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

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@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.

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@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.

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.

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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.

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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?

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What version of play withSIX do you have Oktyabr?

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;2525443']What version of play withSIX do you have Oktyabr?

1.5.2.690 is what it says in the "About" section.

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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!

2cqjfyg_thumb.png | xap98o_thumb.png

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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:

---

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 by .kju [PvPscene]

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Wow nice update Kju. Thank you very much for the replacments packs :yay:

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;2528835']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

Nice replacement classes! Thanks for all your hard work on this project. :)

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Wow! That's a real honour for me! ;-)))

Thanks and keep up the good work!

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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 by Denco

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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.

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i cant get the optional infantry replacements to work could someone help me?

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@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)

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@ 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!

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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!

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Are Arma 2 weapon replaced with NATO SF and Russian Spetsnaz WEAPONS ?

Does it replace weapon in Arma 2 Crates too ?

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@ 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.

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Does this mod use all the effects mods in arma2?

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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

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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",...};

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;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!

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