autigergrad 2034 Posted May 20, 2016 Hey folks, Quick update on this one. I added a Prison to FOB Churchill. So now you can detain those insidious Taliban sympathizers to keep them from influencing the local populace. I also added the possibility of finding intel on dead Taliban including the location of IED factories, recruitment HQs, and Weapons caches. Enjoy. 1 Share this post Link to post Share on other sites
LamettA 0 Posted May 28, 2016 Hey Tiger, love your work. Quick question, is there the possibility to control all friendly forces through the ALiVE Commander's Tablet, like in yours, I think, fallujha assault? Keep up the great work! Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted May 28, 2016 Hey Tiger, love your work. Quick question, is there the possibility to control all friendly forces through the ALiVE Commander's Tablet, like in yours, I think, fallujha assault? Keep up the great work! In the ALiVE Commander Tablet (app key by default) you should have an option under "Operations" to control the friendly squad's waypoints that are sprinkled around the map. Share this post Link to post Share on other sites
LamettA 0 Posted May 29, 2016 In the ALiVE Commander Tablet (app key by default) you should have an option under "Operations" to control the friendly squad's waypoints that are sprinkled around the map. Thx for the answer, now, one more dumb question. I downloaded this sangin ( http://www.armaholic.com/page.php?id=30213) and i saw that its not the same as the link Tiger left in the post ( this http://www.armaholic...ge.php?id=14455 ) Is that gonna cause me lot of trouble or its just the same? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted May 29, 2016 You need the Arma 2 version of Sangin. Otherwise it won't work. You'll know because it comes with 2 maps (Winter and Summer). This is the one you want. Share this post Link to post Share on other sites
autigergrad 2034 Posted May 29, 2016 UPDATE: -Added new 3CB Merlins to the mission, as well as the outstanding new Rearm/Refuel/Restask module. -Added a prison to detain suspected Taliban at FOB Churchill -Added several "Suprises" on the map (you'll know what I'm talking about if you find them) Expect another update in the next week or so when Burnes's finishes his new Foxhound, which I will replaced his older version with. Here is the new British Helos in Action in British Steel as well. 1 Share this post Link to post Share on other sites
COLofDUTY 0 Posted November 1, 2016 hi, autigergrad. i'm in the process of uploading these mods to my server to play this mission. i just wondered, did you eventually update the mission to accept the latest version of foxhound as i cannot find the old version that you originally listed? thanks :)Got it! Share this post Link to post Share on other sites
autigergrad 2034 Posted November 21, 2016 hi, autigergrad. i'm in the process of uploading these mods to my server to play this mission. i just wondered, did you eventually update the mission to accept the latest version of foxhound as i cannot find the old version that you originally listed? thanks :)Got it! Sorry for the late reply, Yes, it's got the latest version of Burnes's Foxhound on the mission. Let me know if you run into any issues. Share this post Link to post Share on other sites
autigergrad 2034 Posted February 11, 2017 Major update today: Dropped CAF Aggressors dependency Dropped Burnes Foxhound Added CUP Improved performance Revamped FOBs Revamped sounds Added custom posters, billboards Added playable British Patrol Troop unit As always, I hope you enjoy. 3 Share this post Link to post Share on other sites
serjames 357 Posted February 12, 2017 Hi buddy. Out of interests. Why the change ? Share this post Link to post Share on other sites
autigergrad 2034 Posted February 12, 2017 7 hours ago, serjames said: Hi buddy. Out of interests. Why the change ? I dropped CAF Aggressors due to the fact that its way outdated and no longer supported. I dropped Burnes Foxhound for the sheer "convenience factor" of having less mods that users have to subscribe to manually...and also because with me adding CUP, I also, by default, add a ton of British Assets like Land Rovers, Mastiffs, Wolfhounds, Ridgebacks, etc. that can offset dropping the Foxhound. The rest of it? Because I am never satisfied and I'm constantly striving to squeeze the most enjoyment/performance out of my missions. (Plus I have added quite a few great posters, billboards, and unique sounds that I wanted to add in). 2 Share this post Link to post Share on other sites
autigergrad 2034 Posted March 16, 2017 UPDATE: Mission has been updated to reflect the new additions to the 3CB mod packs released on 3/15/2017. I have replaced all CUP Landrovers with 3CB Landrovers in game and added Vehicle service points for 3CB. Enjoy. 2 Share this post Link to post Share on other sites
RocknRollaUK 0 Posted July 22, 2017 What other Mods need to be downloaded to play this mission? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted July 22, 2017 23 minutes ago, RocknRollaUK said: What other Mods need to be downloaded to play this mission? All the mods needed are on the Steam Workshop page for British Steel. Share this post Link to post Share on other sites
autigergrad 2034 Posted September 23, 2017 UPDATED 9/22/2017 Added VCOM AI to mission (built into mission via script so you DO NOT need to run VCOM AI separately) Added my custom VCOM AI Opfor Taliban Removed Vehicle spawner due to overhauled repair/resupply/rearm system now available for existing vehicles Tweaked and optimized mission further NEW ALiVE ADDITIONS: Installations and roadblocks can now be disabled without blowing them up. Disable option appears in center of installation or at "demo block" in center of roadblock. Full Heals can only be completed at medical tents, ambulances or CSAR Merlin in game. If it's been a while since you've played British Steel, I definitely recommend giving it another go. Have some nice new surprises awaiting you. 2 Share this post Link to post Share on other sites
drdetroit 77 Posted September 23, 2017 Is the persistence save only possible with dedi server or can we now save with persistence in SP or hosted LAN? Been playing HerosandVillainsOS insurgency missions and just love them all - so well done. A huge bonus is persistence saving with hosted LAN without having to run a dedicated server. Thanks and good day! DrDetroit Share this post Link to post Share on other sites
autigergrad 2034 Posted September 23, 2017 14 minutes ago, drdetroit said: Is the persistence save only possible with dedi server or can we now save with persistence in SP or hosted LAN? Been playing HerosandVillainsOS insurgency missions and just love them all - so well done. A huge bonus is persistence saving with hosted LAN without having to run a dedicated server. Thanks and good day! DrDetroit He plays by himself so he sets up his missions for local save. I play with my clan so my missions are set up for dedi save. you can easily switch the saving to local by opening the mission in editor and switching it in the ALiVE Required module then save locally. 1 Share this post Link to post Share on other sites
drdetroit 77 Posted September 23, 2017 46 minutes ago, autigergrad said: He plays by himself so he sets up his missions for local save. I play with my clan so my missions are set up for dedi save. you can easily switch the saving to local by opening the mission in editor and switching it in the ALiVE Required module then save locally. I too play solo with AI squad. Would you suggest I be playing in SP or MP for local saving of campaign? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted September 23, 2017 21 minutes ago, drdetroit said: I too play solo with AI squad. Would you suggest I be playing in SP or MP for local saving of campaign? You'll want to open the Data module, change the saving to local, and play in local MP. If you haven't played any of @autigergrad's ops you're in for a treat. Aside from vigorous testing, and annoying the devs, most of what I know comes from unpacking his stuff and harassing him :) . His Workshop hub is filled with great missions to checkout. Take a look and enjoy. EDIT: Oh, depending on how much functionality you need from the AI you recruit, you may want to remove the ACE modules in his ops too. 1 Share this post Link to post Share on other sites
drdetroit 77 Posted September 23, 2017 4 hours ago, HeroesandvillainsOS said: You'll want to open the Data module, change the saving to local, and play in local MP. If you haven't played any of @autigergrad's ops you're in for a treat. Aside from vigorous testing, and annoying the devs, most of what I know comes from unpacking his stuff and harassing him :) . His Workshop hub is filled with great missions to checkout. Take a look and enjoy. EDIT: Oh, depending on how much functionality you need from the AI you recruit, you may want to remove the ACE modules in his ops too. So I was able to get the local save functional. Thanks for the assistance HoV. Another question; I do like to hear the AI call-outs, as well as my own verbal commands. Which module would I need to alter to enable this? Also, if I remove the ACE modules, does the default medical work again or do I have to enable that in a different module? EDIT: Oh..almost forgot; if I want to enable Load Out manager, do I simply enable it in the current Spyder module that is in the mission, or do I need to place another Spyder Module? Thanks again! Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted September 24, 2017 @drdetroit ACE will automatically disable the callout feature I think. But "I believe" Autigergrad might put enablesentences false; in the init line of some units as well. When this code is called, it disables all chatter on all sides. No matter what. So remove the ACE modules (you should then get vanilla healing and stuff back), and then double click on all playable units placed on the editor. Open the init line of each, and make sure enablesentences false isn't written. If it is, delete it. Voices should come back. Removing the enablesentences command can be a fickle bitch. If you do all this and it still isn't playing voices, delete and replace the units worst case scenario. For the loadout manager, place the module and sync it to any object you want to have the option. If it's already placed in the mission and synced to an object right now, then in-game if you don't see it on-screen, you can reveal it with the scroll wheel. Obviously make sure it's enabled too in the loadout manager module. 1 Share this post Link to post Share on other sites
kroky 1 Posted October 1, 2017 On 24.09.2017 at 1:05 AM, drdetroit said: So I was able to get the local save functional. Thanks for the assistance HoV. Another question; I do like to hear the AI call-outs, as well as my own verbal commands. Which module would I need to alter to enable this? Also, if I remove the ACE modules, does the default medical work again or do I have to enable that in a different module? EDIT: Oh..almost forgot; if I want to enable Load Out manager, do I simply enable it in the current Spyder module that is in the mission, or do I need to place another Spyder Module? Thanks again! Ok buddy help me out a little bit, please! (Or anybody else who knows, how to do it) I've been away from ArmA since ArmA II and I am not up to date with this ALIVE thingy. How exactly did you get it to work the save in SP? - Do I have to depbo the mission with a tool, then load it into the mission editor and then change exactly what and how to get the saves in SP working? 1 Share this post Link to post Share on other sites
drdetroit 77 Posted October 1, 2017 1 hour ago, kroky said: Ok buddy help me out a little bit, please! (Or anybody else who knows, how to do it) I've been away from ArmA since ArmA II and I am not up to date with this ALIVE thingy. How exactly did you get it to work the save in SP? - Do I have to depbo the mission with a tool, then load it into the mission editor and then change exactly what and how to get the saves in SP working? You need to unpack the PBO, load it into the editor, and go to the Alive Data module in the left hand panel. Double click it and change from save to 'cloud' to save to 'local'. Save the mission in the editor and repack the newly saved PBO and pop it into the proper folder, depending on if Steam Workshop version or the direct Arma game folder. That's it. One thing though; play it in MP, hosting a local LAN. You still have your AI recruits and can use the loadout manager for transferring kits to your AI, as well as your own. It runs better and saves properly in MP. PS: another awesome version of this is HerosandVillansOS version called Battle of Sangin. This one is already setup for SP play, whereas British Steel is more towards the MP guys - it uses ACE medical, which is not SP friendly...your AI team will not heal you or anyone else. Again, play it in MP mode as hosted local LAN for best results. Good luck! DrDetroit 1 Share this post Link to post Share on other sites
kroky 1 Posted October 1, 2017 Thanks for the response. What is the up to date pbo packing/unpacking programme right now? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted October 1, 2017 1 hour ago, kroky said: Thanks for the response. What is the up to date pbo packing/unpacking programme right now? I use PBO Manager (its on Armaholic) but I think you can use Arma Tools too. Share this post Link to post Share on other sites