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Arma3 - AGGRESSORS

would you like to see aggressors stay standalone  

401 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


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No tears being shed here. Will middle eastern civilians be guaranteed to be included in next update?

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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.

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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...

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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

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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

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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.

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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

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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?

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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

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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.

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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.

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Would you be interested in using JSRS sounds from Arma II?

very much so

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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 ;)

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So maybe go ahead and ask the Author then :)

LJ

Lol working up the courage, I don't take rejection well lol ;)

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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

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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.

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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.

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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!

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