Tavish 41 Posted November 22, 2014 (edited) Works fine for me. Maybe your frame rate was too low to initialize the script at mission start. Err, no. I get 70+ FPS. VTS always says it initialises at mission start. My friend has this issue too. I'm using the latest dropbox version, my friend is using latest steam workshop version. It used to work fine for me within my modpack, but I haven't been playing WLA recently so I couldn't say which version of the mission it last worked on. Are there any known mod conflicts? Edited November 22, 2014 by Tavish Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 23, 2014 @ SaOk Sahrani Map were ported to Arma3 too, hope you will add these when finished IF Mod addition :) http://forums.bistudio.com/showthread.php?185924-SMD-Sahrani-A3-Bohemia-s-Sahrani-Terrain-as-ported-by-SMD Share this post Link to post Share on other sites
SaOk 112 Posted November 23, 2014 Just spotted that too. :) Will try to support it soon. I have small theory why that VTS may get disabled, made some small change for next update but not sure if it helps. Will later test more the displayeventhandlers if one handler bug (from last year) would be gone. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 23, 2014 Hmm, like mentioned, my VTS Weaponresting works, doesnt matter if i start a fresh mission or loading&Continue my mission.. So it´s not your Missions fault. I use latest version of your mission Share this post Link to post Share on other sites
Tavish 41 Posted November 23, 2014 So it´s not your Missions fault. It's not just me. For me and my friends VTS works in all game modes (vanilla and modded) apart from WLA SP. It's either something in the mission or an unseen mod conflict. I have even tried running just VTS and no others mods and still no weapon resting. I have swapped to AGM's weapon resting for the time being, so it's no big issue. I just prefer VTS as it is small and simple. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 23, 2014 But as you could read, for me and others VTS is working well, so the issue is propably on your and your friends side. Even when i start his mission with my usual amount of over 60 mods, even then VTS is working. I would suggest you to install the mod "Moduload", this mod reinitializes mods which have trouble to initialize when loading a saved game or even while running mission. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted November 24, 2014 Hey SaOK, I´ve just tried a cheap conversion of WLA to SMD Sahrani - just replaced the name with .smd_sahrani_a3 instead of .Altis - and I´ve failed miserably (the chopper just dropped me at the bottom of the ocean, and there lotsa enemy and friendly position down the water, so it was a major flop... hope you could make it compactible in a near future (same for Panthera, that Icebrekr island rocks) Cheers! Share this post Link to post Share on other sites
Tavish 41 Posted November 24, 2014 (edited) Bingo. Moduload worked. Bit strange that i have to use it even from a new game... Thanks for the assist Timewarp :) Also, is there a way to remove a modded unit/vehicle from a list once added, or even remove existing units? Edited November 24, 2014 by Tavish Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 24, 2014 ;2825908']Hey SaOK' date=' I´ve just tried a cheap conversion of WLA to SMD Sahrani - just replaced the name with .smd_sahrani_a3 instead of .Altis - and I´ve failed miserably (the chopper just dropped me at the bottom of the ocean, and there lotsa enemy and friendly position down the water, so it was a major flop... hope you could make it compactible in a near future (same for Panthera, that Icebrekr island rocks)Cheers![/quote'] On unsupported maps i would suggest you to use the Map which Popups with the first Settings in middle of the screen. Then navigate to your desired position where u want to be dropped and press 2xRMB to set the position for the start... (when u done all correctly a Green Symbol will popups on the map) Bingo. Moduload worked. Bit strange that i have to use it even from a new game...Thanks for the assist Timewarp :) Also, is there a way to remove a modded unit/vehicle from a list once added, or even remove existing units? U mean from the Modlist where you can add Vehicles and Units? If yes, yes its possible to edit those list, select the list you want to edit (List 1 example) and Load this list. When u loaded it you can klick the "Add Vehicles" tab, the list should show your saved vehicles, to delete a vehicle from one of the faction you need to navigate your mouse to the tab of a faction and then simply klick LMB directly on the list where the vehicles are stored and klick "Remove last Unit" Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted November 24, 2014 On unsupported maps i would suggest you to use the Map which Popups with the first Settings in middle of the screen. Then navigate to your desired position where u want to be dropped and press 2xRMB to set the position for the start... (when u done all correctly a Green Symbol will popups on the map) Wow, that´s nice, thanks LSD, I thought it was all random, but I see I can control my drop point (and then camps, enemy bases, etc are spawned all around), so it helps =) gotta try tonight again on Sahrani! Cheers! Share this post Link to post Share on other sites
Victruso 179 Posted November 24, 2014 Is there any way to access the virtual arsenal after the mission starts? I know you can select it at mission start and it appears seemingly randomly after you insert, but is it possible to use it at a later date? Virtual Arsenal or ASOR's Gear Selector replacing the Gear menu for your extra units. That would be amazing. Share this post Link to post Share on other sites
gunner1962 10 Posted November 24, 2014 Over 400 hours in WLA now... I guess I like it and the constant improvements / updates / bug fixes... Thank you for all you do SaOk. When base building and setting AI weapons, I sometimes set them on top of something. Because the arrow is not an accurate measure of where the weapon will be placed, I end up have to delete the weapon and repositioning it. If spend 40 P to place it, but when I delete it to move it, I only get 26 P back for a net loss of P (or some such similar amounts). If this is by design, I wonder what the logic is behind it? I only mention this because when I am starting out, I do not have a whole lotta P to spend and don't like being penalized for trying to get the placement correct. Regardless, thank you for this MOD / Scenario. Patrick "Gunner62" Soule Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted November 25, 2014 Every time I get dropped off by air the helicopter lifts off before all my men are out so half of my team falls to their deaths. Where can I find the sound mod that is mentioned on mission start? What is it for anyway? Share this post Link to post Share on other sites
Tavish 41 Posted November 26, 2014 Sound mod links are on the first post, Playwith Six and SaOk's dropbox is where to get it. Share this post Link to post Share on other sites
SaOk 112 Posted November 27, 2014 (edited) I will try to add some timer for placed guns and other to have full refund when using undo. Just not wanting player to replace constantly destroyed guns/vehicles without penalty. Hoping to add Sahrani support soon, still working on iron front support. Required much more work than orginally thought. Update almost ready, but still tweaking and testing it some more. Release in near day. Edited November 27, 2014 by SaOk Share this post Link to post Share on other sites
SaOk 112 Posted November 28, 2014 (edited) New WLA SP Test Version (only in dropbox for now). Added Automatic Iron Front mod support + Staszow map support. +Other tweaks. Needs still more testing and I continue tweaking the IF support. Let me know if spotting some bad bugs. Edit: Btw. Iron Front seem to be -50% off in steam until 2nd December. You will also need the DLC to use Iron Front units. Edited November 28, 2014 by SaOk Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted November 28, 2014 Any indication what the "other tweaks" are? Thanks for the update! Share this post Link to post Share on other sites
SaOk 112 Posted November 28, 2014 There was some default ArmA3 vehicles and units used even having mod template turned on, also correcting some events with RHS Escalation. Some small fixes too. Share this post Link to post Share on other sites
PapaStalin 1 Posted November 28, 2014 hello, im new to arma3 and wla. could someone help with few questions - is it possible to remove (delete) already placed objects after save-reload? - how to rearm vehicles in early game (first base created)? figured out the repair process, just rearming is giving me trouble. thanx Share this post Link to post Share on other sites
SaOk 112 Posted November 28, 2014 Hi, when entering construct-menu near wanted post, you can undo objects/weapons after save-reload too. The latest added content is always deleted first. You can rearm using the special depot structure build for guardposts. Stand near it while pointing at the vehicle and pressing Y. Share this post Link to post Share on other sites
PapaStalin 1 Posted November 28, 2014 ty for all the hard wok and dedication man. havent spent more than 10 hours messing around in wla, potential seems limitless. as a kid playing ofp, i usd to dream about persistant/dynamic campaigns like i see now in wla. massive respect. Share this post Link to post Share on other sites
SaOk 112 Posted November 28, 2014 Thanks :) I hope to expand the concept much more during next year. Share this post Link to post Share on other sites
PapaStalin 1 Posted November 28, 2014 (edited) i see in the notes there is ability to create a guardpost, or an automated ai team (no ability to determine facing). but all i can find in shift-c option is individual ai stationary guys with weapons (hmg, at, aa...) how to find those automated guys that come with a guardpost? Edited November 29, 2014 by PapaStalin Share this post Link to post Share on other sites
SaOk 112 Posted November 29, 2014 You need to commit tasks to unclock the AI guard category in that construct system. Also much stuff in call support function requires progress in tasks too. Unless you unlock all assets in mission start options (when starting new game). Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 29, 2014 Did you change the Version Numbers? My display still shows v.199.711 in the Scenario Selection :confused: Share this post Link to post Share on other sites