SaOk 112 Posted November 29, 2014 Its v1.99711, but often I forgot to update it. Avoided to reach 2.0 so it looks bit strange, but overally the version number dont mean anything. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 29, 2014 Okay thanks, thought i did something wrong ^^ ---------- Post added at 14:12 ---------- Previous post was at 13:31 ---------- Can you add this Big Military Towers to the building menu in next update? And the big Solar Tower would be cool if you could add this. Share this post Link to post Share on other sites
PapaStalin 1 Posted November 30, 2014 enjoying the base building features :) just a question. what do you think about allowing base placement from the tactical view? at the moment, when in tactical view, game treats unplaced base components as real world objects (so a large object will actually hurt you just by browsing construction options (shift-c). just that tactical view would be very convenient for precise placement of elements. back to liberating Altis :) Share this post Link to post Share on other sites
ronin1979ca 33 Posted November 30, 2014 (edited) This looks very cool. Are you interested in teaming up? I have completed large scale changes to wasteland to fix many broken features, and see a lot of similarities with what you are doing. Ive unlocked persistent texture changes, new customization options and the ability to spawn infinite groups without them failing in longer missions. http://agogeps.com Edited November 30, 2014 by ronin1979ca Share this post Link to post Share on other sites
SaOk 112 Posted November 30, 2014 Supporting tactical view is bit more tricky, but may try to work on that at some point. Before that I should work to have virtual shapes for those big building objects. Thanks, but enjoying to work alone. :) I think the most important thing when creating dynamic sandbox missions is to stay as familiar of scripts as possible. Creating all by myself there is no suprises/unknown code. Team-work could end up very easily to much extra hassle and bring more limitations since features would need to be less integrated and adding experimental new content would be more tricky. Only could have additional story-writers and voice-actors, but maybe still bit early for that too. Share this post Link to post Share on other sites
PapaStalin 1 Posted November 30, 2014 is there any trick to make sure vehicles dont disappear upon proper "000" save/restart ? Share this post Link to post Share on other sites
shoker 10 Posted November 30, 2014 Little hint\cheat about constracting: use Shift+C when in AR-2 Darter drone (UAV) ;) Share this post Link to post Share on other sites
-lordsoth- 15 Posted December 1, 2014 When starting new game with Bornholm map I dont get the option to use the rhs mods. Is there something special I should be doing? Works fine on altis map. Thanks. Share this post Link to post Share on other sites
Coflash 10 Posted December 1, 2014 Do you have to do anything to get Iron Front to work? Isn't that a game from an older version of the same engine? Share this post Link to post Share on other sites
SaOk 112 Posted December 1, 2014 RHS should appear normally with any map. Are you sure you had accidentally disabled the mod? Or having only US or RUS side enabled (need to have both packs installed to have the option)? But checking more if there is some bug. So far cant find anything wrong in scripts. Iron Front needs to be converted for ArmA3 using many installation steps/community patches. You can find all info here: http://forums.bistudio.com/showthread.php?170687-Iron-Front-as-mod-in-Arma-3 It can be bit tricky to get the mod work, but its worth of it ;). Myself I forgot to unpack the community patches first twice until the blue icon appeared. Share this post Link to post Share on other sites
Coflash 10 Posted December 1, 2014 Thanks! It sounds amazing. I really wish your mod got more attention than it does. For me, it's the only reason I play ARMA3. Share this post Link to post Share on other sites
PapaStalin 1 Posted December 1, 2014 After 20 or so hours messing around in WLA, i finally reached chapter 3. Having a lot of fun, and just wanted to say thank you onece more***J *** Have few ideas what could possibly be cool feature for WLA. Maybe something is interesting for you? *** -******************************Multiple save slots (so You could play different skyles without losing progress. For example maybe you could play one campaign slowly as undercover, small infantry squads, but have on another save slot campaign with full out war, vehicles, aircraft, and so on) *** -******************************In construction mode, ability to save placement of several objects as a goup for future use (sort of like MS Office lets you group several objects into one. That way you can save placement of*** for example 3 sandbags and 3 fixed AI weapons. And if you use those particular objects often, than its convenient to just place them all at onece, perfectly all the time) Share this post Link to post Share on other sites
SaOk 112 Posted December 1, 2014 Thanks you both :) Multiple save slots is possible, may add it later. Worked also earlier on object templates for posts, but didnt get custom angles work fully right yet. Some object offsets are giving trouble or missing something else. Will check it at some point again. Share this post Link to post Share on other sites
-lordsoth- 15 Posted December 2, 2014 RHS should appear normally with any map. Are you sure you had accidentally disabled the mod? Or having only US or RUS side enabled (need to have both packs installed to have the option)? But checking more if there is some bug. So far cant find anything wrong in scripts. Thanks, I think the problem might be that I have also the config pbo installed that makes all the russian factions into one faction "Russia (All)", could this prevent your mod from picking up the russian faction?? Thanks. Share this post Link to post Share on other sites
gopanchik 10 Posted December 2, 2014 Hi. SaOk, you wrote you are making an WLA with 2 sides: US and Rus. So: 1) make a function to select part at the beginning (rus or us). 2) let people create their own team. (I played 3 times, and every time I delete second, third and fourth soldier in my team, and hire new soldiers). Maybe player could start mission by one soldier and take refund for other team members and weapons. 3) it would be great if there is an oportunity to hire soldiers who you see in front of you or passing near you. For example 1 sniper with sniper rifle and amunition = 200$, but some guy with pistol and without pants and worse stats = 50$. p.s. I couldn't find that test mission with RHS mod. P.s.s sorry for my English Share this post Link to post Share on other sites
-lordsoth- 15 Posted December 2, 2014 Creating own team either before drop or after drop and once base established is a good idea I think. Generally when starting a game I would find it much easier as a single unit with construction truck to zoom around until I found a good spot to build a base, then recruit my team. Even just the option to do it this way would be nice. Share this post Link to post Share on other sites
PapaStalin 1 Posted December 2, 2014 im just wondering, why has BI failed to make a proper persistent campaign? if SaOK can do this amazing job on his own, and in spare time, just imagine what is possible for the developer to do?! I just dont understand why is this such a low priority for them? Share this post Link to post Share on other sites
Fushko 59 Posted December 2, 2014 im just wondering, why has BI failed to make a proper persistent campaign?if SaOK can do this amazing job on his own, and in spare time, just imagine what is possible for the developer to do?! I just dont understand why is this such a low priority for them? This has never been a priority for them Share this post Link to post Share on other sites
SaOk 112 Posted December 2, 2014 Not sure with the "Russian (all)"-pbo, the RHS setting should appear if two classnames (1 unit from US and RUS) exist. Unless the pbo changes classname, that should have effect. Allowing to play in russian side, needs quite much changes since the resistance side would probably conflict (may neet to release separate mission file for it). But I try to work on that at somepoint later. Allowing more detailed team creating would be nice, will see. You can already make any High Command groups from Ctrl+Space view join your team by using shift+1 -> other. Each joining soldier cost 100, unless you attach back own created HC group. Orginally there was meant to be fully dynamic sandbox campaign in ArmA2 (or it was called still Game2 in the preview article then). It was only hype at the end, but got much ideas from it to be used in this my project. :) But still endlessly features to add and upgrade. Share this post Link to post Share on other sites
PapaStalin 1 Posted December 2, 2014 what AI enhancing addons would You suggest, that are compatible with WLA? i have read a few comments here about ALIVE mod, and MCC mod. But dont really understand what exactly they change. But reading the features on mod webpages it really seems cool enhancement. Share this post Link to post Share on other sites
-lordsoth- 15 Posted December 2, 2014 what AI enhancing addons would You suggest, that are compatible with WLA?i have read a few comments here about ALIVE mod, and MCC mod. But dont really understand what exactly they change. But reading the features on mod webpages it really seems cool enhancement. ALiVE and MCC don't really affect ground level AI, they are more like commander AI moving squads etc but not affecting how they actually fight when the combat starts. Something like bCombat, ASRAI, AISS or VComAI are the ones to use for actual firefight AI improvements. MCC is good as it allows you to access 3d editor during game, change things and access Zeus to kind of give you some advantages. MCC also has some other really cool functions too. ALiVE is good but will only work if you can access the mission via editor and add the required modules to make it work so is more of a mission designer tool and not a player tool. Have a play with MCC, I know a few here who play WLA use it. Personally, SaOk has done a top job and all you really need is a ground level AI mod and away you go. Share this post Link to post Share on other sites
gopanchik 10 Posted December 4, 2014 (edited) Hi again. During play I noticed some bugs. 1) On map Chernarus after finish quest "contact with locals to get to know about resistance" game begins freezing. I went to rescue the head of resistance from cell, but there was only cell without any people in it. I think game trying to create those people and fails, so game trys to create them again and again and freezes. 2) also there are some errors: a) Cannot open object rds_a2port_weapons/svd/svd.p3d b) no entry bin\config.bin/CfgCloudlets.25mmSparks c) no entry bin\config.bin/CfgCloudlets.DirtBulletImpact4 P.S. Explain me how to renumber my team soldiers? Because I deleted #3 and #4 in my teaam, so I play team: me, #2,#5 - I want to play: me, #2, #3 (chenage #5 to #3) Edited December 4, 2014 by gopanchik Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted December 4, 2014 Hi again. During play I noticed some bugs.1) On map Chernarus after finish quest "contact with locals to get to know about resistance" game begins freezing. I went to rescue the head of resistance from cell, but there was only cell without any people in it. I think game trying to create those people and fails, so game trys to create them again and again and freezes. 2) also there are some errors: a) rds_a2port_weapons/svd/svd.p3d b) no entry bin\config.bin/CfgCloudlets.25mmSparks c) no entry bin\config.bin/CfgCloudlets.DirtBulletImpact4 P.S. Explain me how to renumber my team soldiers? Because I deleted #3 and #4 in my teaam, so I play team: me, #2,#5 - I want to play: me, #2, #3 (chenage #5 to #3) about: b) no entry bin\config.bin/CfgCloudlets.25mmSparks c) no entry bin\config.bin/CfgCloudlets.DirtBulletImpact4 Do you run Blastcore? I think the 25mm Sparks & Dirt Bullet Impact error was from Blastcore.. To re-number your Squad it´s enough to use Fast Travel. Share this post Link to post Share on other sites
gopanchik 10 Posted December 4, 2014 (edited) about:b) no entry bin\config.bin/CfgCloudlets.25mmSparks c) no entry bin\config.bin/CfgCloudlets.DirtBulletImpact4 Do you run Blastcore? I think the 25mm Sparks & Dirt Bullet Impact error was from Blastcore.. To re-number your Squad it´s enough to use Fast Travel. Thank you. What about re-number not in this scenario? for example in official campaing? P.S. I use @Blastcore-A3 Edited December 4, 2014 by gopanchik Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted December 4, 2014 Thank you. What about re-number not in this scenario? for example in official campaing?P.S. I use @Blastcore-A3 The Blastcore issues cant be fixed by user, only the Author can do this. But he wont fix it cause he is working on the new Blastcore right now. To re-number in Campaign you could try to save your Game and load your saved Game, maybe this will work. Share this post Link to post Share on other sites