zach72 1 Posted October 3, 2013 @Oktyabr To get the user-made islands to show up, you need to load them! AiA will load any Arma or TOH BI maps you have installed, but to play on other islands you need to load their mod folders individuality. Share this post Link to post Share on other sites
oktyabr 12 Posted October 4, 2013 @OktyabrTo get the user-made islands to show up, you need to load them! AiA will load any Arma or TOH BI maps you have installed, but to play on other islands you need to load their mod folders individuality. I'm pretty good at figuring this stuff out myself so I really posted for a few reasons in particular: 1) Does this mean you cannot load user made islands directly from Six and/or AiA? Do you mean a startup entry? Where do the islands have to be moved (or do they?) 2) This seems to be a potential FAQ item. Am I the only one that didn't just buy Arma3, download Six, install AiA and didn't instantly get how to make this work? The manual install of AiA has tutorials how to do it... in multiple languages even. And yet there is zero mention of what needs to be done (for a new player) to clear a hurdle like this. Share this post Link to post Share on other sites
zach72 1 Posted October 4, 2013 I'm using the beta release of play with six, and when I create an allinarma 'collection' (preset) it shows me a list of arma2 mods to select from instead of arma3. This may make it easier for you. Share this post Link to post Share on other sites
oktyabr 12 Posted October 4, 2013 No joy :( I found by adding my OA directory to Six's sources I could then add to my allinarma "collection" but rather than using my local files Six insisted on downloading new copies... which works fine, IF the mod (island) you want to use is IN the Six repository. There must be a way (an easy enough way to add it to the FAQ?) to get Six > AiA to utilize my local files? Share this post Link to post Share on other sites
.kju 3245 Posted October 4, 2013 What version of play withSIX do you have Oktyabr? Share this post Link to post Share on other sites
oktyabr 12 Posted October 4, 2013 ;2525443']What version of play withSIX do you have Oktyabr? 1.5.2.690 is what it says in the "About" section. Share this post Link to post Share on other sites
sickboy 13 Posted October 5, 2013 1.5.2.690 is what it says in the "About" section. The issue should be sorted and supported as of BETA build 701: (To grab betas, make sure "Receive beta updates" is enabled in the PwS options). New Play withSIX 1.6 beta available! With first class AllInArma local mods support! | Share this post Link to post Share on other sites
oktyabr 12 Posted October 5, 2013 Thanks again for your hard work on this. Share this post Link to post Share on other sites
.kju 3245 Posted October 7, 2013 (edited) New version available: https://dev-heaven.net/projects/all-in-arma/files Changes: Added: optional infantry replacements for A2/OA classes: BAF with STALKERGB's British Infantry DeltaForce with massi's 75th Rangers ForceRecon with massi's MARSOC GER with massi's ItalianSOF PMC with pomigit's PG Services Russians with sudden's Russians Spetznaz with massi's OMON Spetsnaz USArmy with AlexVestin's IndUs [*]Updated: adjusted sound volume hopefully to correct level now. Full details: https://dev-heaven.net/versions/1524 WIP changes: Normalize the volume levels from vehicle/unit/weapon/magazine/ammo of A2/OA/TKOH sounds - updated - please report sounds that are too silent or too loud. Add A3 reflectors to A2/OA/TKOH vehicles - please test, give feedback and try to tweak them yourself (.\AllInArma\Core\addons\AiA_Vehicles\Reflectors\). --- Notes: This is a test version - only fully compatible to latest dev branch! CBA A3 beta 4 required (and no other CBA version). Delete the former @AllInArma modfolder first. The design of A3 vs A2/OA/TKOH infantry and hidden content has changed. Make sure to read the FAQ. If you want to play A1 terrains without missing objects, you need to merge the misc.pbo and buildings.pbo from A1 and A2 yourself and put it into .\@A1A2ObjectMerge\addons. More details in the wiki. If you want to play A1 missions, you need to load A2 and OA along as well. Queen's Gambit missions are not yet supported. Please read the known-issues section, the FAQ and howTo-post-issues. Important notes: Please vote in the A3 Feedback Tracker (FT) for AiA related tickets. See links in the Known issues section. Contribute: We are looking for a nice banner, promo screenshots and promo trailers for our new AllInArma info page. If you want to help out with your skills, please contact me. :) Enjoy :bounce3: Edited October 7, 2013 by .kju [PvPscene] Share this post Link to post Share on other sites
denco 16 Posted October 7, 2013 Wow nice update Kju. Thank you very much for the replacments packs Share this post Link to post Share on other sites
asuseroako 17 Posted October 7, 2013 ;2528835']New version available: https://dev-heaven.net/projects/all-in-arma/filesChanges: Added: optional infantry replacements for A2/OA classes: BAF with STALKERGB's British Infantry DeltaForce with massi's 75th Rangers ForceRecon with massi's MARSOC GER with massi's ItalianSOF PMC with pomigit's PG Services Russians with sudden's Russians Spetznaz with massi's OMON Spetsnaz USArmy with AlexVestin's IndUs [*]Updated: adjusted sound volume hopefully to correct level now. Full details: https://dev-heaven.net/versions/1524 Nice replacement classes! Thanks for all your hard work on this project. :) Share this post Link to post Share on other sites
sudden 14 Posted October 8, 2013 Wow! That's a real honour for me! ;-))) Thanks and keep up the good work! Share this post Link to post Share on other sites
denco 16 Posted October 8, 2013 (edited) Weird. Trying to run AiA with optional replacement packs and I get this error when trying to test them In the editor: CFGMovesBasic\Actions\RifleLowStandActionsWlkF.turnspeed I am not on the developer version. Edited October 8, 2013 by Denco Share this post Link to post Share on other sites
.kju 3245 Posted October 8, 2013 Possible reasons: a) From the notes above: This is a test version - only fully compatible to latest dev branch! b) The unit and weapons addons have rather bad configs. One may or may not be responsible. Share this post Link to post Share on other sites
wolf13898 10 Posted October 8, 2013 i cant get the optional infantry replacements to work could someone help me? Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted October 8, 2013 @Kju: WOW! Those replacements are spot on! No more Mr Baldguy without helmets on lol On a sidenote, I´m experiencing this strange bug: if I jog with the lowered weapon or sprint, the soldier keeps going forward, even if I ain´t touching the keyboard (need to crouch to stop it), but if I use the tactical pace or any other speed movement, its alright =/ (stable branch, all replacement applied, lots of mods activated) Share this post Link to post Share on other sites
.kju 3245 Posted October 9, 2013 @ Wolf13898 1) Download infantry addon 2) Put pbos to @Units\addons 3) Move replacement from _Optional to addons 4) Load game with -mod=@Units;@AllInArma\Replacements @ Corporal_Lib[bR] Let me repeat :) From the notes above: This is a test version - only fully compatible to latest dev branch! Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted October 9, 2013 Sorry .kju! Play With Six upgraded it regardless it is exclusive for dev branch... If I´ve read your warning I would have skipped for while =) Anyway, it is just an annoying bug, I can live with that and play with those nice replacements! cheers! Share this post Link to post Share on other sites
slamduck 13 Posted October 9, 2013 Are Arma 2 weapon replaced with NATO SF and Russian Spetsnaz WEAPONS ? Does it replace weapon in Arma 2 Crates too ? Share this post Link to post Share on other sites
.kju 3245 Posted October 9, 2013 @ Corporal_Lib[bR] My bad - it was my fault merging those animation changes already.. lets hope for a quick next stable patch. Or I could revert it, or provide a small patch for stable branch users - what do you guys think? @ SlamDuck Not yet. When someone can provide a list of mapping again, I will look into it. Share this post Link to post Share on other sites
sig 10 Posted October 9, 2013 Does this mod use all the effects mods in arma2? Share this post Link to post Share on other sites
aduke823 63 Posted October 9, 2013 kju.... Could you shed some light on how I can overwrite ArmA2 classes while using AiA? I made an addon overwriting some of the INS soldier classes but it seems that only "INS_Soldier_1" successfully takes my changes. All of the other classes have the AiA config values applied to them, regardless of my config entries. Thanks Share this post Link to post Share on other sites
.kju 3245 Posted October 9, 2013 You guys can find a guide how to create your own replacements here now: [Tutorial] Replacement configs @ ADuke823 You need to make sure your config is loaded after AiA configs: //A3 models requiredAddons[] = {"AiA_ActivateA3Models_ModelReplacement_CO",...}; //A2/OA models requiredAddons[] = {"AiA_DeactivateA3Models_ModelReplacement_CO",...}; Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted October 10, 2013 ;2530122']@ Corporal_Lib[bR]My bad - it was my fault merging those animation changes already.. lets hope for a quick next stable patch. Or I could revert it' date=' or provide a small patch for stable branch users - what do you guys think?[/quote'] Null problem, .kju! If it is not too much of a hassle, a small patch could be quite welcome, as BIS will probably only update again for the stable branch when the Survive! Campaign is ready (2 to 3 weeks as it seems) thanks! Share this post Link to post Share on other sites
.kju 3245 Posted October 10, 2013 Please try to replace this file in @AllInArma\Core\addons: http://www.file-upload.net/download-8161638/AiA_Animations2.7z.html Share this post Link to post Share on other sites