Guest Posted April 23, 2014 Release frontpaged on the Armaholic homepage. Middle East Conflict mod v012NATO SF and Russian Spetsnaz WeaponsEast vs WestRDS Static Weapons PackRDS Tank Pack ================================================ We have also "connected" these pages to your account 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
Iceman_TF_Timberwolf 12 Posted April 23, 2014 Is the language bug associated with East vs West fixed? (Where all units except the Russians speak English) that's the only reason I don't want to get the mod... Also you should think about porting A2OA Arabic for your units :) Share this post Link to post Share on other sites
katipo66 94 Posted April 24, 2014 Still seeing the "no ammo" appear from time to time, but it's not as severe as previously, are Hezbollah now wearing helmets by design? Just asking so I know I don't have any or issue. Share this post Link to post Share on other sites
serjames 357 Posted April 26, 2014 Drongo - getting the File MiddleEastConflict\SAA\Random.sqf, line 71 Error in expression <Each _items; {_this addItem _x} forEach _assitems; {_this assignItem _x} forEach> Error position: <_assitems; {_this assignItem _x} forEach> Error Undefined variable in expression: _assitems File MiddleEastConflict\SAA\Random.sqf, line 71 Error in expression <Each _items; {_this addItem _x} forEach _assitems; {_this assignItem _x} forEach> Error position: <_assitems; {_this assignItem _x} forEach> Error Undefined variable in expression: _assitems File MiddleEastConflict\SAA\Random.sqf, line 71 Error in expression <Each _items; {_this addItem _x} forEach _assitems; {_this assignItem _x} forEach> Error position: <_assitems; {_this assignItem _x} forEach> Error Undefined variable in expression: _assitems not sure if that's a known one or not :) Share this post Link to post Share on other sites
distractor2004 14 Posted April 26, 2014 Amazing mod, this is definitely be one of my favorites, but when you use the standard NATO Sniper unit with this mod activated, the rifle has no scope. The same goes for the AAF's Lynx rifle as well. I believe the team that created the R3F Armes encountered a similar issue awhile back but was able to patch it. If no one else is receiving this issue then just ignore this post and thanks! UPDATE: Actually I think the problem is with a mod that this mod depends on: The East vs West mod. I have posted on that thread about this issue as well. Share this post Link to post Share on other sites
Drongo69 117 Posted April 28, 2014 @FistoGames I only ever had that bug with All In Arma. I have not seen it when I am not using AIA. @Katipo66 The Hezbollah helmets are by design, they usually wear helmets. I used the balaclava/helmet to differentiate them from the SAA. @serjames Thanks, I'll take a look at it. @distractor2004 Glad you like the mod. I'll see if it is my capabilities to fix the scope bug, but more realistically we'll have to wait for East vs West to get a patch. Share this post Link to post Share on other sites
serjames 357 Posted April 28, 2014 still getting random Pants-jihadists... i.e. naked SAA units ? SJ Share this post Link to post Share on other sites
Drongo69 117 Posted April 28, 2014 The new Random.sqf files have a loop that checks if the unit has a uniform and should keep looping until it does. I can only assume that the culprit is the addUniform command which is local, whilst addHeadgear etc are global. Sometimes in coop I see naked units where the other player sees clothed units. The only sure-fire way I can think of to remove the problem is to have static uniforms and random headgear, vests and packs, not an ideal solution. Ideally though BIS would make addUniform a global command. Share this post Link to post Share on other sites
acoustic 82 Posted April 29, 2014 Is there any reason as to why your faction for me irregulars dont spawn vehicles for ALiVE? Share this post Link to post Share on other sites
BF2_Trooper 0 Posted April 29, 2014 Western Black Ops Player is no longer spawning naked or with invisible limbs, but now he spawns in some weirdly textured uniform. It's got this large red and white checkered pattern. Share this post Link to post Share on other sites
Drongo69 117 Posted April 29, 2014 @Acoustic The most likely answer is that I have made a config error somewhere. I'll look into it. @BF2_Trooper That's a new one. They spawn fine for me. Is it happening in SP or MP? Share this post Link to post Share on other sites
acoustic 82 Posted April 30, 2014 Hows the fix lookin? Share this post Link to post Share on other sites
BF2_Trooper 0 Posted May 1, 2014 @AcousticThe most likely answer is that I have made a config error somewhere. I'll look into it. @BF2_Trooper That's a new one. They spawn fine for me. Is it happening in SP or MP? Happening in MP. Here's a screenshot of me as a Western BlackOPs team leader - http://steamcommunity.com/sharedfiles/filedetails/?id=255340963 Share this post Link to post Share on other sites
Drongo69 117 Posted May 2, 2014 Does it happen every time? Is it every class, or only one? Share this post Link to post Share on other sites
Iceman_TF_Timberwolf 12 Posted May 2, 2014 (edited) Hey, I was thinking it would REALLY improve the immersion of this mod and make it much more realistic if the rebels spoke Arabic, along with the SAA. The voices can be fairly simply ported from Arma 2: OA, from what I understand. Kaelies has already done this successfully with the Russians and Czech speaking units of his mod, you could probably contact him for instruction if you don't know how to do it. Thanks! Edited May 2, 2014 by FistoGames Share this post Link to post Share on other sites
Drongo69 117 Posted May 2, 2014 @FistoGames I'll look into it. For anyone who is interested, I have released an SP/Coop dynamic mission generator featuring the SAA versus FSA on Takistan here. Share this post Link to post Share on other sites
acoustic 82 Posted May 3, 2014 You check out the ALiVE issues? Share this post Link to post Share on other sites
Drongo69 117 Posted May 8, 2014 (edited) I took a look but I can't see where I am going wrong regarding ALIVE. If anyone can spot the error, please let me know: class CfgGroups { class INDEP { name = "Independent"; class drirregularsI { name = "ME Irregulars"; class Infantry { name = "Infantry"; class DRI_RifleSquad { name = "Rifle Squad"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "DRI_SquadLeader"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "DRI_Grenadier"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "DRI_MachineGunner"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 2; vehicle = "DRI_RPG7Soldier"; rank = "PRIVATE"; position[] = {7,0,0}; }; class Unit4 { side = 2; vehicle = "DRI_Engineer"; rank = "PRIVATE"; position[] = {9,0,0}; }; class Unit5 { side = 2; vehicle = "DRI_RPG7Grenadier"; rank = "CORPORAL"; position[] = {12,0,0}; }; class Unit6 { side = 2; vehicle = "DRI_AutomaticRifleman"; rank = "PRIVATE"; position[] = {14,0,0}; }; class Unit7 { side = 2; vehicle = "DRI_Medic"; rank = "CORPORAL"; position[] = {16,0,0}; }; class Unit8 { side = 2; vehicle = "DRI_Marksman"; rank = "PRIVATE"; position[] = {18,0,0}; }; }; class DRI_WeaponsTeam { name = "Weapons Team"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "DRI_SquadLeader"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "DRI_RPG7Soldier"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "DRI_RPG7Grenadier"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 2; vehicle = "DRI_ATSoldier"; rank = "PRIVATE"; position[] = {7,0,0}; }; class Unit4 { side = 2; vehicle = "DRI_AASoldier"; rank = "CORPORAL"; position[] = {9,0,0}; }; class Unit5 { side = 2; vehicle = "DRI_AutomaticRifleman"; rank = "PRIVATE"; position[] = {12,0,0}; }; }; class DRI_FireTeam { name = "Fire Team"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "DRI_SquadLeader"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "DRI_AutomaticRifleman"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "DRI_RPG7Grenadier"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 2; vehicle = "DRI_Rifleman"; rank = "PRIVATE"; position[] = {7,0,0}; }; }; class DRI_SniperTeam { name = "Sniper Team"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "DRI_Marksman"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "DRI_Rifleman"; rank = "CORPORAL"; position[] = {3,0,0}; }; }; class DRI_EngineerTeam { name = "Engineer Team"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "DRI_Engineer"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "DRI_Repair"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "DRI_Explosives"; rank = "PRIVATE"; position[] = {5,0,0}; }; }; class DRI_SentryTeam { name = "Sentry Team"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "DRI_Rifleman"; rank = "CORPORAL"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "DRI_Rifleman"; rank = "PRIVATE"; position[] = {3,0,0}; }; }; class DRI_LargeSquad { name = "Large Squad"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "DRI_SquadLeader"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "DRI_Grenadier"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "DRI_MachineGunner"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 2; vehicle = "DRI_RPG7Soldier"; rank = "PRIVATE"; position[] = {7,0,0}; }; class Unit4 { side = 2; vehicle = "DRI_RPG7Grenadier"; rank = "PRIVATE"; position[] = {9,0,0}; }; class Unit5 { side = 2; vehicle = "DRI_RPG7Grenadier"; rank = "CORPORAL"; position[] = {12,0,0}; }; class Unit6 { side = 2; vehicle = "DRI_AutomaticRifleman"; rank = "PRIVATE"; position[] = {14,0,0}; }; class Unit7 { side = 2; vehicle = "DRI_Medic"; rank = "CORPORAL"; position[] = {16,0,0}; }; class Unit8 { side = 2; vehicle = "DRI_Marksman"; rank = "PRIVATE"; position[] = {18,0,0}; }; class Unit9 { side = 2; vehicle = "DRI_Rifleman"; rank = "PRIVATE"; position[] = {20,0,0}; }; class Unit10 { side = 2; vehicle = "DRI_Rifleman"; rank = "PRIVATE"; position[] = {22,0,0}; }; class Unit11 { side = 2; vehicle = "DRI_AutomaticRifleman"; rank = "PRIVATE"; position[] = {24,0,0}; }; }; }; class Motorized { name = "Motorized"; class DRI_Technical_1 { name = "Technical (1)"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "dri_Offroad_01_armed_F"; rank = "SERGEANT"; position[] = {0,5,0}; }; }; class DRI_Technicals_2 { name = "Technicals (2)"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "dri_Offroad_01_armed_F"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "dri_Offroad_01s_armed_F"; rank = "CORPORAL"; position[] = {3,0,0}; }; }; class DRI_Technicals_3 { name = "Technicals (3)"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "dri_Offroad_01_armed_F"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "dri_Offroad_01s_armed_F"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "dri_Offroad_01s_armed_F"; rank = "PRIVATE"; position[] = {5,0,0}; }; }; class DRI_Technicals_4 { name = "Technicals (4)"; faction = "drirregularsI"; side = 2; rarityGroup = 0.5; class Unit0 { side = 2; vehicle = "dri_Offroad_01_armed_F"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 { side = 2; vehicle = "dri_Offroad_01s_armed_F"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 2; vehicle = "dri_Offroad_01_armed_F"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 2; vehicle = "dri_Offroad_01s_armed_F"; rank = "PRIVATE"; position[] = {7,0,0}; }; }; }; }; }; Edited May 8, 2014 by Drongo69 Share this post Link to post Share on other sites
watchurass 10 Posted May 8, 2014 (edited) HI, Can you make the Egyptian army? there is already one for arma 2 in case you need ideas thank you Edited May 8, 2014 by watchurass Share this post Link to post Share on other sites
acoustic 82 Posted May 9, 2014 I would try posting in the ALiVE thread and asking them. Share this post Link to post Share on other sites
Capt Childs 178 Posted May 12, 2014 Great mod, love it. DR Irregulars and now the ME Irregulars have been my stock opponents for my group games since you brought it out. I'd really love to ramp up using the Qud faction however, for various scenario reasons. Only thing stopping me is their platecarriers have US flags on, and they're on the whole using the G3 as opposed to some AK variant. What was your thinking behind that, and is there any way to make a change? Loving the Qud mix of kit schemes, yet it's clearly a semi official uniform of types. Share this post Link to post Share on other sites
Drongo69 117 Posted May 12, 2014 I didn't see that with the platecarriers, I'll fix it for the next release. In general, most of the uniform randomization scripts will removed in the next release (except for the irregulars). I just couldn't find a way around the BIS addUniform bug. I have also removed the texture problems with the Western Black Ops. As for the G3, it is the main service rifle of the Iranian Army. I also wanted the Quds Force to be distinct from the other AK-toting factions. Share this post Link to post Share on other sites
Capt Childs 178 Posted May 12, 2014 Brilliant, looking forward to see it. As for the G3, it is the main service rifle of the Iranian Army. I also wanted the Quds Force to be distinct from the other AK-toting factions. Never knew that, learn something every day! ;) Share this post Link to post Share on other sites
kilo1-1 1 Posted May 16, 2014 In general, most of the uniform randomization scripts will removed in the next release (except for the irregulars). I just couldn't find a way around the BIS addUniform bug. No need to. BIS finally made addUniform global with the rest of the addGear commands. It's currently in the latest dev branch. Share this post Link to post Share on other sites