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goliath86

A2/A2:OA Beta Patches Pre-Final Patch

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Since feature #69249 was added, headlights in both daytime and night time have become incredibly bright (to the point of effectively blinding players even during the middle of the day).

It would be great if the brightness could be toned done a bit.

Yes, I've saw it too and I've toned down the brightness for the next beta release ;)

Thank you!

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goliath86, I've been able to narrow the A2 MP Warfare issue down to this:

In A2, if JIP joins host side, JIP name will be reflected in PlayableUnits array.

In A2, If JIP does not join host side, JIP name will not be reflected in PlayableUnits array, the AI name remains.

- Because JIP name is not reflected in PlayableUnits array, WF's OnPlayerConnected script does not find JIP's name as a group leader and the predefined null for team is returned.

- The JIP is not recognized as a player by the server unless JIP joins the Host side. That's why the Team_Update script continues to run on the JIP's unit. It runs when JIP joins another side but not when JIP joins the host side.

- The JIP player does have full control over their unit, but cannot vote. Clicking a vote will not register.

In OA, the JIP name is reflected in PlayableUnits array and server recognizes JIP as a player, regardless what side host or JIP joins.

This is tested in Warfare using a customized OnPlayerConnected script, where side was not a tested factor. isPlayer on the PlayableUnits was the tested factor. The test thus far has only been with Factions USMC, RU, and GUE.

And I take Groove_C as correct at his word, because the desynch movement was still noticed even when the server registered the JIP player in playable units.

Tomorrow I'll start setting up a test outside Warfare with a simple editor mission and OnPlayerConnected script. That should help determine if it's A2 Warfare specific or not.

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goliath86, I've been able to narrow the A2 MP Warfare issue down to this:

In A2, if JIP joins host side, JIP name will be reflected in PlayableUnits array.

In A2, If JIP does not join host side, JIP name will not be reflected in PlayableUnits array, the AI name remains.

- Because JIP name is not reflected in PlayableUnits array, WF's OnPlayerConnected script does not find JIP's name as a group leader and the predefined null for team is returned.

- The JIP is not recognized as a player by the server unless JIP joins the Host side. That's why the Team_Update script continues to run on the JIP's unit. It runs when JIP joins another side but not when JIP joins the host side.

- The JIP player does have full control over their unit, but cannot vote. Clicking a vote will not register.

In OA, the JIP name is reflected in PlayableUnits array and server recognizes JIP as a player, regardless what side host or JIP joins.

This is tested in Warfare using a customized OnPlayerConnected script, where side was not a tested factor. isPlayer on the PlayableUnits was the tested factor. The test thus far has only been with Factions USMC, RU, and GUE.

And I take Groove_C as correct at his word, because the desynch movement was still noticed even when the server registered the JIP player in playable units.

Tomorrow I'll start setting up a test outside Warfare with a simple editor mission and OnPlayerConnected script. That should help determine if it's A2 Warfare specific or not.

Outstanding report OpusFmSPol! So I'll wait for your tests to see if the issue is WF only related or not. If it is, maybe we can try to find some scripting workaround for the A2 Warfare module.

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Definitely A2 WF only. Does not affect MP outside WF.

Perfect..so we have to find a way to solve this gamebreaking issue for the A2 Warfare Module, if possible

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I found that the server will detect JIP as a player up until side placement occurs.

The final portion of the "BIS_WF_PlaceSides" function is causing the server to not recognize JIP as a player when joined to another side than the host:

Server_PlaceSides.sqf

{
{
	if (Vehicle _x Distance _eastLocation > (BIS_WF_Constants GetVariable "BASERANGE") && IsNil {Vehicle _x GetVariable "stayAtPosition"}) then {[Vehicle _x,[_eastLocation,5,25] Call GetRandomPosition,35] Call PlaceSafe};
} ForEach Units _x;
} ForEach (eastTeams + eastDefenseTeams);

{
{
	if (Vehicle _x Distance _westLocation > (BIS_WF_Constants GetVariable "BASERANGE") && IsNil {Vehicle _x GetVariable "stayAtPosition"}) then {[Vehicle _x,[_westLocation,5,25] Call GetRandomPosition,35] Call PlaceSafe};
} ForEach Units _x;
} ForEach (westTeams + westDefenseTeams);

{
{
	if (Vehicle _x Distance _resistanceLocation > (BIS_WF_Constants GetVariable "BASERANGE") && IsNil {Vehicle _x GetVariable "stayAtPosition"}) then {[Vehicle _x,[_resistanceLocation,5,25] Call GetRandomPosition,35] Call PlaceSafe};
} ForEach Units _x;
} ForEach (resistanceTeams + resistanceDefenseTeams);

("_x" in these lines is a group for each unit synchronized with the WF logic.)

Looking for a solution now that doesn't impact OA, which seems to run fine with it.

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new OA beta data update was released

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Running Version 1.63.131129 from steam betas, win dedicated server and getting these errors:

2015/06/16,  8:44:24 Error in expression <;
_recompile = (count _this) > 0;


if (BIS_fnc_init && !_recompile) exitwith {t>
2015/06/16,  8:44:24   Error position: <BIS_fnc_init && !_recompile) exitwith {t>
2015/06/16,  8:44:24   Error Undefined variable in expression: bis_fnc_init
2015/06/16,  8:44:24 File ca\Modules\Functions\init.sqf, line 28

2015/06/16,  8:44:25 Error in expression <
_logic setvariable ["vehicleBlacklist",_vehicleBlacklist];


_vehicleinit = if >
2015/06/16,  8:44:25   Error position: <_vehicleBlacklist];


_vehicleinit = if >
2015/06/16,  8:44:25   Error Undefined variable in expression: _vehicleblacklist
2015/06/16,  8:44:25 File ca\modules\silvie\data\scripts\main.sqf, line 185

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Running Version 1.63.131129 from steam betas, win dedicated server and getting these errors:

2015/06/16,  8:44:24 Error in expression <;
_recompile = (count _this) > 0;


if (BIS_fnc_init && !_recompile) exitwith {t>
2015/06/16,  8:44:24   Error position: <BIS_fnc_init && !_recompile) exitwith {t>
2015/06/16,  8:44:24   Error Undefined variable in expression: bis_fnc_init
2015/06/16,  8:44:24 File ca\Modules\Functions\init.sqf, line 28

2015/06/16,  8:44:25 Error in expression <
_logic setvariable ["vehicleBlacklist",_vehicleBlacklist];


_vehicleinit = if >
2015/06/16,  8:44:25   Error position: <_vehicleBlacklist];


_vehicleinit = if >
2015/06/16,  8:44:25   Error Undefined variable in expression: _vehicleblacklist
2015/06/16,  8:44:25 File ca\modules\silvie\data\scripts\main.sqf, line 185

It seems that your server isn't fully on beta branch. Make sure you have opted in beta branch even on A2 and not only A2:OA

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edit: I updated like you said both arma2 and arma2oa and now the error has disappeared. Had no idea one must update arma2 as well :o

Edited by Snake Man

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The JIP problem in Warfare might be related to Bug #15222 (Resolved). I duplicated the test mission given with the report into A2, and for comparison to Dr_Eyeball's posted log in the bug report, here are the .rpt log results in A2:

Host (server) initializes the mission as unit 'p1', .rpt log:

Starting: bugTest
== 1 ========================
allUnits=[p1,p2,p3,p4,p5,p6]
allGroups=[b 1-1-A,B 1-1-B,B 1-1-C,B 1-1-D,B 1-1-E,B 1-1-F]

forEach allGroups:
group=B 1-1-A, units=[p1]
group=B 1-1-B, units=[p2]
group=B 1-1-C, units=[p3]
group=B 1-1-D, units=[p4]
group=B 1-1-E, units=[p5]
group=B 1-1-F, units=[p6]

forEach _units:
unit=p1, group=B 1-1-A, units=[p1], isPlayer=true
unit=p2, group=B 1-1-B, units=[p2], isPlayer=false
unit=p3, group=B 1-1-C, units=[p3], isPlayer=false
unit=p4, group=B 1-1-D, units=[p4], isPlayer=false
unit=p5, group=B 1-1-E, units=[p5], isPlayer=false
unit=p6, group=B 1-1-F, units=[p6], isPlayer=false
== 2 ========================
Server: adjusting groups...
== 3 ========================
allUnits=[p1,p2,p3,p4,p5,p6]
allGroups=[b 1-1-A,B 1-1-C,B 1-1-E,B 1-1-F]

forEach allGroups:
group=B 1-1-A, units=[p1,p2]
group=B 1-1-C, units=[p3,p4]
group=B 1-1-E, units=[p5]
group=B 1-1-F, units=[p6]

forEach _units:
unit=p1, group=B 1-1-A, units=[p1,p2], isPlayer=true
unit=p2, group=B 1-1-A, units=[p1,p2], isPlayer=false
unit=p3, group=B 1-1-C, units=[p3,p4], isPlayer=false
unit=p4, group=B 1-1-C, units=[p3,p4], isPlayer=false
unit=p5, group=B 1-1-E, units=[p5], isPlayer=false
unit=p6, group=B 1-1-F, units=[p6], isPlayer=false
== 4 ========================
Client: Remote object 5:0 not found
Server: Update of object 2:68 arrived from nonowner
Client: Remote object 6:0 not found
Creating debriefing

JIP joins as unit 'p6', then disconnects out to lobby, and rejoins as unit 'p3', .rpt log:

Unable to get my public IP address
Starting: __cur_mp
== 1 ========================
allUnits=[p2,p4,p5,p6]
allGroups=[b 1-1-A,B 1-1-C,B 1-1-E,B 1-1-F]

forEach allGroups:
group=B 1-1-A, units=[p2]
group=B 1-1-C, units=[p4]
group=B 1-1-E, units=[p5]
group=B 1-1-F, units=[p6]

forEach _units:
unit=p1, group=B 1-1-A, units=[p2], isPlayer=true
unit=p2, group=B 1-1-A, units=[p2], isPlayer=false
unit=p3, group=B 1-1-C, units=[p4], isPlayer=false
unit=p4, group=B 1-1-C, units=[p4], isPlayer=false
unit=p5, group=B 1-1-E, units=[p5], isPlayer=false
unit=p6, group=B 1-1-F, units=[p6], isPlayer=false
== 2 ========================
== 3 ========================
allUnits=[p2,p4,p5,p6]
allGroups=[b 1-1-A,B 1-1-C,B 1-1-E,B 1-1-F]

forEach allGroups:
group=B 1-1-A, units=[p2]
group=B 1-1-C, units=[p4]
group=B 1-1-E, units=[p5]
group=B 1-1-F, units=[p6]

forEach _units:
unit=p1, group=B 1-1-A, units=[p2], isPlayer=true
unit=p2, group=B 1-1-A, units=[p2], isPlayer=false
unit=p3, group=B 1-1-C, units=[p4], isPlayer=false
unit=p4, group=B 1-1-C, units=[p4], isPlayer=false
unit=p5, group=B 1-1-E, units=[p5], isPlayer=false
unit=p6, group=B 1-1-F, units=[p6], isPlayer=false
== 4 ========================
Creating debriefing
Unable to get my public IP address
Starting: __cur_mp
== 1 ========================
allUnits=[p2,p4,p5,p6]
allGroups=[b 1-1-A,B 1-1-C,B 1-1-E,B 1-1-F]

forEach allGroups:
group=B 1-1-A, units=[p2]
group=B 1-1-C, units=[p4]
group=B 1-1-E, units=[p5]
group=B 1-1-F, units=[p6]

forEach _units:
unit=p1, group=B 1-1-A, units=[p2], isPlayer=true
unit=p2, group=B 1-1-A, units=[p2], isPlayer=false
unit=p3, group=B 1-1-C, units=[p4], isPlayer=false
unit=p4, group=B 1-1-C, units=[p4], isPlayer=false
unit=p5, group=B 1-1-E, units=[p5], isPlayer=false
unit=p6, group=B 1-1-F, units=[p6], isPlayer=false
== 2 ========================
== 3 ========================
allUnits=[p2,p4,p5,p6]
allGroups=[b 1-1-A,B 1-1-C,B 1-1-E,B 1-1-F]

forEach allGroups:
group=B 1-1-A, units=[p2]
group=B 1-1-C, units=[p4]
group=B 1-1-E, units=[p5]
group=B 1-1-F, units=[p6]

forEach _units:
unit=p1, group=B 1-1-A, units=[p2], isPlayer=true
unit=p2, group=B 1-1-A, units=[p2], isPlayer=false
unit=p3, group=B 1-1-C, units=[p4], isPlayer=false
unit=p4, group=B 1-1-C, units=[p4], isPlayer=false
unit=p5, group=B 1-1-E, units=[p5], isPlayer=false
unit=p6, group=B 1-1-F, units=[p6], isPlayer=false
== 4 ========================
Group B 1-1-G (0x2081cf00) - network ID 2:69
- no main subgroup
Network simulation, time = 0.093
Group B 1-1-G (0x2081cf00) - network ID 2:69
- no main subgroup
Group B 1-1-G (0x2081cf00) - network ID 2:69
- no main subgroup
Group B 1-1-G (0x2081cf00) - network ID 2:69
- no main subgroup
Group B 1-1-G (0x2081cf00) - network ID 2:69
- no main subgroup
Group B 1-1-G (0x2081cf00) - network ID 2:69
- no main subgroup
Group B 1-1-G (0x2081cf00) - network ID 2:69
- no main subgroup
Creating debriefing

It appears the bug is affecting A2. I can't say the bug is the actual cause of the JIP problem in A2 Warfare; but everything I've tried in debugging the scripts has failed. Here is what I found in attempts to debug the problem:

1) The problem does not occur in OA. It occurs in A2 only, in both stable and beta versions. The problem occurs in Warfare missions.

2) The problem lies in the server failing to register the JIP player as a player when they join a side not the same as host. An "isPlayer" check returns false on the server (but true on the JIP client) after JIP is in the mission.

3) The failure is not absolutely consistent. Once in a while the server reads JIP as a player. Might be 1-3 times out of 30-40 joins. Why it succeeds is not found.

4) When the Server initializes the mission, a future JIP will register as a player up until side placement occurs. After the server places units, an isPlayer check on a future JIP will return false while they're in the mission.

5) In mission initialization, once a base location is established and the HQ placed, the BIS_WF_PlaceSides function uses PlaceSafe (WF function) to place the units at base location. The function PlaceSafe uses the setPos command to place the units. The failure occurs at that specific point, when the setPos command is run. After setPos command has been run on the unit, the future JIP will not register on the server as being a player after JIP has taken control of the unit.

6) In a simple editor test, running setPos command on a unit has no effect on server registering JIP as a player.

All of my own efforts to identify what in the Warfare scripts causes the setPos command to be the focal point were unsuccessful.

So I'm beaten. If it's not the bug, I don't know what it is. I'm returning to SOM-WF compatibility and just accepting that I can only test it while playing on host side for A2 JIP.

I did come across some easy script fixes along the way though:

(1). Server runs processInitCommands at startup, and JIP players end up processing init script for defenses before their "sideJoinedText" is defined in the Init_Client.

Init_Defense.sqf

From this:

//Description:  Any init routines for a defense go here.

WaitUntil {gameInitialized};

_this Spawn
{

To this:

[i][color="#808080"]//Description:  Any init routines for a defense go here.[/color][/i]

[color="#0000FF"]if (isServer) then 
{[/color]
[color="#808080"][i]WaitUntil {gameInitialized};[/i][/color]
[color="#0000FF"]}
else
{
WaitUntil {!isNil "sideJoinedText" && gameInitialized};
};[/color]

[color="#808080"][i]_this Spawn
{[/i][/color]

(2). Commas missing between last 2 items in GUI Private arrays.

(I don't know if these GUI's are used though? I've never seen a mission selection GUI in game.)

GUI_UpdateCommanderViewMission.sqf

From this:

//Description: Menu when commander clicks on the map.
//*****************************************************************************************
Private["_display","_IDCGENERICBUTTON","_IDCGENERICIMAGE","_IDCGENERICLABEL","_IDCGENERICLIST","_IDCGENERICTEXT""_IDCGENERICCHECKBOX"];

_display = _this Select 0;

to this:

[i][color="#808080"]//Description: Menu when commander clicks on the map.
//*****************************************************************************************
Private["_display","_IDCGENERICBUTTON","_IDCGENERICIMAGE","_IDCGENERICLABEL","_IDCGENERICLIST","_IDCGENERICTEXT"[/color][/i][color="#0000FF"],[/color][color="#808080"][i]"_IDCGENERICCHECKBOX"];

_display = _this Select 0;[/i][/color]

GUI_UpdateViewMission.sqf

From this:

//Description: Menu when player clicks on a mission.
//*****************************************************************************************
Private["_display","_IDCGENERICBUTTON","_IDCGENERICIMAGE","_IDCGENERICLABEL","_IDCGENERICLIST","_IDCGENERICTEXT""_IDCGENERICCHECKBOX"];

_display = _this Select 0;

To this:

//Description: Menu when player clicks on a mission.
//*****************************************************************************************
Private["_display","_IDCGENERICBUTTON","_IDCGENERICIMAGE","_IDCGENERICLABEL","_IDCGENERICLIST","_IDCGENERICTEXT",[i]"_IDCGENERICCHECKBOX"];

_display = _this Select 0;[/i]

Edited by OpusFmSPol

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Thank you Opus for the report! I've applied the fix you've mentioned for the next A2 beta release!

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Hi, goliath86!

Maybe is there sense to rename 75Rnd_545x39_RPK to 45Rnd_545x39_RPK and make that it occupies one magazine slot not two (45 rounds not much more than 30 rounds)?

Also add UK59_small_ACR machine gun class, please.

Also, I suggest you rename these classes

M249_EP1_small

M249_TWS_EP1_small

M249_m145_EP1_small

M60A4_EP1_small

Mk_48_DES_EP1_small

m107_TWS_EP1_small

m240_scoped_EP1_small

to

M249_small_EP1

M249_TWS_small_EP1

M249_m145_small_EP1

M60A4_small_EP1

Mk_48_DES_small_EP1

m107_TWS_small_EP1

m240_scoped_small_EP1

Edited by Schatten

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Not sure if this was allready requested, but can you guys give some love to ACR DLC, while you updating arma 2 ?

1. Please make ACRlite part of arma so people dont have to download it. (I have ACR DLC and friends have dificulties to connect to me when i Host a mission)

2. Pandur Should be amphibious (it should be able to swim)

3. Please Ad Bren A1 variant with ACOG and red dot backup sights like Bren B1 has. both with and without Glauncher.

4. If you Ad A1 with ACOG you can remove Bren B1 (ACR doesnt use 7.62 variant of bren anyway)

5. More variety of armament for ACR MI-24 chopper vould be nice.

6.That one is tough but it cost nothing to ask: Can you please Ad IVECO LMV for ACR?

7. Another Tough one. Can you add W3A SOKOL as a Medevac Chopper to ACR faction?

I tried to do 3 and 6 miself as a mod but BIS O2 doesnt work for me for some reason.

I know that this post will be most probably ignored, but you know, Asking is free.

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Hi, goliath86!

Maybe is there sense to rename 75Rnd_545x39_RPK to 45Rnd_545x39_RPK and make that it occupies one magazine slot not two (45 rounds not much more than 30 rounds)?

75 rounds mag was already reduced to 45 rounds.

Making 45 rounds mag occupy only 1 slot is logical, as everybody take 2 mags (2 slots) of 30 rounds instead of 1 mag (2 slots) with 45 rounds.

Edited by Groove_C

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Renaming it is not enough. Recoil in all stances has to be reworked because of 7.62 instead of 5.45.

Why? Only number of bullets is changed not caliber.

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Not sure if this was allready requested, but can you guys give some love to ACR DLC, while you updating arma 2 ?

1. Please make ACRlite part of arma so people dont have to download it. (I have ACR DLC and friends have dificulties to connect to me when i Host a mission)

2. Pandur Should be amphibious (it should be able to swim)

3. Please Ad Bren A1 variant with ACOG and red dot backup sights like Bren B1 has. both with and without Glauncher.

4. If you Ad A1 with ACOG you can remove Bren B1 (ACR doesnt use 7.62 variant of bren anyway)

5. More variety of armament for ACR MI-24 chopper vould be nice.

6.That one is tough but it cost nothing to ask: Can you please Ad IVECO LMV for ACR?

7. Another Tough one. Can you add W3A SOKOL as a Medevac Chopper to ACR faction?

I tried to do 3 and 6 miself as a mod but BIS O2 doesnt work for me for some reason.

I know that this post will be most probably ignored, but you know, Asking is free.

Myself and many others have been nagging BI about an ACR patch for years, as well as making ACRlite part of Arma 2*. These nice things seem quite unlikely to happen now, as apparently one BI dev had all the ACR files, but was moved to another position in the company, or perhaps left the company (?), and thus the procedural chain for fixing ACR was broken**, perhaps irreversibly. This is a very sad situation. :(

Here's an idea: could BI dig up the old ACR files and give them to goliath86? And pay him something to fix the many issues that were carefully documented in dev-heaven?

*Dwarden has looked into this idea many times, but said the technical issues with packaging ACRlite and SteamIDs have been too difficult to overcome.

**as reported by a BI dev. I am paraphrasing his words and don't really know what went down. But whatever went down, it wasn't good for ACR, Arma 2, and BI as a whole.

Edited by OMAC

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Sad. As Czech and an Patriot, ACR DLC was one of the reasons i bought ARMA at first place. (I was RPG, and Space sim, player untill that.) ACR DLC is also a thing that pisses me off on ARMA. Czech Army DLC made by Czech based company, full of Czech people, And it looks like someone made it as an sidejob and didnt even care if its good.

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13/07/2015 (ArmA 2: OA):

- Fixed CIT bug Nr. 12294 - CCP bug Nr. 67951

Was community addon included into patch? But wheeled vehicles were slowed down when driving offroad in ACR DLC. Will this lead to different speed of driving with or without DLC?

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Sad. As Czech and an Patriot, ACR DLC was one of the reasons i bought ARMA at first place. (I was RPG, and Space sim, player untill that.) ACR DLC is also a thing that pisses me off on ARMA. Czech Army DLC made by Czech based company, full of Czech people, And it looks like someone made it as an sidejob and didnt even care if its good.

The lack of proper attention to ACR by a Czech company has mystified me for years also. Here is a =status_id&op[status_id]=o&f[]=subject&op[subject]=~&v[subject][]=ACR&f[]=&c[]=tracker&c[]=status&c[]=priority&c[]=subject&c[]=author&c[]=assigned_to&c[]=updated_on&c[]=category&c[]=fixed_version&c[]=votes_value&group_by="]good list of the bad news.

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How did you change the NVG optic compatibility? I've checked the configs for both the weapons and the NVGs themselves and have not found anything that affects the optic compatibility.

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How did you change the NVG optic compatibility? I've checked the configs for both the weapons and the NVGs themselves and have not found anything that affects the optic compatibility.

Hi Foxyy!

To change the NVG compatibility with some optics you have to add an OpticModes class like this:

       class M16A4;
class M16A4_ACG: M16A4 {

	class OpticsModes {
		class ACOG {
			opticsID = 1;
			useModelOptics = 1;
			opticsPPEffects[] = {"OpticsCHAbera2", "OpticsBlur2"};
			opticsZoomMin = 0.062300;
			opticsZoomMax = 0.062300;
			opticsZoomInit = 0.062300;
			memoryPointCamera = "opticView";
			visionMode[] = {"Normal"};             // No NVG and no TI
			opticsFlare = 1;
			opticsDisablePeripherialVision = 1;
			distanceZoomMin = 100;
			distanceZoomMax = 100;
			cameraDir = "";	
		};	
	};
};

Then you can change the visionMode[] entry to change the NVG compatibility of that specific optic

Cheers,

goliath86

---------- Post added at 11:37 ---------- Previous post was at 11:26 ----------

Not sure if this was allready requested, but can you guys give some love to ACR DLC, while you updating arma 2 ?

1. Please make ACRlite part of arma so people dont have to download it. (I have ACR DLC and friends have dificulties to connect to me when i Host a mission)

2. Pandur Should be amphibious (it should be able to swim)

3. Please Ad Bren A1 variant with ACOG and red dot backup sights like Bren B1 has. both with and without Glauncher.

4. If you Ad A1 with ACOG you can remove Bren B1 (ACR doesnt use 7.62 variant of bren anyway)

5. More variety of armament for ACR MI-24 chopper vould be nice.

6.That one is tough but it cost nothing to ask: Can you please Ad IVECO LMV for ACR?

7. Another Tough one. Can you add W3A SOKOL as a Medevac Chopper to ACR faction?

I tried to do 3 and 6 miself as a mod but BIS O2 doesnt work for me for some reason.

I know that this post will be most probably ignored, but you know, Asking is free.

Hi Mirek!

I think that probably ACR Lite will be included in the A2:OA final patch but it is early to say this.

For the rest, I'm working on fixing ACR DLC bugs, config/script/model related. I don't think that I will implement new model (like the Iveco, as you said) cause I haven't good skill on modelling (I have to learn a lot of things before trying to create a simple model), I'm sorry. I'm trying to do all my best to fix all the fixable of ACR DLC

Cheers,

goliath86

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Hey Goliath, Iam glad to hear you looking into it.

As for the model, I actualy have atemted to create the model myself I was about 60-70% done with the base model, as you can see here, when i abandoned the project. So if i´d finnish the model, and the LODs you think you could use it?

It is a big IF of course because while i have lot of experience with 3d modeling i have only little experience in modeling for games so in the end it might turn out that my model is useles for gaming, and i would actualy need someone with working O2 editor to convert the model to format usable in arma, (my copy of O2 doesnt work no matter how many times i redownload it) but it might be worth trying.

And i remember that there was some mod out there that actualy had a working IVECO LMV so if i manage to remember what mod it was and i manage to convince the autor to send me the model and texture files, i might try to change it to czech variant and send it to you.

Edited by Mirek

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