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I'm conscious we've not added any factions in a while. If there's any people are particularly after, feel free to let us know!

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I did notice you've left the Gendarmerie out from vanilla factions. 

Also is there any facility for QRF in the system or is it more to populate an area? Further to that, is there any way to tell that an area has been cleared? Maybe a variable we can check to trigger a QRF?

And finally have you tired running AI mods such as VCOM? Could you see any issues there?

Thanks for the cool system 

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Gendarmerie was left out simple because it didn't have enough unit/vehicle variation to use.

There's not currently any QRF facility but I do actually like the sound of that. I've written an AI reinforcement script for something else which could potentially be added to the module or maybe a different module/function.

There's no variable checking for module AI as that would be performance heavy when 99% of the time it wouldn't be required. I'd suggest using a trigger for east units in an area and then call a script. I can always look into Fundamentals providing some functionality towards this.

 

With regards to VCOM, I'm not overly familiar with it but my understanding is it just adds to already existing factions. We've already got those factions in so we've mainly covered that base anyway but we could always look at '@VCOM & @CUP - Takistani Army Faction' for example. Again, that would be down to popularity.

 

Sorry for the delay in getting back to you, I wasn't receiving notifications for some reason!

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I really liked the mod, but one problem when I call artillery through the support module, an error appears, without the mod it is not.  What could be the problem, did anyone come across this?

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On 9/9/2019 at 6:47 PM, Adam Noble said:

I really liked the mod, but one problem when I call artillery through the support module, an error appears, without the mod it is not.  What could be the problem, did anyone come across this?


Hi Adam.

I can't say I've heard of that issue before. Can you post any details about the error you're having? 

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Hi Mitch

 

I've just come back to ArmA and started tinkering with your cool mod settings pack but had this error when d*cking about with the icon settings. I probably should have taken a screenshot of what settings where selected, but i guess i could do that later if it helps.

 

Arma-3-D-Steam-Library-steamapps-common-

 

I see we're neighbours, you're from the UK and i'm from England.....😊😉

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On 12/18/2019 at 10:29 AM, law-giver said:

Hi Mitch

 

I've just come back to ArmA and started tinkering with your cool mod settings pack but had this error when d*cking about with the icon settings. I probably should have taken a screenshot of what settings where selected, but i guess i could do that later if it helps.

 

Arma-3-D-Steam-Library-steamapps-common-

 

I see we're neighbours, you're from the UK and i'm from England.....😊😉


Sorry for the delay in response, I've been working away quite a lot recently.

I used to know what caused that error but I've since forgotten! However, it has no impact on the mod or mission so can just be discarded 😉

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I'm pleased to announce version 1.5.9 is now live! 

This includes some of the recent changes, including the introduction of AI Spawn modules now being available in Zeus!

We've also added even more factions, bringing the total number at the time of this message, to 102!

Any issues or questions, let us know!

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v1.5.0

AI
Backend rewritten to be easier to update in future
Added AI Spawn Module Description
Removed redundant AI Settings Module

CBA Settings
Added CBA Settings to Repo (no effect on mod)

Channels
Removed Redundant Channels Module

Main
Removed Redundant Main Module
Removed unused YAINA Commands

Medical Facility
Removed Medical Facility Attribute
Replaced with Medical Facility Module
Added Module Description
Included new Medical Facility Icon

QS Icons
Added Option to Show/Hide AI
Added Option to Show/Hide Rectangular Group Icon on Map
Added Option to Show/Hide own Group only.

Safe Zone
Added Module Description

Warlords
Added Warlords Specific Respawn Template
Added Warlords Params
Added RHS and RHS Pacific Faction Preset
Added Function to set custom loadout on joining

YAINA Earplugs
Changed Default to out.

Vehicle Servicing
Changed to use Object Bounding Box for Servicing area instead of being defined.
Added Module Description

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v1.5.1

AI
Fixed number of units spawning for all types (values falling above max defined value)
Fixed Heavy Vehicles not spawning independently
Fixed Light Vehicles not spawning independently
Removed GarrisonedGroup Exact value
Added GarrisonedGroupMin value

Added GarrisonedGroupMax value
Added Error checking step for Garrisoned Groups

 

v1.5.2


Equipment
Added Warlords Loadouts for Vanilla and RHS factions

Main
Added QS Mag Repack Function
Added Voyager Compass scripted Function

QS Icons
Added AI Names CBA Setting
Added Faction Only CBA Setting

Warlords
Updated Warlords Respawn template
Removed Warlords specific Loadout Script - Handled by default LRG function
LR_Fnc_Loadouts called upon Respawn

 

v1.5.3


AI
Added 3x @IFA3 Factions

 

Main
Added  - Flip Vehicle AddAction

Tweak - AddAction Order
Tweak - Arsenal Save/Load defaulted to Enabled

Tweak - Earplugs changed to Hold AddActions

Tweak - Earplugs - Added duplication check.
Tweak - Repack Mags changed to Hold AddActions
Tweak - Loadouts - RHS Warlords removed from LR_fnc_Loadouts

Tweak - Backend Postinit functions replaced by CBA_Settings call.

 

Warlords
Added - Persistent Credits

Added - RHS Asset Vehicle Servicing Pods

Tweak - RHS Apache price to 10,000
Tweak - RespawnTemplate to Respawn on Start

 

Weather
Fix - Time Acceleration
Tweak - Reduced Random chance of rain by 50%

 

v1.5.4

 

AI

Added 16 Factions from @3CB Factions (see Factions list below)

 

SafeZone

Permanent value changed from -1 to 0

Default value changed to 0

 

v1.5.5

 

Equipment

Added - Additional selection for Ammoboxes
Tweaked - Selection and function titles renamed and matched.

 

Vehicle

Removed - Vehicle specific loadouts - Merged with Equipment settings.

 

v1.5.6

 

AI

Tweaked - Spawn AI module group count

 

Explosives

Fixed - fn_IEDVehicle
Fixed - fn_MakeIED
Fixed - fn_SpawnExplosives

 

Interaction

Fixed - AddHoldAction error

 

Main

Added - Option to lock third person camera in vehicles
Fixed - VanillaFatigue error

 

v1.5.7

 

Main

Added - Option to lock third-person camera inside vehicles.

Fixed - Minor errors in VanillaFatigue and AddHoldAction

 

Medical

Fixed - Updated Medical Facility function for latest @ace version.

 

v1.5.8

 

AI

Tweaked - Spawn AI now called on the server.

Zeus

Added - The ability to use AI Spawn Modules in Zeus!

 

 

Medical

Fixed - Updated Medical Facility function for latest @ace version.

 

v1.5.9

 

AI

Added - 21 OPFOR @CFP Factions -Thanks to Fearmonger for populating all the factions!

 

Medical

Fixed - Medical Facility intermittent issue resolved, text also updated.

 

v1.5.10

 

AI

Added - 7 Indep @CFP Factions to Spawn AI Module, including Zeus.

Added - 21 BLUFOR @CFP Factions to Spawn AI Modules, including Zeus.

Added - Spawn AI Reporting Option - Reports if groups fail to spawn.

Fixed- Enabled 21 OPFOR @CFP Factions in Zeus.

 

Media

Updated - billboard.paa details updated.

 

v1.6.0

 

AI

Added - Civilian Spawn AI Module.

 

Media

Added - Icon for Civilian Spawn AI Module

 

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v1.6.1

 

AI

Added - Patrol type selection on AI Spawn Modules - Patrol Roads or Default

Added - CUP Civilian Factions to Editor and Zeus Modules

Added - CFP Civilian Factions to Editor and Zeus Modules

Tweaked - Reorganised back end structure of Factions

 

Medical

Tweaked - Allow Triggers to be used as Medical Facilities (Sync to Medical Facility Module)

 

 

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