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

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New version available: https://dev-heaven.net/projects/all-in-arma/files

Changes:

  • Added: A1 and QG terrain compatibility.
  • Added: A2/OA/TKOH custom animations.

  • Changed: Improve A1/A2 terrain clutter and HQ texture draw distance to current standards.
  • Changed: Assign NVGoggles and items to linkedItems.
  • Changed: Unify weapon cursor display to A3 standard.
  • Changed: Update lighting to latest A3 state.
  • Changed: Disable A2/OA/TKOH changes to effects.
  • Changed: Make all units able to carry backpacks.
  • Changed: Add XEH support to AiA eventhandler definitions.

  • Fixed: When units with SVD weapon die, the game crashes.
  • Fixed: Pistols have no reload animation.
  • Fixed: Medics cant heal other units.
  • Fixed: Engineers/Explosive specialist cannot defuse bombs.
  • Fixed: CBA causes small rectangular graphic artifact on screen.

Full details: https://dev-heaven.net/versions/1482

---

Notes:

  • Delete the former @AllInArma modfolder first.
  • The modline has changed. Adjust yours accordingly. See wiki for sample modline.
  • There are two new batch files.
    • The automated tries to read the products from registry. You can still adjust the startup parameters in the batch file.
    • The manual no longer has startup parameters set by default (except the correct modline). Adjust as desired.

    [*]Since 0.58 unfortunately most A2/OA terrains crash instantly. Report your crash logs in this A3 feedback tracker ticket.

    [*]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 @AllInArma\A1A2ObjectMerge\addons. (Extract the A1 first, then copy and overwrite the data from the A2 version and repack)

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 by .kju [PvPscene]

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Thank you for this. Ive been really looking forward to this update.

I like the A3 assets and so I moved "AIAdisableA3"content" away from the addon, upon which my game crashed in Chernarus in an old mission ive made with the previous AiA release. However, after borrowing "AiACharacters.pbo" from an old release of your addon everything has been pretty smooth: Chernarus and Takistan have been crash free so far. I also have working sound protocols form A3 and these are already superior to more robotic A2 voices (I was stuck with them with the previous version of AiA).

Great job, and I hope you continue working on this project! :)

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Thank you for this irreplaceable mod. :)

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Thank you for the update kju!

Thank you for this. Ive been really looking forward to this update.

I like the A3 assets and so I moved "AIAdisableA3"content" away from the addon, upon which my game crashed in Chernarus in an old mission ive made with the previous AiA release. However, after borrowing "AiACharacters.pbo" from an old release of your addon everything has been pretty smooth: Chernarus and Takistan have been crash free so far. I also have working sound protocols form A3 and these are already superior to more robotic A2 voices (I was stuck with them with the previous version of AiA).

Great job, and I hope you continue working on this project! :)

I also took AIA charecters pbo from previous release, and tried takistan with A3 units, but still crash on load. Any suggestions? Thank you...

EDIT: Nobody mentioned smoke grenades now work! I just put together a quick SP mission in zargabad with upsmon, asr and tpwcas, enemy trapped itself in a little square and smoke was all over. Spectacular!!!

Edited by maluslaus

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Thank you for the update!!

I use a previous version and intend to use the latest update. Do I have to change my batch file if I don't use ARMA 1 content?

I don't want to mess up :confused:

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Getting a tooooon of errors when trying to use this mod:

During launch:

"Addon 'AiA_BaseConfig_F' requires addon 'CAData_ParticleEffects'"

"No entry 'config.bin/CfgSurfaces/Roadway.rough'."

In Game at main menu:

"Cannot load texture

CA\Data\light_flare_ca.paa"

"Script initJIPcompatible.sqf not found"

On loading the editor:

"Cannot load texture

CA\data\surfaces\beton.paa"

"Cannot load texture

CA\data\env_land_co.paa"

On opening unit creation dialogue:

"No entry 'config.bin/CfgFactionClasses.CDF"

With single USMC Rifleman, when previewing, the game crashes to desktop upon "completing" the load.

My Arma stuff is all installed to an unusual location, but according to how your mod works, it should work fine, so I'm guessing that's not an issue. Just mentioning it on the off chance that it is because I cannot think of any other problem.

Removing all of the mods, and I get no errors, but still a crash on loading.

Managed to get it a couple times, but most times it just won't load. I got it once with a USMC Rifleman and an Avenger HMMWV on the A3 island, it worked. Then Takistan with a Rifleman and an AH64 but then I crashed the chopper and about two seconds after I impacted, the game crashed. It wasn't a fatal crash in the chopper.

I can't tell if this is ridiculously picky, or just randomly failing.

When I did get in to Takistan, there were crazy stretched towers on the edges of the maps.

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So... I have an interesting new bug to report.

All my sounds are reversed. I throw a grenade to my right, I hear it explode on my left. Some guys were shooting at me in a mission from my right, but I heard the sounds on my left and ended up getting shot in the back. I'll play around with it some more and make sure it's not happening in other missions.

And thanks SO much for the update!

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I am a bit confused regarding which versions of CBA to use?

I have A2 CO which I am running with the CBA_CO mod folder only. I think it is version @CBA_CO_v1.0.1pre. This version should not require CBA_A2 and CBA_OA mod folders. In A2 it is running fine with all mods.

Now I copied that CBA_CO mod folder to the A3 directory and start via the manual batch file using

set _CUSTOM_MODS=@CBA_CO;@CBA_A3

Now when starting a mission I am still prompted to load CBA_A2 instead.

So should I use a different version of CBA? If so, which?

Many thanks

A.

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Hi,

Thanks Kju for sharing.

Can anyone let me know, if this lastest version is available on play with six, please?

Cheers

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I am a bit confused regarding which versions of CBA to use?

I have A2 CO which I am running with the CBA_CO mod folder only. I think it is version @CBA_CO_v1.0.1pre. This version should not require CBA_A2 and CBA_OA mod folders. In A2 it is running fine with all mods.

Now I copied that CBA_CO mod folder to the A3 directory and start via the manual batch file using

set _CUSTOM_MODS=@CBA_CO;@CBA_A3

Now when starting a mission I am still prompted to load CBA_A2 instead.

So should I use a different version of CBA? If so, which?

Many thanks

A.

Use ArmA 3 CBA. ArmA 2 CBA's are incompatible due to setVehicleInit.

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Hi,

Can anyone let me know, if this lastest version is available on play with six, please?

Cheers

Yes, updated yesterday

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Do any of you have working lights on Chernarus? Not a single lamp is working for me

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Use ArmA 3 CBA. ArmA 2 CBA's are incompatible due to setVehicleInit.

When I use CBA_A3 only I get error messages on mission start stating I should install and enable both CBA_A2 and CBA_OA for supporting A2 and OA content, respectively.

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Do any of you have working lights on Chernarus? Not a single lamp is working for me

me too.

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When I use CBA_A3 only I get error messages on mission start stating I should install and enable both CBA_A2 and CBA_OA for supporting A2 and OA content, respectively.

Just ignore them...

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Thanks KJU, great addon, great work.

I still get water shader dysfunction, all maps that have lakes & ponds. Does NOT affect sea. Fog (any level) compounds the problem.

Some images:

LakeShader_1_zps3d63fe94.jpg

LakeShader_2_zps03a7579f.jpg

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I think there is a problem with Zargabad + A2 units: game crashes on mission load, but that depends on where unit is located. Below are two otherwise identical mission I made for testing.

Example mission 1: Unit is located in the center of the city - no crash:

version=12;

class Mission

{

addOns[]=

{

"cacharacters2"

};

addOnsAuto[]=

{

"cacharacters2"

};

randomSeed=14009739;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.25;

startWind=0.1;

startWaves=0.1;

forecastWeather=0;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2009;

day=29;

hour=11;

startFogDecay=0.0049999999;

forecastFogDecay=0.0049999999;

};

class Groups

{

items=1;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={4191.1597,16.890955,4162.0117};

id=0;

side="WEST";

vehicle="USMC_Soldier";

player="PLAYER COMMANDER";

leader=1;

skill=0.60000002;

};

};

};

};

};

class Intro

{

randomSeed=11459128;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.25;

startWind=0.1;

startWaves=0.1;

forecastWeather=0;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2009;

day=29;

hour=11;

startFogDecay=0.0049999999;

forecastFogDecay=0.0049999999;

};

};

class OutroWin

{

randomSeed=15070651;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.25;

startWind=0.1;

startWaves=0.1;

forecastWeather=0;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2009;

day=29;

hour=11;

startFogDecay=0.0049999999;

forecastFogDecay=0.0049999999;

};

};

class OutroLoose

{

randomSeed=2264963;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.25;

startWind=0.1;

startWaves=0.1;

forecastWeather=0;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2009;

day=29;

hour=11;

startFogDecay=0.0049999999;

forecastFogDecay=0.0049999999;

};

};

Example mission 2: Unit is located to the north west of the city - crash on mission load:

version=12;

class Mission

{

addOns[]=

{

"cacharacters2"

};

addOnsAuto[]=

{

"cacharacters2"

};

randomSeed=14009739;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.25;

startWind=0.1;

startWaves=0.1;

forecastWeather=0;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2009;

day=29;

hour=11;

startFogDecay=0.0049999999;

forecastFogDecay=0.0049999999;

};

class Groups

{

items=1;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={3660.5417,11.260005,4509.5508};

id=0;

side="WEST";

vehicle="USMC_Soldier";

player="PLAYER COMMANDER";

leader=1;

skill=0.60000002;

};

};

};

};

};

class Intro

{

randomSeed=11459128;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.25;

startWind=0.1;

startWaves=0.1;

forecastWeather=0;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2009;

day=29;

hour=11;

startFogDecay=0.0049999999;

forecastFogDecay=0.0049999999;

};

};

class OutroWin

{

randomSeed=15070651;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.25;

startWind=0.1;

startWaves=0.1;

forecastWeather=0;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2009;

day=29;

hour=11;

startFogDecay=0.0049999999;

forecastFogDecay=0.0049999999;

};

};

class OutroLoose

{

randomSeed=2264963;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.25;

startWind=0.1;

startWaves=0.1;

forecastWeather=0;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2009;

day=29;

hour=11;

startFogDecay=0.0049999999;

forecastFogDecay=0.0049999999;

};

};

.kju, can you please have a look at it?

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I know the intention of this mod is to create ArmA2 in the A3 engine............. however an offshoot of a standalone working islands pack without any units or vehicles that works in A3 would be very much appreciated and am sure welcomed by a lot of the community. Especially now that we know A3 Beta is only going to include Stratis which has been played to death..

if it is possible to split the islands from the units/vehicles this would then reach out to a much larger audience

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Ok, maybe I'm stupid, but I can't get this to work for the life of me. It works when I download and play through Six, but then it won't pick up my other addon folders and I can't activate them, all I can use is this. If I launch through my regular launcher and attempt to activate it, I get riddled with errors, there are duplicates of the various folders (core, A1dummies, etc) and nothing works at all. Am I missing a crucial step or something?

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You find now a Frequently-asked-questions section in the wiki.

---------- Post added at 04:53 PM ---------- Previous post was at 04:45 PM ----------

@ GvsE

Make sure not to mix A2/OA/TKOH infantry with A3 infantry - if you see the regular intro scene of A3 for example, you will get crash once loading a mission with A2/OA/TKOH infantry.

@ Nikiforos

The new batch files are not required.

They just add support A1 in the mix.

@ MordeaniisChaos

Read the wiki how to install and start AiA.

@ MacScottie

Sounds more like bugs in the A3 sound engine. Appearently its still quite buggy.

@ the chief

Play withSIX does not yet support A1 terrains, however AiA got updated there too.

@ oldy41

Check the FAQ available in the wiki now.

@ DMarkwick

Probably nothing I can do about it.

I cannot modify nor replace the model.

@ maluslaus

Effects were fixes yes and mentioned in the changelog. :)

Unfortuantely nothing I can fix.

BI has to do. Post your crash files and finds here:

http://feedback.arma3.com/view.php?id=8973

@ Terox

There is no point for a separate pack.

It would have zero benefits.

@ Devil Dogs SF

Please read the wiki.

---------- Post added at 05:01 PM ---------- Previous post was at 04:53 PM ----------

Updated lighting testing addon to latest stable:

https://dev-heaven.net/attachments/download/20685/TEST_Lighting_v2.7z

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