.kju 3244 Posted September 2, 2018 this might be also an alternative to what you are after: Share this post Link to post Share on other sites
.kju 3244 Posted September 2, 2018 Armia Krajowa (Antistasi WW2 edition) by barbolani https://steamcommunity.com/sharedfiles/filedetails/?id=1500572611 6 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted September 3, 2018 No luck so far kju -ill keep messing around with it. Also noted RHS has the same problem but CUP tanks do work with doSuppressiveFire Share this post Link to post Share on other sites
miguel_roman_96@hotmail.com 2 Posted September 22, 2018 hi, I m getting some troubles with the c-47. I don't know why when I put some units inside the plane, instead of apearing sitting down, they appear standing up, and even If we have the option to sit down, once we press it, it doesn t do anything. any idea on what is happening? Share this post Link to post Share on other sites
Reid236 116 Posted September 22, 2018 @miguel_roman_96@hotmail.comI literally had the same problem yesterday you need to right click on the unit in the editor and there should be an option to change their seat from standing to sitting Share this post Link to post Share on other sites
miguel_roman_96@hotmail.com 2 Posted September 22, 2018 2 hours ago, Reid236 said: @miguel_roman_96@hotmail.comI literally had the same problem yesterday you need to right click on the unit in the editor and there should be an option to change their seat from standing to sitting I can t find where... Do I have to right click on the units or on the plane? Share this post Link to post Share on other sites
Reid236 116 Posted September 22, 2018 @miguel_roman_96@hotmail.com Right click on the unit thats in the plane you need to do it for each one Share this post Link to post Share on other sites
miguel_roman_96@hotmail.com 2 Posted September 22, 2018 1 hour ago, Reid236 said: @miguel_roman_96@hotmail.com Right click on the unit thats in the plane you need to do it for each one ohhhh, Thank you very much!!!!! Share this post Link to post Share on other sites
froggyluv 2136 Posted September 23, 2018 Would it be possible to have an option somewhere to disable the AI skills modified by IF? I was deleting the ww2_core_c_cfgAISkills PBO but it actually prevents you from loading a saved mission as a missing dependency error shows up. Share this post Link to post Share on other sites
.kju 3244 Posted September 23, 2018 most simple solution at this point is for you to extract ww2_core_c_cfgAISkills, remove the skill definitions and repack it - other solutions are more complex unfortunately Share this post Link to post Share on other sites
froggyluv 2136 Posted September 23, 2018 Hehe understood. Ill try and find a way to get my skills script and IF to get along Share this post Link to post Share on other sites
Gunter Severloh 4054 Posted September 24, 2018 Whats up WW2 Fans! I have created a new compilation list here on the forums that contains all the Steam Workshop WW2 mods in one place! This compilation list was created from my frustration of steam workshop lacking function to better sort items in collections, the list is my compilation of my Arma3 WW3 Steams Workshop collection that sorts all the items and mods based on subject into a major list. 7 2 Share this post Link to post Share on other sites
.kju 3244 Posted September 26, 2018 by swurvin 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_v32_-_2018-09-26 http://ww2ina3.com/wiki/index.php?title=I44_Changelog#Preview_v32_-_2018-09-26 Yet again a quality of life update to improve your play and gaming experience along with a small set of new additions expanding the battlefield. ### Highlights ### Features Speed limiter to tanks and wheeled APCs (to avoid abuse primarily) (global disabling: 'LIB_System_Tanks_f_SpeedLimiter_Active=false;' and per unit: '_vehicle getVariable ["LIB_SpeedLimiterSystemDisabled",true];'). Gameplay Major revision of third camera view configuration for vehicles - customized to each vehicle type and specific vehicle. Sounds More beauty for your ears by LAxemann - major upgrade of vehicle sounds and sound simulation of: Sherman StuG Willys MB GMC truck LCVP LCM3 by Jaki Terrains Upgraded Volkhov Forest by swurvin: Heightmap edits, massive micro terrain Mask and Sat image edits New midTexture New ground textures New roads More object placement More trenches Changed clutter and surfaces Changed maxTide and minTide to raise water level (wip) Fixed latitude+longitude for correct sun position by swurvin Assets Faction based binoculars historically accurate reticles thanks to Drofseh! by Jaki Reskins Several new tank skins by DontShootMe!!: Late war Panther Kursk battle Panther 4-7th Royal Dragoon Guards M4A4 Firefly Late war SU85, T34/76, JS-2 and T34/85 by bax ------------------------------------------------------------------------------- Image galleries: https://imgur.com/a/wcqF4t2 by swurvin https://imgur.com/a/N7jAO4K by bax ------------------------------------------------------------------------------- For suggestions and issues please check out: http://ww2ina3.com/wiki/index.php?title=Issue_Reporting Wanna have a chat or interested to assist us - join our discord server. Enjoy! ------------------------------------------------------------------------------- The next operation is near: by swurvin by Diabolical and El Tyranos by iron excelsior by swurvin by Jaki For more official WIP media and excellent fan made media make sure follow our discord server. 11 13 Share this post Link to post Share on other sites
ayjay 117 Posted September 27, 2018 Fabulous!!! Thank you. 1 Share this post Link to post Share on other sites
Broseph_Stalin90 72 Posted October 2, 2018 Anyone have an issue where only Wehrmacht, US, and Soviet flags are showing under marker flags? I'm running other mods, to include other WW2 mods, but it was working fine prior to today, just today it seems to not show all the other flags. Any ideas? 1 Share this post Link to post Share on other sites
.kju 3244 Posted October 2, 2018 @Broseph_Stalin90 what flags specifically are you talking about? the latest update did hide the modern ones (NATO, CSAT, etc) Share this post Link to post Share on other sites
Broseph_Stalin90 72 Posted October 2, 2018 It seems to remove all maps in general, such as flags added by GEIST or FOW, for example. Not a big issue if it's intended, as I think the classnames can still be used. Probably just an issue of compatibility patches? 1 Share this post Link to post Share on other sites
.kju 3244 Posted October 2, 2018 Hm this could happen if they had based their classes on those BI ones. Share this post Link to post Share on other sites
.kju 3244 Posted October 9, 2018 Preview v32 - Hotfix 1 is out Changed: increased anti-flip and speed limiter frequency to every frame to make it more smooth and instant to intercept those undesired situations. Changed: made standard A3 flag markers visible again. Improved: naming of AntiFlip system (was UnFlip). Improved: Rifle grenade script can now handle firing handgrenades (with their own increased velocity). Fixed: faulty vectorAdd made tanks lift off into the sky. Fixed: speed needle broken for cars, trucks, planes and boats. Fixed: missing strings for new tanks camo. 4 4 Share this post Link to post Share on other sites
NBA_FAN 1 Posted October 9, 2018 Just in case you didn't see my steam workshop post here it is. Missions will no longer launch with latest hotfix. I am getting this error. Looks like something in the addons directory is not right. No entry 'bin\config.bin/CfgPatches.ww2_assets_c_vehicles_wheeled_c_m8_greyhound' . 1 Share this post Link to post Share on other sites
.kju 3244 Posted October 10, 2018 Hotfix hotfix to come ASAP 2 2 Share this post Link to post Share on other sites
Belbo 462 Posted October 10, 2018 Is it just me or is http://ww2ina3.com/wiki/index.php?title=WW2_Download reporting issues for others as well? 1 Share this post Link to post Share on other sites
.kju 3244 Posted October 10, 2018 @Belbo thanks for notice! forwarding to our admin 1 Share this post Link to post Share on other sites
.kju 3244 Posted October 11, 2018 Preview v32 - Hotfix 2 is out Fixed: mission loading error (No entry 'bin\config.bin/CfgPatches.ww2_assets_c_vehicles_wheeled_c_m8_greyhound'). 4 2 Share this post Link to post Share on other sites
madrussian 347 Posted October 13, 2018 A few quick thanks: First, thanks so much for the recent "quality of life" update, with emphasis on bringing all armored vehicles up to A3 standards. Everything runs like a dream now, and I find myself amazed every time I fire up the mod! Second, many thanks for fixing 3rd person gunner view on several vehicles. Many were so completely broken before (placed directly behind the vehicles). Now we can shoot properly while in 3rd person! (All due respect for 1st person purists, who can always simply turn off 3rd person.) Third, thanks for removing the troublesome "Move to Driver" actions on Halftracks and M3 scout cars. The problem was: With a (different grouped) AI as driver, when player took over as the driver, bumping AI driver out, and then later player moved back over to cargo spot, the AI driver would not move back into the driver seat. Instead, he'd hang out like a dummy in the back seat. This coupled with that "Vehicle crew (except driver, gunner, & commander) disembarking upon nearby friendlies hit" issue, would consistently cause my drivers to get out of halftracks and run away, often in the middle on combat! Thankfully, removing this "Move to Driver" action, plus _vehic setUnloadInCombat [false, false] keeps everyone in their proper seats. Good fix! Quick observation about tanks recently: I noticed in latest IFA3 version, AI tank crews will (in most cases) stay in their vehicles upon tank becoming immobile (as detected via canMove). This of course is in contrast to default game, where AI crews always disembark upon vehicles becoming immobile. I assume allowCrewInImmobile is being used to keep them in? If so, I'd say good call. Makes more sense that way. [Now in this moment, I'm wondering if this new "AI remain in vehic upon immobile" mechanic is IFA3 related or perhaps default game's Tanks update is causing this. Will run some tests eventually to learn more, but anyhow curious if you guys have quick answer either way?] Also noticed that every time IFA3 tank is damaged (and immobile) and explosion is imminent (which if I recall correctly is caused by critical damage to fuel system?), in this case the AI crew will always bail out. This is normal and matches default game, but when coupled with AI crew always staying in immobile tanks that are not going to imminently explode, is perhaps a bit immersion breaking? <- Because you always know whether vehicle will blow up or not based on whether AI crew bails (unlike default game where they always bail upon tank becoming immobile). Just an observation about the pros/cons of using allowCrewInImmobile. Noticed that when IFA3 tank gets one track knocked off, AI driver will keep trying to drive, which makes sense for a few seconds (as he would have to learn about his newly busted track, etc). Unfortunately, AI driver will keep trying to get the busted tank moving indefinitely, which causes the tank to spin. <- This part looks silly and is immersion breaking. Coupled with the slow WW2 turrets, this also causes tank to lose effectiveness as a fighting unit, as driver is causing gunner to not be able to line up his shots. I'm guessing this mirrors the way AI drivers operate in default game with allowCrewInImmobile true, so really just another observation about the pros/cons of using this command. (Anyhow, I can envision a quick script to detect immobile tanks and stop the AI drivers a few seconds later.) Big discovery: Have any of you experienced fully crewed AI vehicles (the kind with extra turrets like IFA3 tanks) getting stuck for long periods of time? Not sure if this one applies to IFA3 specifically or not, but hopefully this will help someone. In my dynamic mission, a long time ago I added an Armored support, which gives the player a AI-crewed halftrack or tank that they can control via an icon on the map. (Will just call them tanks here for simplicity.) Long story short, player could successfully order these tanks around, until the tank encountered enemy units. At this point tank would basically stop for an extremely lengthy period of time. It was extremely frustrating to desperately need that new Armor somewhere on the map (as my mission is survival/defense styled), and watch helplessly as tank sits there, completely stuck (even after tank killing all enemies around it), until some arbitrary super-long timeout (up to and sometimes over six minutes, if it's similar to issue I was having with infantry, detailed here). After a ton of new experiments, I learned it really wasn't COMBAT mode related, and rather something to do with tank crew detecting enemy targets. (For example, tank wouldn't get stuck simply going into COMBAT mode.) I tried everything under the sun to get them moving, and nothing worked, until this bit: _group enableAttack false ^ That was the key! They move around fluidly/perfectly now! Quickly, here's my simple cocktail for keeping AI armed vehicles that are fully crewed (inc all turrets) moving (and mounted, particularly critical with IFA3 vehicles): _group allowFleeing 0; _group enableAttack false; _vehic setUnloadInCombat [false, false]; [Note that in this case I wanted to stay away from disableAI "AUTOCOMBAT", because I detect/display when player's map-controllable groups get into combat, so the player can see on the map where the fighting is going on.] Finally great updates lately, please keep going! 7 1 Share this post Link to post Share on other sites