N0Fg wrote:
The 2 missions using the African Rebels (N''Ziwasgogo ''Chickenhawk'' and Isla Duala ''Fool's Gold'') don't have any roaming AI armor.anymore, Fool's Gold has some fixed Shilkas, Kajman and KA60 helicopters but nothing else. Both missions used to have Tanks, BTRs and Technicals etc and without them the missions are quite easy, especially with large numbers of players.
Also, if the Jackals and Coyotes are placed in the mission with no ammunition in the their inventory, they only ''rearm'' one box of ammunition for each weapon and the only way to get multiple boxes is to load the static versions from the resupply area.
Each mission on the public server has been designed to feel different. Hopefully the opfor activity matches the story line and the map terrain, or is randomised where appropriate to provide a changing experience each time it is restarted.
Sometimes you'll come up against tank battalions, other times it'll be more foot patrol sneaky sneaky. Some missions are made to challenge pilots to the max (e.g. Copper Valley) and others are relatively easy with few AA threats.
Alive Force Compositions"Force Size and Composition Weighting choices will influence the overall force composition. ALiVE will attempt to emulate realistic combined arms battle groups using equipment and vehicles available to that faction. "
Chickenhawk is and always was, set to an Alive force weighting of "light infantry" with Reinforcements set to "Allow Armour: No". The map is predominantly dense jungle and not well suited to armoured operations, so the mission was always designed to be infantry based. Alive will throw in the occasional vehicle (if they exist in the Opfor faction 'mas_afr_opf' and are correctly configured), but you'll mostly fight hand-to-hand.
Fools Gold is different, in that the military objectives are set to a force weighting of "random", meaning that each time the mission is restarted Alive will choose whether to favour infantry, mechanised, motorised, armoured or spec op forces. This gives a 1 in 5 chance for you to see lots of armour in the mission around military objectives, i.e. 4 times out of 5 it will not be armour heavy, but there may be lots of dismounted troops alongside APC's. Again it depends on the opfor mod faction (again 'mas_afr_opf') being correctly configured and containing suitable vehicles. Each time you play this mission it should feel different.
Nothing has changed in our mission files recently to alter force compositions.
However it appears that
Massi has now removed vehicles by default from his African Conflict mod (as of v1.4). They can be re-enabled by manually placing an optional .pbo into the Addons, but this isn't possible with PwS repo's. So, missions using this mod will remain vehicle-less until we switch to Arma3Sync and can implement client-side optional files.
I'll fix the Jackal/Coyote inventory spawn issue.