrol that has AT to find you, or call in Air to ground support. same for other types of situations.

I have tried to get the enemy to act as though a human is commanding them, and have quite a few updates to enhance this more.

Want to try to keep it vanilla (execept for maps and loadouts), other mods should work but should be optional (we run this mission with ASR on the server)
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flankenstein Jan 31, 2018 @ 7:13pm 
Hey man, I'd like to start by saying thank you for creating such an immersive random scenario generator. I have been having so much fun with it since learning the proper way to configure a custom faction.

I was initially put off by the fixed NATO/CSAT factions, but I like many others appreciate the strides you took and continue to take to allow us to use custom OpFor factions.

While you were working on implementing the custom factions, I took a look back at some of your other work, most notably both the Lythium and Kunduz Redemptions. I'm a bit of a mod-hoarder and my system can run up to 90+ mods without much of an issue, so I typically un-PBO and dress up missions to my liking.

With Lythium and Kunduz, I was able to add ALiVE modules to further populate the objective locations. With a lot of trial and error, I was able to get the settings to a point where there wasn't an overwhelming amount of units generating.

The coolest thing I found this added, was within the CQB module. It made creeping to an objective through otherwise very ghostly towns and villages absolutely terrifying with the appropriate CQB module settings. In my personal opinion it adds tenfold to the immersion on the middle eastern based maps, as there could essentially be anyone shooting out of a window at you with an AK at any moment.

Playing these via single player, I find the standard OpFor volume in a heavy mission to be pretty perfect (mortar teams are an excellent and terrifying touch), though seeing that others are wanting ALiVE implementation, I am curious now and would like to look into adding and testing out some ALiVE modules in a full-map kind of capacity.

I've currently been playing TGRM2 ported to the Reshmaan map and it's worked flawlessly on about 8-10 heavy missions.

The conclusion of this long-winded message is that it should be entirely possible to add ALiVE, although there would be no way to do that without making ALiVE a dependency (as far as I know) and therefore, no more vanilla.

Again, thanks and I look forward to seeing this mod evolve.
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