pokefan548 4 Posted June 29, 2019 On 6/27/2019 at 7:27 AM, DnA said: contact We are deliberating eventually moving it to enoch for broader sandbox usage, but there are too many connections across its systems to handle it safely now. Would it be possible to port the Spectrum Device class and its antennas, and maybe some of the most absolute bare-bones, minimum-necessary for the most absolute basic scripting systems, and let the community work out our own Contact-independent systems for our own specific needs until y'all can find an approach that untangles some of the mess and allows it to be fully integrated into Enoch? I'd rather spend some time hashing out my own alternatives for a few months rather than not have it until it's 100% Enoch-user friendly, if it ever will be. Hell, even if we just get the model ported to Enoch, I'd love to at least have it as a story prop or set-dressing in co-op operations with non-Contact owners. Share this post Link to post Share on other sites
DnA 5138 Posted June 29, 2019 6 hours ago, aussie battler said: Am I suppose to enter a code to load V1.95? The Arma 3 Server app does not have a Dev-Branch. You can however try 1.94 RC-Branch there, which has parts of Contact staged, but is slightly behind otherwise (it receives more pre-testing). Or alternatively you can host a server via the client on Dev-Branch (-server or the folder should have a server EXE). 1 Share this post Link to post Share on other sites
lex__1 422 Posted June 29, 2019 @DnA Any answers in this question. Thank you in advance. Share this post Link to post Share on other sites
FoxFort 341 Posted June 29, 2019 Sorry If I missed it. Will Warlods on Livonia map allow us to have Spetsnazs vs NATO warfare? instead of CSAT only? 3 Share this post Link to post Share on other sites
EO 11274 Posted June 29, 2019 2 hours ago, FoxFort said: Will Warlods on Livonia map allow us to have Spetsnazs vs NATO warfare? instead of CSAT only? Add OPF_R_F (which is the faction class for Spetsnaz) to the OPFOR Faction Config in the Warlords Init module. 3 1 Share this post Link to post Share on other sites
Glow 181 Posted June 29, 2019 6 hours ago, EO said: Add OPF_R_F (which is the faction class for Spetsnaz) to the OPFOR Faction Config in the Warlords Init module. Kk, how to change AAF for LDF and OBFOR for OBFOR woodland ? 🤔 Share this post Link to post Share on other sites
EO 11274 Posted June 29, 2019 @Glow, All things are possible, check the Warlords wiki for customisation. Contact Faction classnames: LDF: IND_E_F NATO Woodland: BLU_W_F Looters: IND_L_F Spetsnaz: OPF_R_F 2 2 Share this post Link to post Share on other sites
FoxFort 341 Posted June 29, 2019 1 hour ago, EO said: @Glow, All things are possible, check the Warlords wiki for customisation. Contact Faction classnames: LDF: IND_E_F NATO Woodland: BLU_W_F Looters: IND_L_F Spetsnaz: OPF_R_F It seems that Spetsnaz are not fully ready/supported. Even with OPF_R_F and setting Squad Leaders to be russians, they spawn CSAT AI.LDF does work correctly. Share this post Link to post Share on other sites
Glow 181 Posted June 30, 2019 Is there any way to unpack map with official sectors setup from Livonia WL? That file is probably encrypted. Share this post Link to post Share on other sites
pokefan548 4 Posted June 30, 2019 2 hours ago, Glow said: Is there any way to unpack map with official sectors setup from Livonia WL? That file is probably encrypted. Maybe check your MP missions cache? Short of that, write a script to dump object/model positions, and port over the scripts from known WL missions. 1 Share this post Link to post Share on other sites
SuicideKing 233 Posted July 1, 2019 Some feedback/requests related to the flatbed/cargo trucks and ViV. Would it be possible to make the HMG/GMG turrets and AA turrets compatible with ViV? It would make it easier to do something like this: Of course, you will need to allow the turrets to fire... so either this is allowed in all open vehicles like the HEMTTs, or you could introduce a script command to override default ViV turret lock. I detailed such a solution here: Of course it is also possible to use attachTo, but it's a bit more tedious to figure out the correct position. ViV will make it easier. It would also be nice to enable loading of boxes (ammo etc) into the HEMTTs via drag and drop. 2 Share this post Link to post Share on other sites
stburr91 1002 Posted July 1, 2019 2 hours ago, SuicideKing said: Some feedback/requests related to the flatbed/cargo trucks and ViV. Would it be possible to make the HMG/GMG turrets and AA turrets compatible with ViV? It would make it easier to do something like this: Of course, you will need to allow the turrets to fire... so either this is allowed in all open vehicles like the HEMTTs, or you could introduce a script command to override default ViV turret lock. I detailed such a solution here: Of course it is also possible to use attachTo, but it's a bit more tedious to figure out the correct position. ViV will make it easier. It would also be nice to enable loading of boxes (ammo etc) into the HEMTTs via drag and drop. You could always use call BIS_fnc_attachToRelative, that is a very easy way to attach the turret to the flatbed. I agree, it would be really nice to be able to load ammo boxes, and cargo containers onto the flatbed via the ViV function. Share this post Link to post Share on other sites
EO 11274 Posted July 1, 2019 Quote Added: Livonia compatibility with the Civilian Presence modules While this is nice to see, in reality it's still very disappointing using the CP modules with the civilian loadouts as they currently are.... Spoiler Please can the civilian outfits be changed from the shorts and sandals combo to something more fitting the Livonia terrain. 11 Share this post Link to post Share on other sites
FoxFort 341 Posted July 1, 2019 3 minutes ago, EO said: While this is nice to see, in reality it's still very disappointing using the CP modules with the civilian loadouts as they currently are.... Hide contents Please can the civilian outfits be changed from the shorts and sandals combo to something more fitting the Livonia terrain. At least they are not wearing socks+sandals 😄 1 Share this post Link to post Share on other sites
haleks 8212 Posted July 1, 2019 23 minutes ago, EO said: While this is nice to see, in reality it's still very disappointing using the CP modules with the civilian loadouts as they currently are.... Hide contents Please can the civilian outfits be changed from the shorts and sandals combo to something more fitting the Livonia terrain. Agreed. Bermudas have to go! 1 1 Share this post Link to post Share on other sites
Glow 181 Posted July 1, 2019 Quote Added: LDF motorized / mechanized groups I was in the middle of crating my own scripts with those groups - BOOM! Update! Thx 😀 Share this post Link to post Share on other sites
EO 11274 Posted July 1, 2019 Quote Tweaked: Livonia ambient life species Spoiler So cool to see crows make an official appearance. 2 Share this post Link to post Share on other sites
cosmic10r 2331 Posted July 1, 2019 2 hours ago, EO said: While this is nice to see, in reality it's still very disappointing using the CP modules with the civilian loadouts as they currently are.... Reveal hidden contents Please can the civilian outfits be changed from the shorts and sandals combo to something more fitting the Livonia terrain. Seems like a good idea to have a config selection for the class in the module... I'm fiddling with the module right now and I'm surprised you cant define a mod class to it... the warlords modules have a faction config Share this post Link to post Share on other sites
EO 11274 Posted July 1, 2019 The CP module predetermines what kind of civilians are spawned based on the terrain, you can manually add your own civvies via the main CP module, from the Wiki... These 2 attributes allow the for definition of custom code that gets called when unit is spawned / despawned by the CP system. Example: Apply random loadouts from CUP Units mod to civilians... _this setUnitLoadout selectRandom ["CUP_C_TK_Man_05_Waist","CUP_C_TK_Man_06_Waist","CUP_C_TK_Man_01_Coat", "CUP_C_TK_Man_08_Waist", "CUP_C_TK_Man_03_Coat","CUP_C_TK_Man_01_Jack", "CUP_C_TK_Man_06_Jack","CUP_C_TK_Man_03_Jack","CUP_C_TK_Man_03_Jack"]; Apply random identity... [_this, selectRandom ["TO_C03_Pilot","TO_C03_Medic","TO_C03_Collins","RC_B_HQ"]] remoteExec ["setIdentity", 0, _this]; . 1 Share this post Link to post Share on other sites
DnA 5138 Posted July 2, 2019 14 hours ago, EO said: Please can the civilian outfits be changed We still had the new T-shirts and other clothes under iteration. Some of these loadouts will be tweaked next. 8 1 Share this post Link to post Share on other sites
xjoker_ 25 Posted July 2, 2019 Quote Changed: createVehicleLocal was restricted in multiplayer - enterable vehicles, shots, explosions and similar are no longer possible to spawn (the old behavior can be turned on via "unsafeCVL=1" in the description.ext or server's config) What's the difference between adding unsafeCVL= 0 or adding createVehicleLocal in CfgDisabledCommands ? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 2, 2019 22 minutes ago, xjoker_ said: What's the difference between adding unsafeCVL= 0 or adding createVehicleLocal in CfgDisabledCommands ? Adding to CfgDisabledCommands will affect vanilla scripted systems which generate visual effects (light, smoke, etc) Share this post Link to post Share on other sites
cosmic10r 2331 Posted July 2, 2019 19 hours ago, EO said: The CP module predetermines what kind of civilians are spawned based on the terrain, you can manually add your own civvies via the main CP module, from the Wiki... These 2 attributes allow the for definition of custom code that gets called when unit is spawned / despawned by the CP system. Example: Apply random loadouts from CUP Units mod to civilians... _this setUnitLoadout selectRandom ["CUP_C_TK_Man_05_Waist","CUP_C_TK_Man_06_Waist","CUP_C_TK_Man_01_Coat", "CUP_C_TK_Man_08_Waist", "CUP_C_TK_Man_03_Coat","CUP_C_TK_Man_01_Jack", "CUP_C_TK_Man_06_Jack","CUP_C_TK_Man_03_Jack","CUP_C_TK_Man_03_Jack"]; Apply random identity... [_this, selectRandom ["TO_C03_Pilot","TO_C03_Medic","TO_C03_Collins","RC_B_HQ"]] remoteExec ["setIdentity", 0, _this]; . Thanks for that... not exactly sure how i missed it since it's right there. It would be nice to have it as a faction in the interests of time, but at least its doable. Just tryin out the civilian modules for the first time, its pretty good stuff and my fps has been really good tying it to triggers for areas. 1 Share this post Link to post Share on other sites
OlegAckbar 47 Posted July 2, 2019 Spoiler LDF ammunition box has 100Rnd magazines for MX SW, when LDF Autorifleman is using Mk200, so there should be 200Rnd mk200 belts. There's also 20Rnd 7.62mm mags while no LDF unit is using 7.62mm rifle. Spoiler LDF equipment box contains AAF, CSAT and NATO equipment, when it should contain LDF equipment. Spoiler LDF special weapons crate again contains 7.62mm mags when it doesn't even have 7.62mm rifle. But, well, could you put Mk-1 or SPAR-17 in it? 1 1 Share this post Link to post Share on other sites
OlegAckbar 47 Posted July 2, 2019 Spoiler LDF weapons crate contains regular Mk200 and long-barrel variant of ADR, when it should had black variant of Mk200 and short-barrel version of ADR 2 1 Share this post Link to post Share on other sites