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.kju

Iron Front in Arm3 LITE - preview versions

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Loving this mod, looking forward to cold wind!

Can't wait for some authentic winter warfare in a ww2 setting!

 

Cheers

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Preview v24 is out

 

 

 

 

 


This project had a long history, yet Winter has arrived after all!


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Download
http://ww2ina3.com/wiki/index.php?title=WW2_Download

 

Changelog
http://ww2ina3.com/wiki/index.php?title=WW2_Changelog
http://ww2ina3.com/wiki/index.php?title=WW2_Changelog#Preview_v24_-_2017-11-29
http://ww2ina3.com/wiki/index.php?title=I44_Changelog#Preview_v24_-_2017-11-29

 

 

 

 

Highlights

 

Playable content:

  • German Engineering (Winter version) showcase by Jaki!


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Terrains:

  • IF Winter terrains (Baranow, Colleville, Ivachev, Panovo, Staszow) by swurvin!


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Objects:

  • Winter reskins of IF buildings and objects by GSTAVO!
  • Winter reskins of some CUP objects and buildings by GSTAVO!
  • Winter reskins of trenches by Stadl0r!
  • Leafless version of IF trees by lawz and El Tyranos!
  • Winter reskins of leafy IF trees by Stadl0r!
  • Winter reskins of IF bushes by Stadl0r!
  • New Normandy vegetation (Bocage) by Reece!
  • Additional cobble variants by swurvin!


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Assets:

  • Winter reskins of Opel trucks by Stadl0r!


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Editor:

  • Added new vehicle pictures thanks to sa-matra!
  • Updated equipment pictures thanks to sa-matra!
  • Major revision of object categorization.


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Effects:

  • Tweaked smoke shell FX thanks Zabuza and ACE!


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Huge kudos to swurvin, El Tyranos, GSTAVO, stadl0r and Jaki for their outstanding efforts
with completing this update, along with the assistance of Shemich, Lawz and Reece!

Much appreciation for yet again top notch promo work to C. Kavanagh, stadl0r, Thausauger, stabcon and Zhivets!

Thanks for the help with the testing efforts to Jaki, Petyr Baelish, Remember Sega, Schwienyy, Gunther.S and Dmorok!

 

 

 

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More picture galleries

 

 

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Scenic images by C. Kavanagh
https://imgur.com/a/itvEu

 

 

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Scenic, nature and troops images by stabcon
https://imgur.com/a/gXz6u

 

 

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Scenic, troops, tank, convoy images by stabcon
https://imgur.com/a/tlqtf

 

 

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Scenic, nature images by Stadl0r
https://imgur.com/a/Bu2tK

 

 

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Trenches by Stadl0r
https://imgur.com/a/CBOEQ

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Up next!

 

fBZy2mU.png

 

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I feel like a dumbass but could not find this anywhere... Is there a way to set the tactical numbers on side of the tanks or is it random only? If yes then how can one do it?

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check this and use the config browser to get the current hiddenSelection names

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WW2_Core_c_Optional_HideFromEditor_ClothingWeaponsItems_c

 

My computer or the mod or the game has lost this and I cannot open/edit/publish several scenarios without it. I need to know which mod folder contains it so I can delete it and redownload it. It is the smallest things that mess ARMA3 up. You'd think the game would be made to go on past this tiny ass thing.

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7 hours ago, .kju said:

 

@Alleged Accomplice

Try: http://steamcommunity.com/sharedfiles/filedetails/?id=1088231264

Otherwise open the mission.sqm and remove the dependency.

Tried removing the dependency, removed all mentions of it actually, error, empty map loads. I even renumbered the items after first just removing the file name, still no go. I am going to subscribe to that editor mod you linked to, thanks a lot for that but I think I will just have to pick one mod or addon at a time, delete it, and then resub to it. Somehow that thing got deleted and I do not know how. Going to search windows and try to find the mod with names most like that and try it first.

 

7 hours ago, .kju said:

 

 

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If needed - join our discord to get live support

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@El Tyranos : sorry for the delay. :down:

I have tested this code just now and it works fine : this setVariable ["LIB_Numbers",XXX];

XXX are the 3 numbers that you have to write, examples : 201, 423, etc...

Note that 000 won't write 000 on the turret, but will erase the numbers. For this last details, you can also use this setVariable ["LIB_Numbers", 0]; or this setVariable ["LIB_Numbers",nil]; .

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Hi guys,

 

Sorry for bad english, im far to be fluent :)

 

I dont know if you are already aware of this problem, but im working on a mission on Malden 2035 with a lot of planes(p-39, ju-87) involved. The problem is during take off or landing, almost every time planes start to bounce on the runway and its impossible to be airborn or worst the plane explodes. I use the airfield on the small island north west of the map. Any solutions ?

 

Thanks a lot.

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We are currently running on our discord server and Advent Calendar event. Everyday, a new picture is released to the public with some facts or teasing message. I will post the summary here every 5 days.

 

Here are the 5 first days

 

s222TRa.png

https://imgur.com/a/Fyt1B

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Thanks for your answer. Just to be sure, are you saying this particular issue is directly related to the Tac-Ops update ?

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@calahan59 Thats correct. The New Tac-Ops DLC changed PhysX a tad, so the planes will now act differently. Please wait out for a fix

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9 hours ago, Maj.Boggie said:

@calahan59 Thats correct. The New Tac-Ops DLC changed PhysX a tad, so the planes will now act differently. Please wait out for a fix

 

Is this why my Shermans are acting like Bambi on ice?

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2 hours ago, ayjay said:

 

Is this why my Shermans are acting like Bambi on ice?

yes

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I think you and Faces of War have a skeleton named the same... Will cross post to their thread too.

 

This is with IFA and FOW both loaded

 

CudyozE.png

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10 minutes ago, cyruz said:

I think you and Faces of War have a skeleton named the same... Will cross post to their thread too.

 

This is with IFA and FOW both loaded

 

CudyozE.png

 

I tried separately to download IFA and FOW, it is useless. 

Maybe there are other ideas?

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Question for those more familiar with IFA3 than I. I'm posting this as well on the FoW thread since I use both, and it's a problem I'm anxious to solve with both IFA3 and FoW assets:

 

When I use Faces of War and Iron Front (Lite) and required add-ons,  I put down a 'turret', a US Army 60mm mortar (Independent Force) and set up a name for the unit as normal and a trigger to make it fire at the trigger as normal and the conditions are met, nothing happens. Will not fire. However, if I then simply delete that turret and then place another 'turret', an Mk6 mortar (Independent Force) and give it the same name as the unit I just deleted (no change whatsoever to the Trigger), it will fire. Whiskey Tango Foxtrot, over. I use this text:

 

Mortar1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 6];

 

I thought maybe, well, it's not an 82mm mortar. How dumb can I be?  So I try 60mm as in "8Rnd_60mm_Mo_shells".  I get a bin/ error when the trigger is activated. In Spectator mode, I can see the 60mm mortar act as if it will fire before this error (rotates to target and sets elevation).

 

What is so special about that 60mm mortar? I have tried the Iron Front M2 60mm under 'turret', and then I tried the FoW M2 mortar (ADV) and M2 mortar under 'mortars'. Same results for all.

 

I have discovered through trial and error that the 60mm mortar is similar to a 'vehicle' in the sense of how its crew is handled. So I had another soldier (with 60mm ammo in loadout inventory) "get in" (not "get in vehicle") the mortar. Graphically looks quite nice to have the two-man crew on the weapon but still no joy.

 

I further note that as a player, I can 'prep ammo' but not 'load ammo' in the 60mm. I feel like I'm close to cracking this but I'm missing something very key. What is it?? I'm currently using a discretely placed Mk6 to simulate the 60mm firing but it is very inelegant.

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