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.kju

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

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;2530090']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' date=' it is just an annoying bug, I can live with that and play with those nice replacements! cheers![/quote']

Play withSIX 1.5 and later supports multi-version, so you can easily downgrade.

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Just tried out this mod and I have to say it's incredible. Hats off to you Kju for all the hard work.

Does anyone know where I can find missions which make use of the combined A3/A2 content?

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This update is awesome! Any news on working reflectors for a2 vehicles? Just curious.

You say we can test a2 reflectors but I can't get how.

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Hi Kju!

I've just downloaded and tried to use your replacement units. It involved downloading 10 more mods, only about 4 of which are currently on PWS. Anyway, I've got all the mods listed, moved the optional replacement addons to the right folder, and all the new units now appear in my editor. However, the old, Arma2 units (with the same faction names) are also still showing. Is this how it should appear?

See Spoiler for screen-shot:

units.png

I was hoping to load up a complicated A2 mission and magically have all the old A2 units automatically replaced with the replacement A3 ones, but I've not tried that yet, seeing as the old A2 units are still in the editor. Have I missed a step?

Also, (assuming this works as I hope it will) any ideas on replacing the Taki Locals, Insurgents, Taki Army/ Militia, Taki civilians and Guerillas? Maybe use some of the A3 factions to replace some, or more of Massi's units, such as the Africa conflict?

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Not all of the old classic ARMA 2/OA or user made units have been ported yet.

For me, I am using the old ARMA 2 units by moving the AiA_ActivateA3Models.pbo file from the core/addons folder into core/addons/_optional.

This will disable the new A3 units, so you can still use all the old A2 units/mods.

Just make sure you either copy the user made unit addons into the A3 folder or make a symboliclink (a fake shortcut that links the files from location into your current folder) from your ARMA2 unit folders into your A3 folder.

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@ L Mandrake

You can use any mission from A2/OA (except basic BI warfare and missions relying too heavily on BI functions).

Also armaholic has some A3 missions for AiA.

@ rebelvg

Check this ticket: https://dev-heaven.net/issues/71997

@ zach72

Report missing addons and mods for PwS here: http://getsatisfaction.withsix.com/withsix/topics/mod_update_or_addition_requests_pt2

The replacements are visual only in terms how the model look - no other change (except backpacks .. was too "lazy" to replace those properly).

The replacements are for A3 models; if you want to have A2/OA models, follow the guide in the FAQ and use replacements from A2/OA.

People didn't make suggestions for the other factions, and I was hoping people would go for it on their own as there is a guide now. :)

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Fantastic mod you have here, thanks for releasing and maintaining it.

Since the last update I find the rifle and pistols sounds extremely low, grenades, grenade launchers and other explosives sound fine.

I find myself forced to use JSRS to have audible sounds. Any way to increase them?

Edit:

I'm unable to launch missions on a dedicated server, stuck on loading screen using the DEV build. Anyone had better luck? Posted the rpt on the bug tracker.

Edited by DavidZi
problem with server on dev build

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config.bin/CfgMovesBasic/Actions/RifleLowStandActionsWlkF.turnSpeed

Error when first trying to run through the editor, I can start a walk/jog/run but it locks into that until I crouch.

Anyone else have this?

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I've just downloaded and tried to use your replacement units. It involved downloading 10 more mods, only about 4 of which are currently on PWS. Anyway, I've got all the mods listed, moved the optional replacement addons to the right folder, and all the new units now appear in my editor. However, the old, Arma2 units (with the same faction names) are also still showing. Is this how it should appear?

See Spoiler for screen-shot:

units.png

OK, it appears I missed a step I've found a few pages back in this thread:

1) Download infantry addon(s)

2) Put pbos to @Units\addons

3) Move replacement from _Optional to addons

4) Load game with -mod=@Units;@AllInArma\Replacements

I downloaded the 10 mods, created a Collection in PWS to load them all, and added @allinarma but didn't realize I also had to add the replacements folder as a mod too!(step 4 above)

I've now copied the replacements folder to my game directory so it has it's own own mod folder (@replacements) so PWS would find it and load it.

When I took the screenshot in my spoiler quoted above, I hadn't done this step.

NOW when I load up AiA through PWS, I get a pop up windows error "Addon 'AiA_ModelReplacement_GER_With_massis_ItalianSOF' requires addon 'mas_ita_sftg_b'

Looking inside the @italian_sof_a3 mod folder (installed and updated by PWS) the file is mas_ita_sftg.pbo, without the "_b"

Could this be caused by AiA being configured to use an older version of Massis' Italian units?

Can I fix it by adding or removing the _b somewhere?

(Incidentally, when Arma3 loads (after the above windows error) I get a "No entry 'config.bin/CfgVehicles/B_FieldPack_blk_DiverTL.scope'." on the main menu.)

And finally - the insert unit list still has the old A2 classes as well as the new A3 ones (see the spoiler image at the top) - is this normal behavior, or should they replace them?

OK - I think I've answered my last question. Placing one of each A2 class and A3 class in the editor, they ALL come up as A3 riflemen! So the replacement is working :o)

I've left this whole post intact to aid in other that want to use the AiA replacement units, and hopefully we'll get PWS to support the different unit mods.......and come up with more replacement for the unsupported A2 units.

Keep up the good work Kju - this makes Arma3 worthwhile!

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Thanks for the prompt reply Kju!

I've downloaded the latest Massi Italian units then got another error message about the Russian units: So for anyone else trying this at home - the @Sud_Russians on PWS is out of date too, so that should be manually downloaded also.

Now I've got the replacements working with zero replacement related error messages - just the one about "No entry 'config.bin/CfgVehicles/B_FieldPack_blk_DiverTL.scope'." on game start.

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Probably yet another one out of date :/

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Both the russians and italians updated! The russians lack a bikey, it was not provided, and resigning is impossible due to missing pbo hashes and other issues.

---------- Post added at 14:44 ---------- Previous post was at 14:09 ----------

Please let me know the names of the other 6 mods so I can make sure they are on there and up to spec :)

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Info mainly for Sickboy so he can look into adding them to PWS, posting in the AiA thread as that's where these units are all used.

Required addon: STALKERGB's British Infantry (@STKR, reqires @SA80ris for weapons)

URL: http://forums.bistudio.com/showthread.php?163847-STALKERGB-s-British-Infantry

Status: Not on PWS, neither is SA80

Required addon: USSOCOM 75th RANGER, NAVY SEALs DEVGRU and DELTA FORCE for ARMA3 (@mas, requires @NATO_Russian_SF_Weapons)

URL: http://forums.bistudio.com/showthread.php?160603-USSOCOM-DEVGRU-and-75th-RANGER-A3

Status: Not on PWS, NATO_Russian weapons is on PWS v1.0

Required addon: US Marine Corp and MARSOC units for ARMA3 (@USMC_A3_V1.0)

URL: http://forums.bistudio.com/showthread.php?165080-US-Marine-Corp-and-MARSOC-units-A3

Status: Not on PWS

Required addon: ITALIAN SPECIAL OPERATION FORCES for ARMA3 (@italilan_sof_a3)

URL: http://forums.bistudio.com/showthread.php?160600-Italian-Special-Operations-A3

Status: On PWS, current v1.1

Required addon: PG Services - Private Military Company (@POMI_PMC)

URL: http://forums.bistudio.com/showthread.php?159271-PG-Services-Private-Military-Company

Status: Not on PWS

Required addon: Russians (@SUD_Russians)

URL: http://forums.bistudio.com/showthread.php?148045-Russians

Status: On PWS, current v3.3

Required addon: RUSSIAN GRU and OMON SPETSNAZ for ARMA3 (@Rus_Spet_A3)

URL: http://forums.bistudio.com/showthread.php?160602-Russian-GRU-and-OMON-Spetsnaz-A3

Status: On PWS, current v1.1

Required addon: AV_IndUs (US Army inspired units) (@AVmods)

URL: http://forums.bistudio.com/showthread.php?158193-AV_IndUs-(US-Army-inspired-units)

Status: Not on PWS

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.kju [PvPscene] to you and all the unit makers!

Thanks again!!! The new units makes a lot of difference!!!Just made a quick mission to test and Boom!Wow!Feels like arma 2 again!!!100% more immersive compare to vanilla arma 3!!! Just hope all the units/weapons gets polished to arma 3 standards when the mod tools are available.

I am still getting pound problem on aliabad, just a line but no sound of ocean. on a fresh arma 3 and mods install. Going to upload rpt file for you soon.

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@ zach72, Celery, Sickboy

Thanks!

@ kgino1045

Sorry I don't get what you mean - please rephrase.

@ Grillob3

Did you run the batch for the ponds fix and adjusted your modline?

If not, check the wiki.

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

Changes:

  • Fixed: Dev branch no longer required. Otherwise get DevBranchCompatibility.7z and put it into @AllInArma\Core\addons.
  • Fixed: Missing trigger/de-/activation sound for bombs.
  • Changed: Reverted sound volume normalization as the multiplier was too way off. Needs documentation by BI.

Full details: https://dev-heaven.net/versions/1531

WIP changes:

---

Notes:

  • 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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Here is an update of the overall situation:

There has been only very limited progress in the last couple of weeks or even months.

This is mainly as various issues are out of my hand. You can read more on the details in ChrzRw79's interview with me.

You can also get a decent idea by looking at the target version of the issues.

Thankfully BI decided to release the source models of A2/OA soon. This allows to fix at least some of the issues,

as well as to bring new A3 tech and features to units/weapons/vehicles step by step.

The speed and range of these improvements will largely depend of other community members, mainly modelers, join the effort.

I would suspect we will see the release, as well as the first release of the updated tool suite next month

once BI has their first campaign episode out.

That aside I will be doing more replacements (infantry, weapons, vehicles) if you guys make suggestions,

as well as look into supporting the new FX tech from A3.

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First of all, thanks to the AiA contributors for their hard work.

I have a question about configs. I am trying to make an addon (for personal use only) that features some custom units I made for Arma 3 mounted in vehicles from AiA (specifically the technicals and some static weapons). I have had a look around the core config and others, but I can't understand how it all fits together. Any tips on how to config A3 units in AiA vehicles?

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