phronk 898 Posted February 18, 2014 No tears being shed here. Will middle eastern civilians be guaranteed to be included in next update? Share this post Link to post Share on other sites
dr@gon 118 Posted February 18, 2014 I'm happy to say I have restored most of my aggressors content on my P drive. ...............Don't ask when because I will simply get annoyed and delay it longer out of spite.Cheers. Lol! Excellent. Great news I'm looking forward to it. Thanks for the update. Share this post Link to post Share on other sites
10t 12 Posted February 18, 2014 Is there a way to use the "random" scripts in a mission running this addon to make takistani civilians? Hey KingoftheSandbox, this is what I've used: // 0 = [] execVM "scripts\z_takiCivs.sqf"; if (!isServer) exitWith {}; // only run on the server - no good for headless client _uniformArray = // Define the wardrobe [ "U_CAF_AG_ME_robes_01", "U_CAF_AG_ME_robes_01a", "U_CAF_AG_ME_robes_01b", "U_CAF_AG_ME_robes_01C", "U_CAF_AG_ME_robes_02", "U_CAF_AG_ME_robes_02a", "U_CAF_AG_ME_robes_02b", "U_CAF_AG_ME_robes_02C", "U_CAF_AG_ME_robes_02D", "U_CAF_AG_ME_robes_02E", "U_CAF_AG_ME_robes_03", "U_CAF_AG_ME_robes_03a", "U_CAF_AG_ME_robes_03b", "U_CAF_AG_ME_robes_03C", "U_CAF_AG_ME_robes_04", "U_CAF_AG_ME_robes_04a", "U_CAF_AG_ME_robes_04b", "U_CAF_AG_ME_robes_04C" ]; _headgearArray = // And the hatrack. [ "H_caf_ag_beanie", "H_caf_ag_boonie_01", "H_caf_ag_boonie_02", "H_caf_ag_fur", "H_caf_ag_fur2", "H_caf_ag_paktol", "H_caf_ag_paktol_02", "H_caf_ag_paktol_0", "H_caf_ag_paktol_0", "H_caf_ag_turban", "H_caf_ag_wrap" ]; sleep 1; // Give the server a break to breathe. { if (_x isKindOf "Civilian_F") then // Only fiddle with CIV units { if (!((uniform _x) in _uniformArray)) then // Check whether they already have been done - people with a CAF hat have been changed. { private ["_uniform","_headgear"]; // May be unnecessary, but *should* be safe. removeUniform _x; // Nude the dude up removeHeadgear _x; // Take his hat }; }; } forEach allUnits; // Consider all units in game. sleep 1; // Softly, softly, catchee monkey. BI forums claim 1 second pause here helps. { if (_x isKindOf "Civilian_F") then // Only fiddle with CIV units { if (!((uniform _x) in _uniformArray)) then // Check whether they already have been done - people with a CAF hat have been changed. { _uniform = _uniformArray select (floor random count _uniformArray); // Select random uniform from the predefined array. _headgear = _headgearArray select (floor random count _headgearArray); // Select random hat from the predefined array. _x addHeadgear _headgear; _x addUniform _uniform; }; }; } forEach allUnits; // Consider all units in game. We put that in a separate sqf and called it from init.sqf (null = [] execVM "scripts\z_takiCivs.sqf"). Currently it doesn't remove any of their sunglasses or change their skin colour (wasn't important for our mission) but you could add that pretty easily. Also, it's not set up for Headless Client - but if you're going down that road you should be able to make the required modifications on your own very simply. Hope it helps... Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted February 18, 2014 a class list is being built as I go for those who are using these out side alive. Thank you very much ! Share this post Link to post Share on other sites
XMDM 1 Posted February 18, 2014 Don't ask when because I will simply get annoyed and delay it longer out of spite. Cheers. I just LOL'd...because I would do that too. Glad your computer didn't melt. Sent from my HTC6435LVW using Tapatalk Share this post Link to post Share on other sites
serjames 357 Posted February 18, 2014 Great to hear that it's still being worked on. Getting some vehicles in there will be brilliant (armour please :) ) will mean we can stop substituting OP Alien CSAT units and kit. SJ Share this post Link to post Share on other sites
theebu 31 Posted February 19, 2014 Great to hear that it's still being worked on.Getting some vehicles in there will be brilliant (armour please :) ) will mean we can stop substituting OP Alien CSAT units and kit. SJ Armor is coming. Just need to get off my lazy ass and finish it. Share this post Link to post Share on other sites
adanteh 58 Posted February 19, 2014 New version sounds great as well. I'll probably hold of on doing any crazy stuff till that version is out. Sent from my cheap CSAT phone Share this post Link to post Share on other sites
boomit4 11 Posted February 19, 2014 So, do you need to do anything in the editor for these to work with alive so you can make a military placement with this faction? Share this post Link to post Share on other sites
serjames 357 Posted February 19, 2014 Just use the correct class_name is all :) All listed on the front page in the main post they're great - better than the original Taki-bunnies SJ Share this post Link to post Share on other sites
Canox 10 Posted February 20, 2014 Hi! Just want to say THANKS for making these 'bad guys' for me to shoot at. Its great that they work perfect with the ALiVE mission mod too. Share this post Link to post Share on other sites
Przemro 18 Posted February 20, 2014 I don t known If anyone report that, but when we play as your units and someone join server (JIP), everyone change his clothes and lose all from vests and uniforms. Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted February 20, 2014 In the OP: Please keep in mind this mod is created for use as opposing forces only at this time. Share this post Link to post Share on other sites
acoustic 82 Posted February 21, 2014 Would you be interested in using JSRS sounds from Arma II? Share this post Link to post Share on other sites
ohally 26 Posted February 21, 2014 Would you be interested in using JSRS sounds from Arma II? very much so Share this post Link to post Share on other sites
LordJarhead 1721 Posted February 21, 2014 very much so So maybe go ahead and ask the Author then :) LJ Share this post Link to post Share on other sites
ross514 10 Posted February 21, 2014 So maybe go ahead and ask the Author then :)LJ the whole pack is getting overhauled right now but im sure once its closer we'll knock on your door again ;) Share this post Link to post Share on other sites
ohally 26 Posted February 21, 2014 So maybe go ahead and ask the Author then :)LJ Lol working up the courage, I don't take rejection well lol ;) Share this post Link to post Share on other sites
PTV-Jobo 820 Posted February 22, 2014 Lol working up the courage, I don't take rejection well lol ;) Don't worry, besides you have me in your corner--so you're good as golden, mate. lol :p Share this post Link to post Share on other sites
LordJarhead 1721 Posted February 22, 2014 Uploaded the sounds and sent ya a link Ohally :) Thanks, LJ lol @Yokhanan Share this post Link to post Share on other sites
znooptokkie 14 Posted February 27, 2014 @TSS we noticed this error: http://s7.directupload.net/images/user/140227/ne7ef5op.jpg (255 kB) Without Aggressors i dont get this error. Missions with AAF Soldiers crash right on the start, so you have to restart and pick slots a second time... Any thoughts? Share this post Link to post Share on other sites
dav 22 Posted February 28, 2014 I use this mod instead or in conjunction with CSAT its awesome, way more immersive than Csat, keep up the hard work, its a great package. I also love the way I dont need 'requirements' to use the units, well done. Share this post Link to post Share on other sites
raspu86 92 Posted February 28, 2014 Hey Znoop, I think this error is related to the missing wound textures of the middle eastern irregulars like mentioned in the first post. Ohally mentioned it's all ready fixed for the next version. Share this post Link to post Share on other sites
ohally 26 Posted March 2, 2014 I'll be putting out the latest fixes today sometime. Fixes ALL reported errors, change log and class list will accompany the pack, and yes civilians for Middle East and Africa based factions are included. No groups just individuals and they ARE ALIVE compatible with the CQB module. ---------- Post added 03-02-2014 at 01:04 AM ---------- Previous post was 03-01-2014 at 11:49 PM ---------- 1.5 Released SEE FIRST POST, READ EVERYTHING! Share this post Link to post Share on other sites