Jump to content
ohally

Arma3 - AGGRESSORS

would you like to see aggressors stay standalone  

404 members have voted

  1. 1. would you like to see aggressors stay standalone

    • Yes, I like that it has little to no requirements
    • No, if dependencies expand content go for it


Recommended Posts

WoooHOOOO!!!! Thanks Ohally! And on the weekend too! Nice timing! :D

Share this post


Link to post
Share on other sites
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!

Ohally, I would also like to help you with the 5.45x39 and 7.62x39mm ballistics code you are using in the AK's if you so should choose....

if interested here are the Military Loads for 7.62x39mm and 5.45x39mm

7.62x39mm Russian

Military Designated 57-N-231 Full Metal Jacket (would suggest this for the AI to use as standard it is a standard round for the Russian military)

Military Designated 7N23 Armor Piercing

5.45x39mm Russian

Military Designated 5N7 Full Metal Jacket (would suggest this for the AI to use as standard it is a standard round for the Russian military)

Military Designated 7N24 Armor Piercing

Edited by Spartan0536

Share this post


Link to post
Share on other sites

update v1.5 available at withSIX. Download now by clicking:

@caf_ag.png

@ CAF Team;

Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

Share this post


Link to post
Share on other sites

Hey Ohally,

A couple questions for you kind sir, at your convenience ;)

Planned, but not for first release. Already ported the taki females ;)

I'm not seeing any in this latest release. Did they just not make it or am I not looking long enough?

Random chance of Strela launcher depending on faction

I'd like to not only have a chance of Strela for your middle east tribal fighters but I also wonder if there is a variable in these regards that could be called from a script? One of the tasks I have is find and destroy a shipment of Strela and it would be VERY cool if, should the players fail in this task, that the occurance of them could be then increased, mid mission?

Thanks in advance!

Share this post


Link to post
Share on other sites
Hey Ohally,

A couple questions for you kind sir, at your convenience ;)

I'm not seeing any in this latest release. Did they just not make it or am I not looking long enough?

I'd like to not only have a chance of Strela for your middle east tribal fighters but I also wonder if there is a variable in these regards that could be called from a script? One of the tasks I have is find and destroy a shipment of Strela and it would be VERY cool if, should the players fail in this task, that the occurance of them could be then increased, mid mission?

Thanks in advance!

no females yet

for the strela you could always use a trigger and a custom script to say launch a random increased variable on each AK74 rifleman, for example:

here is the code that CAF_AG uses to determine Strela:

if (primaryWeapon _this == "caf_ak47") then {



_AA = floor(random 40); //Percentage chance of having a STRELA

	if (_AA == 1) then { 
	removeBackpack _this;
	_this addBackpack "B_Carryall_oli";

	_this addMagazine "caf_AA_rocket";
	_this addWeapon "caf_strela";

	_this addItemToBackpack "caf_AA_rocket";
	_this addItemToBackpack "caf_AA_rocket"; 
};
};

What you could use would be something like:



{

_AA = floor(random 40);

	if (_AA == 1) then { 
	removeBackpack _x;
	_x addBackpack "B_Carryall_oli";

	_x addMagazine "caf_AA_rocket";
	_x addWeapon "caf_strela";

	_x addItemToBackpack "caf_AA_rocket";
	_x addItemToBackpack "caf_AA_rocket"; 
};
} forEach units "CAF_AG_ME_T_AK74";

**Not tested, just a concept you may wish to explore.

Share this post


Link to post
Share on other sites

Great, can't edit my mission using the Taliban anymore...cause the class names of the units has been changed!

A work of a week is gone now.

Sorry, I mean the mod is great, and I'm happie that there are civilians now. But that really sucks!

Share this post


Link to post
Share on other sites
Great, can't edit my mission using the Taliban anymore...cause the class names of the units has been changed!

A work of a week is gone now.

Sorry, I mean the mod is great, and I'm happie that there are civilians now. But that really sucks!

just delete ur A3 Agressors from ur mission dependencies in the mission.sqm .. that should help

Share this post


Link to post
Share on other sites
;2634727']just delete ur A3 Agressors from ur mission dependencies in the mission.sqm .. that should help

I had the same Idea. Sadly, all the errors of "...no longer exist" pops up. So I have to change all the units in the missin.sqf.

Its done now. But if somebody doesn't know how to deal with it, it might be a bit frustrating:

Anyway, I like the changes, even those at the units itself. (The names are more obvious now)

I'm looking forward to take a look at the civilians now! ^^

Share this post


Link to post
Share on other sites

Hi Ohally,

thanks a lot for the update, but in 1.5 there seems to be problems with the missing icons in a lot of cases, also after update I seem to have problem to connect on server with verifySignature setting and yes I also changed key on the server, but server kickes me anyway.

By the way I really like these new JSRS sounds, big thanks to LJ!

EDIT: Here is the kick message with signatures - http://i.imgur.com/3omK7An.jpg

Edited by EvroMalarkey

Share this post


Link to post
Share on other sites

Great work O'Hally, I have updated the ALiVE Wiki here to reflect the new factions.

I am also pleased to advise that the Civi's work great while testing the new ALiVE Civ Module ;)

Edited by Gunny1979

Share this post


Link to post
Share on other sites
Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account (Ohally) on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Share this post


Link to post
Share on other sites

Mhhhhh I can't get ALIVE to work wit the Middle Eastern Civilians.

I place down all the standard stuff (Admin Actions, Profile System, Require Alive...) and a OPCOM.

As fraction I write "caf_ag_me_civ". Then I put down a Military Civilian Placement and also write as fraction "caf_ag_me_civ".

The exact same thing I do for "caf_ag_me_t" (of course I use a seperated OPCOM and a Military Placement)

Taliban spawns, Civialians not!

What is go wrong?

Many Greetings

Moony

Share this post


Link to post
Share on other sites
Mhhhhh I can't get ALIVE to work wit the Middle Eastern Civilians.

I place down all the standard stuff (Admin Actions, Profile System, Require Alive...) and a OPCOM.

As fraction I write "caf_ag_me_civ". Then I put down a Military Civilian Placement and also write as fraction "caf_ag_me_civ".

The exact same thing I do for "caf_ag_me_t" (of course I use a seperated OPCOM and a Military Placement)

Taliban spawns, Civialians not!

What is go wrong?

Many Greetings

Moony

We haven't released the Civ Module yet!

Share this post


Link to post
Share on other sites

There are two typos/errors in caf_ag_factions\MiddleEast\Tribal\Groups\infantry\config.cpp. You used "CAF_AG_me_t_RPK" instead of "CAF_AG_ME_T_RPK74" and CAF_AG_me_t_PK instead of "CAF_AG_ME_T_PKM".

Share this post


Link to post
Share on other sites

To anyone who would find it useful :P

====================AGGRESSORS CLASS LISTS====================

Faction names as seen in mission.sqm

caf_ag_faction_me_t

caf_ag_faction_eeur_r

caf_ag_faction_afr_p

caf_ag_vehicles_me_t

caf_ag_vehicles_eeur_r

caf_ag_vehicles_afr_p

MIDDLE EASTERN

Type Class name

SOLDIERS

Man AK47 "CAF_AG_ME_T_AK47"

Man AK74 "CAF_AG_ME_T_AK74"

Man AK74_GL "CAF_AG_ME_T_GL"

Man PKM "CAF_AG_ME_T_PKM"

Man RPG "CAF_AG_ME_T_RPG"

Man RPK74 "CAF_AG_ME_T_RPK74"

Man SVD "CAF_AG_ME_T_SVD"

Car Offroad "CAF_AG_ME_T_Offroad"

Car Offroad armed "CAF_AG_ME_T_Offroad_armed_01"

Car Truck "CAF_AG_ME_T_van_01"

CIVILIANS

Man "CAF_AG_ME_CIV"

Man "CAF_AG_ME_CIV_02"

Man "CAF_AG_ME_CIV_03"

Man "CAF_AG_ME_CIV_04"

EUROPEAN REBELS

SOLDIERS

Man AK47 "CAF_AG_EEUR_R_AK47"

Man AK74 "CAF_AG_EEUR_R_AK74"

Man AK74_GL "CAF_AG_EEUR_R_GL"

Man PKM "CAF_AG_EEUR_R_PKM"

Man RPG "CAF_AG_EEUR_R_RPG"

Man RPK74 "CAF_AG_EEUR_R_RPK74"

Man SVD "CAF_AG_EEUR_R_SVD"

Car Offroad "CAF_AG_eeur_r_Offroad"

Car Offroad armed "CAF_AG_eeur_r_Offroad_armed_01"

Car Truck "CAF_AG_eeur_r_van_01"

AFRICAN PIRATES

SOLDIERS

Man AK47 "CAF_AG_AFR_P_AK47"

Man AK74 "CAF_AG_AFR_P_AK74"

Man AK74_GL "CAF_AG_AFR_P_GL"

Man PKM "CAF_AG_AFR_P_PKM"

Man RPG "CAF_AG_AFR_P_RPG"

Man RPK74 "CAF_AG_AFR_P_RPK74"

Man SVD "CAF_AG_AFR_P_SVD"

Car Offroad "CAF_AG_afr_p_Offroad"

Car Offroad armed "CAF_AG_afr_p_Offroad_armed_01"

Car Truck "CAF_AG_afr_p_van_01"

CIVILIANS

Man "CAF_AG_AFR_CIV"

Man "CAF_AG_AFR_CIV_02"

Man "CAF_AG_AFR_CIV_03"

Man "CAF_AG_AFR_CIV_04"

CALLED IN ALIVE CQB AND PLACEMENT MODULES for middle east as an example

caf_ag_me_t

caf_ag_me_civ

==============================================================

CLOTHING

MIDDLE EAST:

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_01d

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_03

U_CAF_AG_ME_ROBES_03a

U_CAF_AG_ME_ROBES_03b

U_CAF_AG_ME_ROBES_03c

U_CAF_AG_ME_ROBES_03d

U_CAF_AG_ME_ROBES_04

U_CAF_AG_ME_ROBES_04a

U_CAF_AG_ME_ROBES_04b

U_CAF_AG_ME_ROBES_04c

U_CAF_AG_ME_ROBES_04d

U_CAF_AG_ME_ROBES_mil_01

U_CAF_AG_ME_ROBES_mil_01a

U_CAF_AG_ME_FATIGUES_01

U_CAF_AG_ME_FATIGUES_01a

U_CAF_AG_ME_FATIGUES_01b

U_CAF_AG_ME_FATIGUES_01c

U_CAF_AG_ME_FATIGUES_01d

AFRICA

U_CAF_AG_AFR_CLOTHES_01

U_CAF_AG_AFR_CLOTHES_01a

U_CAF_AG_AFR_CLOTHES_01b

U_CAF_AG_AFR_CLOTHES_01c

U_CAF_AG_AFR_CLOTHES_01d

U_CAF_AG_AFR_CLOTHES_01e

U_CAF_AG_AFR_CLOTHES_02

U_CAF_AG_AFR_CLOTHES_02a

U_CAF_AG_AFR_CLOTHES_02b

EAST EUROPE

U_CAF_AG_EEUR_FATIGUES_01

U_CAF_AG_EEUR_FATIGUES_01a

U_CAF_AG_EEUR_FATIGUES_02

U_CAF_AG_EEUR_FATIGUES_02a

U_CAF_AG_EEUR_FATIGUES_03

U_CAF_AG_EEUR_FATIGUES_03a

U_CAF_AG_EEUR_FATIGUES_03b

U_CAF_AG_EEUR_FATIGUES_03c

HEAD GEAR:

AFRICANS:

H_AG_BANDANNA_01

H_AG_BANDANNA_02

H_AG_BANDANNA_03

H_AG_BANDANNA_04

MIDDLE EAST:

H_CAF_AG_TURBAN

H_CAF_AG_PAKTOL

H_CAF_AG_PAKTOL_01

H_CAF_AG_PAKTOL_02

H_CAF_AG_PAKTOL_03

H_CAF_AG_WRAP

EAST EUROPE:

H_CAF_AG_FUR

H_CAF_AG_FUR2

H_CAF_AG_BEANIE

H_CAF_AG_BOONIE_01

H_CAF_AG_BOONIE_02

==============================================================

WEAPONS

CAF_AK47

- CAF_30RND_762x39_AK

CAF_AK74

CAF_AK74GL

- CAF_30RND_545x39_AK

CAF_PKM

- CAF_100RND_762x54_PKM

CAF_RPG7

- AT - CAF_PG7V

- HE - CAF_OG7

CAF_RPK74

- CAF_75RND_545x39_RPK

CAF_STRELA

- CAF_AA_ROCKET

CAF_SVD

- CAF_10RND_762X54_SVD

:P

Share this post


Link to post
Share on other sites
I had the same Idea. Sadly, all the errors of "...no longer exist" pops up. So I have to change all the units in the missin.sqf.

Its done now. But if somebody doesn't know how to deal with it, it might be a bit frustrating:

Anyway, I like the changes, even those at the units itself. (The names are more obvious now)

I'm looking forward to take a look at the civilians now! ^^

agree with this 100% love the Civilians :) noticed when putting down a group ,two of the group places are empty (commander lines go to empty spaces also there names are not showing up when placing a group (right side unit breakdown list)

Share this post


Link to post
Share on other sites
agree with this 100% love the Civilians :) noticed when putting down a group ,two of the group places are empty (commander lines go to empty spaces also there names are not showing up when placing a group (right side unit breakdown list)

This is because of this:

There are two typos/errors in caf_ag_factions\MiddleEast\Tribal\Groups\infantry\config.cpp. You used "CAF_AG_me_t_RPK" instead of "CAF_AG_ME_T_RPK74" and CAF_AG_me_t_PK instead of "CAF_AG_ME_T_PKM".

Share this post


Link to post
Share on other sites
We haven't released the Civ Module yet!

Thanks for the answer.

I know that, but I managed to spawn Civilians (ARMA Original ones) through the Military Civilian Placment module!

Anyway, I think the easiest way is to wait till the CIV Module is ready! ^^

Share this post


Link to post
Share on other sites

To get ambient civilians working with Middle Eastern units, I used the TPW Civ script and changed the classnames of the civilian units such as "Civ_F" to the Middle Eastern civilian classnames. Works in singleplayer and client-hosted multiplayer, but haven't tested dedicated hosted yet.

Share this post


Link to post
Share on other sites

Hi Ohally,

massive fan of your work :)

We just ran into trouble with your mod v1.5 caf_ag, players are getting kicked from our server.

Could this be a key problem? As mentioned we deleted the v1.0 and key, luckily we backup the old version :) currently reverted back to the old version for the moment until there is a solution.

I finally decided to join BI forums guess I am keen to find a fix

Thankyou for your time

Share this post


Link to post
Share on other sites

HOTFIX HOTFIX HOTFIX - **knocked this out before my morning shit ;) **

Fresh of the presses, fixes Group issues with Middle East Fighters and Server Verification issues.

Download from front page and extract to ARMA 3 main directory, merge with @CAF_AG1.5 overwrite file when prompted

Edited by Ohally

Share this post


Link to post
Share on other sites

New update v1.5.1 available at withSIX. Download now by clicking:

@caf_ag.png

@ CAF Team;

Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×