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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3

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@ ToxicSludge

You are probably best to ask this in the thread for the tool.

Otherwise you could use the batch files or Play withSIX.

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;2651438']@ ToxicSludge

You are probably best to ask this in the thread for the tool.

Otherwise you could use the batch files or Play withSIX.

Soz, I'll keep at it...

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Hey Guys,

I was wondering if anyone has had success getting AllInArma to work well with Tophe's Arma Dedicated Server Tool (or TADST). Every time I think I have it working correctly it seems to shoot me down. Most recently I will spawn in on a map, swimming, which goes the same for all other entities on the map. I am using a few other mods as well. I am in the process of trying without those mods, but I wanted to see if anyone else had any insight, or had this problem before. (I am using V.21)

Here is my "Extra Parameters" line in TADST

-mod=@Alive;@asdg_jr;@av_mods;@blastcore_a3;@caf_ag;@cba_a3;@fata_a3;@fhq_accessories;@fhq_m4_a3;@hlcmods_ak;@hlcmods_core;@hlcmods_m60e4;@italian_sof_a3;@jsrs2;@kio_l85a2;@mas_usa_devg;@mcc_sandbox_a3;@mikes_ak74;@mikes_hk416d;@mk18_mod1;@nato_russian_sf_weapons;@pomi_pmc;@rh_m4_a3;@rh_pistol_a3;@rus_spet_a3;@sa80ris;@saa;@sgw_csar;@sthud_a3;@stkr_bi;@sud_russians;@super_flash;@uk_sftg_a3;@usmc_a3;@vts_gesture;@vts_sticky;@vts_weaponresting;@xactionui;@xlib;@xmedsys;@AllInArma\ProductDummies;@AllInArma\A1Dummies;C:\Servers\Arma\Arma 2;C:\Servers\Arma\Arma 2 Operation Arrowhead;C:\Servers\Arma\Arma 2 Operation Arrowhead\Expansion;@A2OAPondFix;@A1A2ObjectMerge;@AllInArma\Core;@AllInArma\PostA3

Thank You,

JoshJ5Hawk

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Does this mod contain Arma:Cold War Assault A.K.A Operation Flashpoint Cold War Crisis/Resistance islands, units and campaigns? If not, is there a mod that ports entire OFP campaign to Arma 3?

I remember there was Cold War Rearmed for A1 and A2. God I so want to replay the campaign in RV4 engine.

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I have tested CRW2 from ARMA2 with AIA and ARMA3 and it does work with some error messages. I think the CRW team will not support this, but it is somewhat playable. We can only hope they will consider doing a native ARMA3 port later.

I have also tried SHJ Studios' ARMA Rearmed Mod (ARMA campaigns for ARMA 2) with AIA/ARMA3 but it does not work as it it is dependant on CAA which I think may conflict with AIA/ARMA3.

None of the ARMA2/CO campaigns work fully with AIA/ARMA3. The fault is not .kju at all but some broken or unsupported compatibility issue which BIS can only fix.

However, a lot of user made campaign or missions do work but you have to test it yourself.

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I am considering to integrate the OFPIP pack, yet the quality of the satellite textures are rather poor..

An official CWR port to A3 would be the best for the 5 BI terrains from OFP at least.

To make the missions and campaigns playable is certainly doable, yet its considerable effort.

Personally I have no interest in them, nor do I think these are what most people would want to see first.

There are far better community made campaigns available for OA, A2, A1 or OFP.

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;2660813']I am considering to integrate the OFPIP pack' date=' yet the quality of the satellite textures are rather poor..

An official CWR port to A3 would be the best for the 5 BI terrains from OFP at least.

To make the missions and campaigns playable is certainly doable, yet its considerable effort.

Personally I have no interest in them, nor do I think these are what most people would want to see first.

There are far better community made campaigns available for OA, A2, A1 or OFP.[/quote']

Wouldn't many scripts have to be redone, however? For example, I know trying to play many of ArmA 1's campaigns with CAA1 worked on a very rough level, but all of the scripting is busted. So for the heavily scripted campaigns like Royal Flush, they were 100% unplayable. SHJ had to essentially make all new scripts to compensate that and the lack of a working map for the Sahrani Conflict campaign. I would assume if any of ArmA II's campaigns were as scripted, a number of those scripts probably don't work in III, unless the conversion process for AiA is far different than what CAA1 was to the previous game. Furthermore, does AiA support the DLC for ArmA II, Army of the Czech Republic? Last I used it, it supported ArmA II, OA, BAF, and PMC, but not ACR. I assume this is because ACR handles things very different than OA's DLCs, for none of ACR's content is put in the Common directly as the other DLCs do.

All in all, it seems like a big endeavor to support a reconversion of so many things, especially considering all of the stuff made previous to the current game are all playable in the previous title, taking into account official releases themselves and remakes like Cold War Rearmed and ArmA Rearmed. I think the undertaking to get essentially 12 campaigns (3 for CWC, 3 for ArmA, 6 for ArmA II counting all DLC and OA) from the previous entries to work in the new game to be a massive task. The same would also apply if you wanted to come full circle and consider ToH's campaign, which has the issue of lacking its full flight model in the core engine of ArmA III.

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Foffy:

Good thinking. To make sure all BIS previous official CAMPs work, you need to assemble a reliable QA team, working for free, etc. A hard task.

As for scripts, most of them can be simplified and rewritten to adapt syntax changes. In some cases, cutscenes are more of a problem than scripting. IMO, BIS should support such an initiative for bringing past content back in HQ.

Otherwise, it likely won't happen until, say, 2016 Q1...

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@ JoshJ5Hawk

Sorry missed your post. Please use AiA standalone instead.

@ Foffy

It is certainly possible and doable to port the BI campaigns, but it is a lot of work and more complex. Again I won't as explained above.

Also personally I don't think its worth it - there are many community made campaigns better than those from BI.

And again you seem to have misunderstood my post - community campaigns should work for the most part as they don't have such complex mechanics

and most don't use the BI functions that are no longer all working in their A3 version.

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Is there any way to associate the assets with Arma 2 and CAA1 with this so I don't have two copies?

And can this way involve not using Six updater? As within a few short seconds of installing the updater it started installing things that I didn't even want on my computer, and I really don't want it to touch Arma 2 at all. I have a lot of customized addons and I don't want those overwritten.

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I really appreciate that fact that this mod exists. Thank you for it.

Just a question though. You said you plan to add the infantry models from arma 2? How long do you think that would take and would it include compatibility with custom arma 2 units? I really liked the BB Mercs mod that it had.

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How to set Iron Front in all in Arma 3 ? Please I doesnt like Playwith6

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Is there any way to associate the assets with Arma 2 and CAA1 with this so I don't have two copies?

Use this version but it is now becoming outdated.

And can this way involve not using Six updater? As within a few short seconds of installing the updater it started installing things that I didn't even want on my computer, and I really don't want it to touch Arma 2 at all. I have a lot of customized addons and I don't want those overwritten.

I am using this without Six Updater and it works fine. You just need to setup a bat file or shortcut to launch AiA correctly. See the first post for instructions.

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Use this version but it is now becoming outdated.

Outdated meaning there will be a more efficient way to achieve the same end later or?

I am using this without Six Updater and it works fine. You just need to setup a bat file or shortcut to launch AiA correctly. See the first post for instructions.

Great, thanks for the clarification. Thanks much.

EDIT

Well, It seems as if I've run into the black screen of death?

Does this mean something in the batch file is screwy?

My A2 directory has a LOT of mods, are they automatically taken into consideration when loading things?

I'm wondering how I can narrow this problem down, I noticed somebody else had a similar problem but their english was so poor I couldn't tell aside from the black screen what was causing it for them.

Edited by Pd3

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Outdated meaning there will be a more efficient way to achieve the same end later or?

Yes. All future development is now going into the Stand Alone edition of AIA which currently requires the 18 GB of duplicate A1/A2 content, but .kju is working so the SA edition will use your existing A1/A2 install.

Also, this version support Take On Helicoptors, but not the DLC, which will also be integrated into AiASA.

Great, thanks for the clarification. Thanks much.

No problem.

It seems as if I've run into the black screen of death?

Does this mean something in the batch file is screwy?

My A2 directory has a LOT of mods, are they automatically taken into consideration when loading things?

I'm wondering how I can narrow this problem down, I noticed somebody else had a similar problem but their english was so poor I couldn't tell aside from the black screen what was causing it for them.

It should NOT automatically load your A2 mods, unless you added it to the batch file.

Checkout my batch file below loading DayZ mod only to get an idea how to set it up:

rem

rem Adjust the path with your local path

rem

set _ARMA3_PATH=D:\ArmA 3

rem set _ARMA1_PATH=D:\ArmA

set _ARMA2_PATH=D:\ArmA 2

set _ARMA2OA_PATH=D:\ArmA 2 Operation Arrowhead

set _TKOH_PATH=D:\Take On Helicopters

rem

rem Define your additional modfolders

rem

set _CUSTOM_MODS=@CBA_A3;@DayZ

rem

rem Adjust your parameters

rem

set _DEFAULT_PARAMETERS=-nosplash -skipintro -cpucount=4

rem -nosplash -skipintro -world=empty -noFilePatching

set _DEVELOPMENT_PARAMTERS=

rem -window -showScriptErrors

set _PROFILE_PARAMETERS=

rem "-profiles=%_ARMA3_PATH%" "-name=UserName"

rem ///////////////////////////////////////////////////////////////////////////

rem

rem DONT MODIFY ANYTHING BELOW

rem

rem ///////////////////////////////////////////////////////////////////////////

cd /D "%_ARMA3_PATH%"

arma3.exe %_DEFAULT_PARAMETERS% %_DEVELOPMENT_PARAMTERS% %_PROFILE_PARAMETERS% "-mod=%_CUSTOM_MODS%;@AllInArma\ProductDummies;%_ARMA1_PATH%\DBE1;%_ARMA1_PATH%;@AllInArma\A1Dummies;%_ARMA2_PATH%;%_ARMA2OA_PATH%;%_ARMA2OA_PATH%\Expansion;%_TKOH_PATH%;@A1A2ObjectMerge;%_ARMA3_PATH%;@AllInArma\Core;@AllInArma\PostA3"

exit

Change the directly to the match your Arma 3 and Arma 2 / Arma / ToH installation folders. The REM are there to comment out a line so it does not function. Remove the REM to enable loading a game directory for instance.

You can try to remove the @dayz in the -modline to load up only Arma 3 with your Arma 2 installation.

You can also ADD A2 mods to the modline. Just replace the @dayz, the follow by a semicolon to add more mods eg:

set _CUSTOM_MODS=@CBA_A3;@DayZ;@mod2;@mod3;@mod4

Note not all A2 mod works fully or without bugs or at all. You just need to try it one mod at a time.

It should work by default and only replaces the A2 units with A3 units.

If you want to see the actual A2 player units in A3, you have to move the file "AiA_ActivateA3Models.pbo"

from x:\ArmA 3\@AllInArma\Core\addons\ folder

to x:\ArmA 3\@AllInArma\Core\addons\_Optional\ folder.

Replace the x to where you have actually installed Arma 3 into such as your steam folder.

this will disactivate Arma 3 unit models, but allows more compatibility with A2 mods. And this is a must if A2 mods use their own custom units.

Edited by Valken

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Yes. All future development is now going into the Stand Alone edition of AIA which currently requires the 18 GB of duplicate A1/A2 content, but .kju is working so the SA edition will use your existing A1/A2 install.

Also, this version support Take On Helicoptors, but not the DLC, which will also be integrated into AiASA.

No problem.

It should NOT automatically load your A2 mods, unless you added it to the batch file.

Checkout my batch file below loading DayZ mod only to get an idea how to set it up:

Change the directly to the match your Arma 3 and Arma 2 / Arma / ToH installation folders. The REM are there to comment out a line so it does not function. Remove the REM to enable loading a game directory for instance.

You can try to remove the @dayz in the -modline to load up only Arma 3 with your Arma 2 installation.

You can also ADD A2 mods to the modline. Just replace the @dayz, the follow by a semicolon to add more mods eg:

set _CUSTOM_MODS=@CBA_A3;@DayZ;@mod2;@mod3;@mod4

Note not all A2 mod works fully or without bugs or at all. You just need to try it one mod at a time.

It should work by default and only replaces the A2 units with A3 units.

If you want to see the actual A2 player units in A3, you have to move the file "AiA_ActivateA3Models.pbo"

from x:\ArmA 3\@AllInArma\Core\addons\ folder

to x:\ArmA 3\@AllInArma\Core\addons\_Optional\ folder.

Replace the x to where you have actually installed Arma 3 into such as your steam folder.

this will disactivate Arma 3 unit models, but allows more compatibility with A2 mods. And this is a must if A2 mods use their own custom units.

Finally got it working, it seems to me that I have to wait a bit and then alt-tab out of the application and then tab back in and the black screen is gone.

However, I can't seem to get A2 mods to be detected from their place in the OA root directory, so I manually copied out Avgani and plopped it down in the A3 main folder and activated it through the custom mods declaration.

Is this a unique thing for me or should it automatically detect mod folders in A2 as well?

Either way, thanks for the help, and it was amazing to see how well Avgani runs on A3.

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I do have one question for anyone who is working on AIA, kju et-al (assuming there are others).

Will you guys be "patching" replacement A3 recoils for the Arma 2 weapons?

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Hi kju,

would be possible to release Sahrani and Porto from AiA as standalone map? Since it's the only proper Sahrani A3 version available I guess. Would be really nice, if it can be done.

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@ EvroMalarkey

No time for it and too much effort for me. Sorry to say but won't happy by me.

However there is SMD Sahrani for A3 (WIP/unreleased).

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However, I can't seem to get A2 mods to be detected from their place in the OA root directory, so I manually copied out Avgani and plopped it down in the A3 main folder and activated it through the custom mods declaration.

Is this a unique thing for me or should it automatically detect mod folders in A2 as well?

Either way, thanks for the help, and it was amazing to see how well Avgani runs on A3.

I double checked my Arma 3 folder and what I did was made symboliclinks of my ARMA 2 mods into my ARMA 3 folder.

Basically, Symboliclinks are fake shortcuts of directories or files that the operating system thinks is in the folder you have placed it in.

So for example, ARma 2/@DayZ is a real directory, but the symbolic link Arma3/@dayz will physically retrieve files from "ARma 2/@DayZ ", so I don't need two copies of it.

But you can physically move the A2 mod in the A3 mod and try it that way too.

And yes, the maps and most everything looks and feels way better in Arma 3 than Arma 2 engine.

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Check this tool to ease create junctions (basically the same as sym links).

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;2695359']Check this tool to ease create junctions (basically the same as sym links).

Thanks for the heads up guys, I actually figured out how to use the "mklink" command and it's not too difficult, I just got hung up on not using quotations because of the space between names on some folders.

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