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Iron Front in Arm3 LITE - preview versions

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1 minute ago, Gunter Severloh said:

This would mean I44 maps have been ported and added too, but not listed in the changelog.

 

So you guys got permissions from I44 team, so what happened with I44 that let them give you permissions to port and add their maps?

Apparently the mod is dead for them, I can only guess more assets from theirs could be added in the future?

I mean I44 maps are the cornerstone of their content, giving you their maps is basically giving you half their mod.

 

Yeah, I am hoping that since they allowed the IFA3 team to port their maps they might also give them permission to port their other assets like vehicles, which would be greatly welcome.

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Sorry going a bit off topic here. I found an old script for Sandbagged Sherman and I'm trying to get it to work in Arma 3. All the things are spawned in but they are just hoovering above Sherman. I tried contacting the man who wrote it but he hasn't been online since 2015. on BI forums. If anyone could help I'd much apprechiate it. 

 

Spoiler

if (isServer) then {

_tnk = _this select 0;

_bag = "Land_BagFence_Short_F" createVehicle (position _tnk);
_bag attachTo [_tnk,[0,2.6,0.5]]; _bag setVectorUp [0,-1,1];

_bag1 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag1 attachTo [_tnk,[-0.15,2,0.83]]; _bag1 setDir 270;

_bag2 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag2 attachTo [_tnk,[0.15,2.1,0.75]]; _bag2 setDir 270;

_bag3 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag3 attachTo [_tnk,[-1,1.5,1.1]]; _bag3 setDir 270;

_bag4 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag4 attachTo [_tnk,[1,1.5,1.1]]; _bag4 setDir 270;

_bag5 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag5 attachTo [_tnk,[-1.3,1.6,1.1]]; _bag5 setDir 270;

_bag6 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag6 attachTo [_tnk,[1.3,-0.97,1.1]]; _bag6 setDir 90;

_bag7 = "Land_BagFence_Short_F" createVehicle (position _tnk);
_bag7 attachTo [_tnk,[1.3,0.33,1.1]]; _bag7 setDir 90;

_bag8 = "Land_BagFence_Short_F" createVehicle (position _tnk);
_bag8 attachTo [_tnk,[-1.3,0.33,1.1]]; _bag8 setDir 90;

_bag9 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag9 attachTo [_tnk,[1.3,1.6,1.1]]; _bag9 setDir 270;

_bag10 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag10 attachTo [_tnk,[-1.3,-0.97,1.1]]; _bag10 setDir 90;

_bag11 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag11 attachTo [_tnk,[1.05,-1.4,1.1]]; _bag11 setDir 80;

_bag12 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag12 attachTo [_tnk,[-1.05,-1.4,1.1]]; _bag12 setDir 100;

_bag13 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag13 attachTo [_tnk,[0.5,-1.7,1.25]]; _bag13 setDir -20;

_bag14 = "Land_BagFence_End_F" createVehicle (position _tnk);
_bag14 attachTo [_tnk,[-0.83,-1.9,1.2]]; _bag14 setDir 180;

_bag15 = "Land_BagFence_Short_F" createVehicle (position _tnk);
_bag15 attachTo [_tnk,[0,-2.2,1.3]]; _bag15 setVectorUp [0,-1,-0.2];

_bgpak = "LIB_backpack_us_baz" createVehicle (position _tnk);
_bgpak attachTo [_tnk,[1.2,-1.6,0.59]]; _bgpak setDir 270;

_bgpak1 = "LIB_backpack_us_bar" createVehicle (position _tnk);
_bgpak1 attachTo [_tnk,[-1.2,-1.6,0.59]]; _bgpak1 setDir 90;


//Remove these two lines for use in the Iron Fron Standalone version

_brwnMg = "LIB_MG42_Laffete_low" createVehicle (position _tnk); 
_brwnMg attachTo [_tnk ,[0.35,0,2.9]];

};

 

 

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59 minutes ago, Jaki said:

Sorry going a bit off topic here. I found an old script for Sandbagged Sherman and I'm trying to get it to work in Arma 3. All the things are spawned in but they are just hoovering above Sherman. I tried contacting the man who wrote it but he hasn't been online since 2015. on BI forums. If anyone could help I'd much apprechiate it. 

 

  Reveal hidden contents

 

 

Your referring to this:

http://ironfront.forumchitchat.com/post/sandbagged-sherman-script-6711009?trail=15

Im guessing you got it from the MR, but as far as I know Santa Six isn't around anymore he retired from the community back in 2015.

Best bet is to have someone look at the code and adjust it for arma3 as that was mainly for IFA2.

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Forgive me if this has already been brought up, but is anyone else getting textureless fences in the latest update? They're just plain white in color.

 

Edit: Some of the walls on Neaville Winter are also white. Haven't tested other maps. Also, is anyone noticing how hard it is to get a nice looking evening on some of the new maps? I've tried fiddling with the environment settings to achieve a nice evening with a reddish sky as I could do with my own personal I44 map port, but all I can get is either an extremely bright day or an extremely dark night. 

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36 minutes ago, Zhivets said:

Forgive me if this has already been brought up, but is anyone else getting textureless fences in the latest update? They're just plain white in color.

 

Edit: Some of the walls on Neaville Winter are also white. Haven't tested other maps.

 

This is known and will be fixed in upcoming hotfix.

There's also an issue with missing WW2_CA_Core_c, this will be fixed too.

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4 hours ago, .kju said:

Preview v16 is out

 

Download

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

 

Changelog

http://ww2ina3.com/wiki/index.php?title=WW2_Changelog

 

This update contains a hidden surprise - much kudos to canukausiuka and GuyThomas!

 

BIG thanks to GiallustioEl Tyranos, Lennard, Jeg0r, Dmorok and Santiago Vazquez

for their assistance with this update!

 

Highlights

  • Changed: dropped duplicate data in favor of a CUP Terrains Core dependency.
  • Updated: terrain lighting thanks to metalcraze.
  • Changed: some terrain lighting parameters to make them less bright thanks to Taro.
  • Added: Kfz1 FFV.
  • Added: MG42 Kfz1 FFV.
  • Added: winter US version of M4A3 Sherman by Lennard.
  • Added: new US Tank crew variant + refactored original texture by Lennard.
  • Added: DAK Spg uniforms by Lennard.
  • Added: feldgrau Granatwerfer 34 texture.
  • Changed: improved vegetation to A3 standards.
  • Changed: improved terrain surface configuration.
  • Changed: made vegetation, additional craters, buildings, objects and ponton bridges available in the Editor.
  • Changed: made ponds and roads available for MapBuilder and X-Cam.
  • Added: EditorPreview images to most remaining assets.
  • Fixed: undesired clothing randomization for third party infantry.
  • Added: some more HideFromEditor optional pbos (CUP Core content, A3 terrain objects, etc).

 

Special thanks once again to Alan and Rowdy, as well as to Kerc, Basher, stabcon and bobsack438!

 

 

Suggestions and issues please go here.

 

For a chat or interested to assist us - join our discord server.

Is this for the steam version of the mod too?

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1 minute ago, fwedman said:

Is this for the steam version of the mod too?

 

yes

 

To help you wait, tell us what do you think of those new scopes : 

 

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Just now, El Tyranos said:

 

yes

ok thanks i havent got round to checking yet

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50 minutes ago, El Tyranos said:

 

yes

 

To help you wait, tell us what do you think of those new scopes : 

 

 

K2mYvxP.png?fb

 

Legit though thats awesome. Very Red Orchestra like and thats fuckin mint! 

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this is awesome news, Ive been reworking CLY_DM with ww2 plane's. (I LOVE IT). theres nothing better than ww2 wars/missions.

 

Great Job Guys.

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I just downloaded this game for the first time yesterday, file was called IFA3_Lite and popped up on my launcher when I downloaded it from Steam. Everything worked fine when I joined the King of The Hill by Tony Stark server, and it worked great I truly enjoyed this game.

 

But then a whole new mod files popped up today on my launcher, 

 

CUP_Terrains-Core

 

I44_Objects

 

IFA3_Objects_Lite

 

I44_Terrains

 

IFA3_Terrains_lite

 

IFA3_Lite

 

After downloading all these new things, now I get kicked everytime I join a 1944 server. Please help I really like this game, don't make me go back to Resistance Liberation 1.6, Please...

Edited by Kristian Garcia
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Thanks for your continued work on this and for bringing in the new terrains. Quick thing I noticed and I checked through the the changelog but could not find it as a known issue (good chance I missed it, so yell if so). However the weather i.e overcast stormy effect seems to not work on these new terrains for me at least at max on anytime of day its mostly sunny, I can hear the rumble of thunder but just looks like a summers day? Thanks.

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8 hours ago, Gunter Severloh said:

This would mean I44 maps have been ported and added too, but not listed in the changelog.

 

 

8 hours ago, Gunter Severloh said:

Also whats the word on IFA3WarModSA content, are you guys still trying to make a decision with WOG on what to add or where to go with the content,

either add it to IFA3 Lite or whats the word, its been sometime since I heard anything on this.

 

 

WoG has started testing the ported content last week. If things go well, we will look into merging content after the next IFA3 update.

 

 

 

7 hours ago, Zhivets said:

Also, is anyone noticing how hard it is to get a nice looking evening on some of the new maps?

I've tried fiddling with the environment settings to achieve a nice evening with a reddish sky

as I could do with my own personal I44 map port, but all I can get is either an extremely bright day or an extremely dark night. 

 

2 hours ago, jeza said:

However the weather i.e overcast stormy effect seems to not work on these new terrains for me at least at max

on anytime of day its mostly sunny, I can hear the rumble of thunder but just looks like a summers day? Thanks.

 

We are using the latest A3 configuration from Tanoa with tweaks from CUP (metalcraze and Taro).

Unfortunately BI still hasn't bothered to release documentation on the lighting configuration..

 

We are aware of the issues, yet haven't found a way to fix it so far. :icon11:

 

 

 

3 hours ago, dr death jm said:

Ive been reworking CLY_DM with ww2 plane's. (I LOVE IT). theres nothing better than ww2 wars/missions.

 

Indeed :) Make sure to share it with the community!

I hope to port my old vehicle DM too some day (soon). It can be quite fun and dynamic even vs AI.

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3 hours ago, Kristian Garcia said:

Now I get kicked everytime I join a 1944 server.

 

1. They may not have updated their server yet.

2. Unfortunately a few issues have slipped through our testers tests. There will be a hotfix today.

 

This should sort out your issues. Stay tuned. :dummy:

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The hotfix will become available in 3-4 hours. 

 

Changelog:

  • Fixed: backwards compatibility with removed WW2_CA classes.
  • Fixed: disabled undesired random assignment of glasses to most infantry.
  • Fixed: rebinarized BuildingsRW to fix textures issues with fences.
  • Changed: reverted FW190 FM tweak by Dmorok (needs more work first).
  • Updated: cfgAddons.
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Hello, I'm having problems with using tanks on ifa3 and i44 maps since the new update, it says, "No entry 'bin\config.bin/CfgVehicles/LIB_PzKpfwVI_E_base/Turrets/MainTurret/Turrets/CommanderOptics.soundElevation'." Just wondering if I'm the only one having this problem and if it'll be fixed soon?

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this is my error today after updating server;

 7:47:47 Warning Message: Addon 'WW2_Core_c_ZZZ_LastLoaded_c' requires addon 'WW2_Core_c_Penetration_c'
 7:47:47 Warning Message: Addon 'WW2_Terrains_c_Worlds_Core_c' requires addon 'WW2_Terrains_c_Misc_Core_c'
 7:47:47 Updating base class ->NonStrategic, by a3\data_f\config.bin/CfgVehicles/HouseBase/
 7:47:47 Updating base class ->DestructionEffects, by a3\data_f\config.bin/CfgVehicles/House/DestructionEffects/
 7:47:47 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayEditObject/Controls/B_OK/
 7:47:47 Updating base class RscSliderH->RscXSliderH, by a3\editor_f\config.bin/RscDisplayEditObject/Slider/
 7:47:47 Updating base class RscText->RscPicture, by a3\editor_f\config.bin/RscDisplayEditObject/Preview/
 7:47:47 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionLoad/Controls/B_OK/
 7:47:47 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionSave/Controls/B_OK/
 7:47:47 Updating base class ->EtelkaMonospacePro, by a3\uifonts_f\config.bin/CfgFontFamilies/EtelkaMonospaceProBold/
 7:47:47 Error updating 'bin\config.bin/CfgWeapons/LIB_K98/Eventhandlers/' by 'WW2\Core_c\Core_c\eventhandlers\config.bin/cfgWeapons/LIB_K98/Eventhandlers/', base 'Eventhandlers'
 7:47:47 ../lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
Class CfgWeapons destroyed with lock count 1
Class LIB_K98 destroyed with lock count 1
Class Eventhandlers destroyed with lock count 1
Class cfgWeapons destroyed with lock count 1
Class LIB_K98 destroyed with lock count 1
Class Eventhandlers destroyed with lock count 1
bin\config.bin/CfgWeapons/LIB_K98/Eventhandlers/: Cannot find base class 'Eventhandlers'
 7:47:48 Critical:Destroying running thread!
 7:47:48 Critical:Destroying running thread!
 7:47:48 Critical:Destroying running thread!

its a linux server , i lowercased the folders, all the pbos were already lowercased.

 

fixed this  as  i missed the @ on one of the mod/folder but now i just loose connection to server.. rpt tells me nothing.

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@Lorde Farquad please post your rpt log file 

@dr death jm please upload rpt of both client and server, plus console log

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19 minutes ago, irishboy1690 said:

off topic but for those who say i44 is dead xd

http://forums.joinsquad.com/topic/11628-little-sneak-peek-at-arma-3-i44/

If it wasn't dead, I doubt they'd be letting the IFA3 team upload their maps. Also, ProfTournesol is right. It's been a year. If the project was still alive I'm pretty sure we'd know by now.

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Everything seems perfect as always!!,so eager to get the new goodies! I hope you havent forgot about those of us who use PlayWithSix :)

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