spyderblack723 407 Posted April 29, 2015 (edited) Maldrantus said: Am I mistaken or is there no download link for CAF Agressors 1.5 right now? I can download the 1.5 Hotfix, but without having 1.5 that's irrelevant. Edit: Link is dead download from Armaholic or PW6 if you use that. Edited April 29, 2015 by SpyderBlack723 Share this post Link to post Share on other sites
i wub pugs 15 Posted April 29, 2015 Ohally said: yes once im ready and yes it is still standalone---------- Post added at 11:37 PM ---------- Previous post was at 11:36 PM ---------- since the marksman update, the muzzle flash on the weapons will not go away. anyone got an idea? Figure it out? Share this post Link to post Share on other sites
cruoriss 12 Posted April 29, 2015 Maldrantus said: Am I mistaken or is there no download link for CAF Agressors 1.5 right now? I can download the 1.5 Hotfix, but without having 1.5 that's irrelevant. The dropbox link is dead, download it from Armaholic or PlayWithSix . Share this post Link to post Share on other sites
3lockad3 11 Posted May 2, 2015 I just re-purposed the units with other weapons from an external SQF, if you don't the weapons will have no sound to them other then the bullets moving through the air. So I scripted new weapons from other mods. Hope he gets it sorted soon, or someone makes a mod adjacent to this mod as this mod broken leaves a massive hole in the game when it comes to immersion. I keep checking in, but I think he rage quit till someone helps him negotiate the problem. But yes, the units are still on Armaholic for those of you who do not have it on your pc already. Share this post Link to post Share on other sites
dr@gon 118 Posted May 10, 2015 3lockad3 said: I just re-purposed the units with other weapons from an external SQF, if you don't the weapons will have no sound to them other then the bullets moving through the air. So I scripted new weapons from other mods. Hope he gets it sorted soon, or someone makes a mod adjacent to this mod as this mod broken leaves a massive hole in the game when it comes to immersion. I keep checking in, but I think he rage quit till someone helps him negotiate the problem. But yes, the units are still on Armaholic for those of you who do not have it on your pc already. Ohally should release what he has stating in the release that there is a bug. Others do it all the time. If he doesn't want to work on the fix anymore than maybe someone else will come up with a bug fix. At least we'll have the uniforms and can, if necessary, use other weapons in the mean time. Share this post Link to post Share on other sites
Przemro 18 Posted May 10, 2015 I would also be happy to get units (mainly gear) as for weapons, you can always add weapons from diffrent mods, someone will use CUP, HLC orr RHS etc. but non of those can give you gear for "rebels" units. But it is up to Ohally, I still have hope to see this mod finished :D Share this post Link to post Share on other sites
shibdib 10 Posted May 18, 2015 Any update on this? This is really the only hope for ALiVE users who don't want to download 2GB of crap they don't need just to get insurgents. Share this post Link to post Share on other sites
bbone 10 Posted May 30, 2015 Hello ! Firstly, I would like to thank the authors for this excellent mod : thank you Ohally & theEbu ! Keep up the good work. It seems that I have a compatibility issue with TADST (which permit to configure a dedicated server) : when I add @CAF_AG1.5 to the server's mod, I can't make it to the lobby : I can join the server but then I have a black screen and nothing happens, like if the server would not launch the mission. When I look at the server logs, I don't even see that I try to connect to the server as a client. When I desactivate @CAF_AG1.5, it's working fine. Maybe someone can help ? Share this post Link to post Share on other sites
remi6 18 Posted May 31, 2015 bbone said: Hello ! Firstly, I would like to thank the authors for this excellent mod : thank you Ohally & theEbu ! Keep up the good work.It seems that I have a compatibility issue with TADST (which permit to configure a dedicated server) : when I add @CAF_AG1.5 to the server's mod, I can't make it to the lobby : I can join the server but then I have a black screen and nothing happens, like if the server would not launch the mission. When I look at the server logs, I don't even see that I try to connect to the server as a client. When I desactivate @CAF_AG1.5, it's working fine. Maybe someone can help ? i recently learned that playing around with the load order of your mod files in your Arma3.par file can sometimes break/fix things. Put your @CAF; line somewhere different in your .par file and see what happens. Share this post Link to post Share on other sites
bbone 10 Posted May 31, 2015 Thank you, I will try this ! Share this post Link to post Share on other sites
bbone 10 Posted June 2, 2015 It worked... That's crazy ! Completely crazy ! Thank you ironxbay ! Share this post Link to post Share on other sites
maldrantus 1 Posted July 5, 2015 I'm noticing a weird issue in the editor where rhs_faction_vdv and caf_ag_me_t aren't fighting one another. Has anyone else seen this and have any ideas why this might be occuring? Share this post Link to post Share on other sites
ice_age0815 37 Posted July 5, 2015 (edited) Maldrantus said: I'm noticing a weird issue in the editor where rhs_faction_vdv and caf_ag_me_t aren't fighting one another. Has anyone else seen this and have any ideas why this might be occuring? you have to set it in the editor so there are not friendly and when there are on the same side like on east side that is one problem Edited July 5, 2015 by ICE_AGE0815 Share this post Link to post Share on other sites
thefinn 3 Posted July 6, 2015 (edited) Getting a caf bikey fail over caf_wp_weapons_c_patch.pbo... Any clue as to why ? All the other files work fine. Any help appreciated. Edit: Nevermind it was the audio patch. Edited July 6, 2015 by thefinn Share this post Link to post Share on other sites
dr@gon 118 Posted July 7, 2015 I sure hope to see one more (possibly final) release/update for this mod. I still use it extensively. Share this post Link to post Share on other sites
spyderblack723 407 Posted July 7, 2015 Dr@gon said: I sure hope to see one more (possibly final) release/update for this mod. I still use it extensively. http://alivemod.com/forum/1201-aggressors-2-0-question Doesn't mean anything is confirmed but he hasn't forgot about it Share this post Link to post Share on other sites
dr@gon 118 Posted July 7, 2015 SpyderBlack723 said: http://alivemod.com/forum/1201-aggressors-2-0-questionDoesn't mean anything is confirmed but he hasn't forgot about it Excellent thanks for that....hope renewed. Share this post Link to post Share on other sites
Harudath 15 Posted July 10, 2015 Downloaded this mod and tried it out, models looked awesome. However when I try to add them to BECTI (replacing the independents) they immediately kill each other on spawning, leaving maybe 10% of the intended number alive by the time players reach the town centre. Does anybody know why this might be? Share this post Link to post Share on other sites
dr@gon 118 Posted July 11, 2015 Harudath said: Downloaded this mod and tried it out, models looked awesome. However when I try to add them to BECTI (replacing the independents) they immediately kill each other on spawning, leaving maybe 10% of the intended number alive by the time players reach the town centre. Does anybody know why this might be? Well just a guess but..... by default the Independent side is Friendly to the Blue (BLUFOR) side. In the Editor you have to change them to be Friendly to the Red (OPFOR). This may not be what you are referring to. I just use the Aggressors as OPFOR and they don't turn on each other :). Share this post Link to post Share on other sites
Harudath 15 Posted July 13, 2015 Unfortunately it happens if I set them as friendly to everybody, nobody, blufor and opfor. I'm wondering if it's because they're technically opfor units being spawned in under the independent side Share this post Link to post Share on other sites
dr@gon 118 Posted July 13, 2015 Harudath said: Unfortunately it happens if I set them as friendly to everybody, nobody, blufor and opfor. I'm wondering if it's because they're technically opfor units being spawned in under the independent side That could be. If you are placing them in the Editor and not using some other method to put them on the map (Alive, or scripts, etc) a thing that will work is place a higher ranking Independent soldier on the map and group to them. Thanks to the Arsenal, you can take any soldier and give him the Aggressors clothes and weapons, just export. This works every time. You can have NATO units grouped with CSAT units and they will all behave as the faction of the group leader even after the leader is killed in game. Share this post Link to post Share on other sites
corsa1r 10 Posted July 22, 2015 (edited) I'm trying to use this for an ALiVE Insurgency-type campaign and I noticed while testing that the Middle Eastern Aggressors have the same American male sounding voices as Nato, does anyone know why this could be potentially? Thanks. Maybe it was just never a priority. Edited July 24, 2015 by Corsa1r Share this post Link to post Share on other sites
dr@gon 118 Posted July 26, 2015 I keeping hoping that one day I'll check here and there is an update. :( Share this post Link to post Share on other sites
serjames 357 Posted July 26, 2015 Lol.... So stop bumping it and giving everyone else false hope.... It will come when it comes.. :-) Share this post Link to post Share on other sites