petrtlach 1375 Posted July 26, 2018 On 16. 7. 2018 at 7:16 PM, Gunter Severloh said: I have and the ai wasn't, i was standing behind the gunner watching him and his gun, and he acted as if there was no one there when the enemy squad was about 70m out, he didn't move nor did the gun move, not til the enemy was literally was on either side of the bunker even then he didn't target or shoot. Yes without any of the bunkers and i mean all of them, the AI engages the enemy AI apon sight which is about 150m or so as they come through a tree/bush line into an open field. Ok ya, i had it preplaced a while back, probably before several updates, but then removed it as i didn't see it in the editor, so i figured i might get issues with it if its no where else, so i changed it. If i am made Bunkers for CSA38 i am mus add viewgeometri asi empty. Share this post Link to post Share on other sites
ayjay 117 Posted July 29, 2018 Quick question about the LCM 3 landing craft and apologies if it's a stupid one but I've been trying to figure out how/if the ramp operates. I can see there's a toggle switch but if I tick that the ramp is open and if I don't tick it it's shut. Is there a way to operate it in game? Share this post Link to post Share on other sites
El Tyranos 1264 Posted July 29, 2018 38 minutes ago, ayjay said: Quick question about the LCM 3 landing craft and apologies if it's a stupid one but I've been trying to figure out how/if the ramp operates. I can see there's a toggle switch but if I tick that the ramp is open and if I don't tick it it's shut. Is there a way to operate it in game? You need certain condition to meet : run at low speed, be driver, don't have too much water depth bellow the boat "((this animationPhase 'ramp_rotate') < 0.05) && (call ww2_fnc_findPlayer) in (crew this)) && ((speed this) < 1) && ((getTerrainHeightASL (this modelToWorld (this selectionPosition 'pos_cargo_dir_1'))) > -1.5)"; Share this post Link to post Share on other sites
ayjay 117 Posted July 29, 2018 Thank you El Tyranos! Share this post Link to post Share on other sites
dukenukem. 12 Posted August 13, 2018 hi guys, the google drive version of download available on http://ww2ina3.com/wiki/index.php?title=WW2_Download is currently down. few days ago it was up, could someone take a look thanks! Share this post Link to post Share on other sites
.kju 3245 Posted August 13, 2018 @dukenukem. the mega mirror and armaholic should still work google drive we had to take offline for now due to space limitations 1 Share this post Link to post Share on other sites
Hamakaze 142 Posted August 17, 2018 Will we see any equipment for Commando Units in the upcoming update or will that be something for another time? Share this post Link to post Share on other sites
Jaki 762 Posted August 17, 2018 @Hamakaze , join us on Discord and/or Twitter to find out! 1 Share this post Link to post Share on other sites
.kju 3245 Posted August 29, 2018 by Jaki Downloadhttp://ww2ina3.com/wiki/index.php?title=WW2_Download Changeloghttp://ww2ina3.com/wiki/index.php?title=WW2_Changeloghttp://ww2ina3.com/wiki/index.php?title=WW2_Changelog:_Preview_v31_-_2018-08-28http://ww2ina3.com/wiki/index.php?title=I44_Changelog#Preview_v31_-_2018-08-28 This time a quality of life update - this means the focus has been on improving your play and gaming experience along with a smaller set of new additions expanding the battlefield. ### Highlights ### Gameplay SmootherAnimations thanks to Taro! Jump over action when running or sprinting (instead of get over) thanks to Frontline team! All tanks and halftracks are now up to Tanks DLC PhysX standards All wheeled vehicles have been refactored to have working dampers All boats now use PhysX simulation and will interact with waves US halftrack PhysX behavior has reached a new dimension: playable & enjoyable! by stabcon by Jaki and El Tyranos AI Better AI engaging priorities for infantry and all vehicle types AI uses heavy weapons now also on infantry, wheeled vehicles and static weapons AI tanks and static weapons now also use HE ammo by El Tyranos by Jaki, stabcon and El Tyranos Sounds Halftrack sounds have seen a major upgrade alongside correct positioning of tracks and engine audio origin Panther and T34 also received a major sounds and sound simulation upgrade by LAxemann Objects Improved Neaville's church: Reduced by 500% the probability you will die by getting up the bell tower. It can still happen because probability was even higher, so don't forget to light a candle before You can now walk on the roof if you are trained ninja I44 Omaha fortified positions should be much more enjoyable now (no more collision issues with terrain objects) No more collision issue with dirt slopes or all I44 trenches (your were stuck and dragged inside the model, you can ether sprint 90° of the trench and walk over it, or get inside, you can move across slopes without falling in between them) by El Tyranos Ulmus winter trees comparison: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=882295be-ab5c-11e8-9dba-0edaf8f81e27 by Jaki, stabcon and El Tyranos Assets SturmTroopers uniforms (6 variants) Two new variants for ST field caps (Einchenlaubmuster 1944, reversible) SturmTroopers SUZ helmet cover with hooks will now display the correct camos and not Splittertarn anymore SturmTroopers faction now have its own proper camo patterns (Reversible "Einchenlaubmuster 1944" and "Erbsenmunster 1944" a.k.a."DOT 44" instead of Splittertarn) Fallshirmjäger and Wehrmacht troops now have new accurate camo patterns: Heeres-Splittermuster 31 and Luftwaffen-Splittermuster 41 - thanks to Jeg0r! German camo uniforms and covered helmets textures general overhaul (new patterns, better ambient occlusion, better curvature integration, less crappy dirt effect) Darkened I44 US vehicles (former textures still available as North Africa set) Kar 98 metal textures thanks to petrtlach from CSA38! Tweaked coloring of map objects (sea, forest, rocks, trails, roads, main roads, tracks, as well as bush and tree icons) to reflect even more realistic style (adapted from current french geography institute) Essentially all A2 cutscene animations and a few yet missing custom animations from IF by Jaki, stabcon and El Tyranos ------------------------------------------------------------------------------- Image galleries: https://imgur.com/a/HC0260n by Jaki https://imgur.com/a/F9dnSBW by stabcon https://imgur.com/a/8b4XSmP by El Tyranos https://imgur.com/a/9eOZVkz by El Tyranos ------------------------------------------------------------------------------- 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 horizon reveals more news incoming: by slakks by iron excelsior by El Tyranos For more official WIP media and excellent fan made media make sure follow our discord server. ------------------------------------------------------------------------------- PS: Just in n case you were missing out previously: 11 11 Share this post Link to post Share on other sites
tacticalchubz 32 Posted August 29, 2018 Can't wait to try this out, thanks guys. 2 Share this post Link to post Share on other sites
ayjay 117 Posted August 29, 2018 Fabulous!!!! This WW II experience just keeps getting better and better! Thank you. 2 Share this post Link to post Share on other sites
scottb613 285 Posted August 29, 2018 Simply OUTSTANDING - gentlemen...Regards,ScottSent from my iPad using Tapatalk 2 Share this post Link to post Share on other sites
Gunter Severloh 4059 Posted August 29, 2018 Holy Sh*t! The team has done it again, the mod only gets better and better with every update! 1 2 Share this post Link to post Share on other sites
tourist 617 Posted August 29, 2018 BIG THX from a happy gamer & part-time mission maker - your team never ceases to amaze me with both quality and quantity of assets! 2 Share this post Link to post Share on other sites
madrussian 347 Posted August 29, 2018 Congrats and thanks on latest release! Really awesome fixes and content. Can't express enough my gratitude! Quick things I noticed so far: Some new IFA3 Russians started popping up in my dynamic mission, who are mostly silent but speaking certain phrases in English. I was curious, and opened up CfgVehicles to find a whole slew of (new?) guys: The ones that start with "LIB_SD_ALLIES_" and "LIB_SD_AXIS_". They all seem to have "LIB_NoVoice" in their "identityTypes". I looked in CfgVoices and saw "LIB_NoVoice", and in main config I see LIB_RadioProtocolNoRadio. Nice work! Wanted to let you know though that these guys are not completely silent. When you have them in your squad and order to report status via ~-5-5, they report back coordinates in default English voice. (Edit - I double-checked, and indeed this happens with only IFA3 loaded.) Anyway, are these guys simply base types? (If so, I'll simply exclude them.) 1 Share this post Link to post Share on other sites
.kju 3245 Posted August 29, 2018 @madrussian these are specific classes for MP PvP game modes - so to be excluded yes 1 Share this post Link to post Share on other sites
vintorez 250 Posted August 29, 2018 Really amazing stuff. Your update is fantastic. Thank you very much. BTW: DAK Tropical Ankle Boots + DAK Tropical Shorts = Great Joy 1 Share this post Link to post Share on other sites
pipewr3nch 71 Posted August 29, 2018 35 minutes ago, vintorez said: Really amazing stuff. Your update is fantastic. Thank you very much. BTW: DAK Tropical Ankle Boots + DAK Tropical Shorts = Great Joy One could say I feel.... strength through joy ( ͡° ͜ʖ ͡°) 1 Share this post Link to post Share on other sites
Madshepherd 283 Posted August 30, 2018 A lot of effort and hard work gone in here ! Great work lads thanks 1 Share this post Link to post Share on other sites
Lucasam 27 Posted August 30, 2018 Amazing work! The fade from high rpm back to idle on the T34 is absolutely incredible!!! 1 Share this post Link to post Share on other sites
Spoor 23 Posted August 30, 2018 Great stuff Gents ..... Thanks 1 Share this post Link to post Share on other sites
.kju 3245 Posted August 31, 2018 Hotfix 1 Changed: removed irLock from (unguided) bombs. Changed: removed irLock from unguided rockets. Changed: S&D classes to scope=1. Improved: US Assault vest changed to OD Green instead of brown to match their real color. Fixed: preloading of WIP containers (ww2_objects_c_misc_ww2_misc_c). Fixed: reverted Ping sound class name for now. Fixed: vehicle damage not shown in interface. Fixed: vehicle weapon reload state is shown again. Fixed: fault getIn EH for FLAK no longer executes. Fixed: outdated radio backpack was used. Fixed: ammo sqf command is actually looking for current muzzle and not weapon name (problem once a weapon has multiple modes). --- Also if you are looking for good WW2 PvP action make sure to join our WWRush play tests! Quote World War Rush is a fast-paced, infantry-focused, progressive, A&D game-mode, inspired to the all-time famous Squad Rush mode of the Battlefield Series and developed to perfectly tailor the WW2 experience. Two teams fight each other: attackers will be attempting to secure themselves one objective after another, whereas the defenders will attempt to stop their progress. Each object is sitting at the center of a unique and detailed location. Featuring battlefields up to 60 players (30vs30), a custom user interface, vehicular warfare, scaleable battlefields, classes with unique perks and progressive arsenal unlocks, you can rest assured that each battle will never be like the previous one. Videos from last play tests: --- Quote Official IFA3 Public Play PvP Test for WWRush (similar to BF Rush) - come and bring your friends to the fight! # Tonight, starting at 20:30 CEST # Server: no4commando.com Port: 2302 TS3: ts3.no4commando.com Mods: IFA3_AIO_LITE + CUP Terrains - Core More in our discord:https://discord.gg/0vQjglomrhMXqTF1 2 3 Share this post Link to post Share on other sites
ayjay 117 Posted August 31, 2018 I had the map loading problem this afternoon so I went on Steam to check the WW2 Objects mod page where I saw that you had just been informed of it. An hour or so later I checked back and the hotfix was posted. Very impressive guys! 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted September 1, 2018 For some reason Iron Front Tanks alone wont fire main cannon on doSuppressivefire {nb = nearestbuilding player; _x dosuppressivefire player} foreach allunits; Works for all tanks except IF ones -i use this alot to route infantry from buildings Great update -really enjoying 1 Share this post Link to post Share on other sites
.kju 3245 Posted September 2, 2018 yep tried without success the command - no idea why thats the case. i came up with this - maybe you can adapt it: waitUntil { sleep 1; (gunner argt_tank1) reveal [argt_mg42,4]; (gunner argt_tank1) doTarget argt_mg42; // argt_tank1 lookAt argt_mg42; // argt_tank1 doWatch argt_mg42; // hint "Targeting!"; ( (((gunner argt_tank1) aimedAtTarget [_nearestBuilding]) > 0) || (!(alive _nearestBuilding)) ) }; if (alive _nearestBuilding) then { argt_tank1 fireAtTarget [argt_mg42,"LIB_F34"]; _firingCount = _firingCount + 1; // hint "Firing!"; // (gunner argt_tank1) forceWeaponFire ["LIB_F34","close"]; }; Share this post Link to post Share on other sites