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W0lle

Cold War Rearmed III

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Damn, guess I'm the lucky one then...

 

I mean - the co-ax on the Abrams in CWR works for me as ever, I shit you not! But I'm loading the extra packs for CWR too, maybe one of them somehow fixes the issue?

 

Edit: nope, even with just base CWR3 I still have ammo for co-ax. I'm baffled.

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Not our problem actually but a CUP problem. We just inherit from their configs.

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@W0lle

 

I identified the bug in M1 and M1A1. It's wrong coax ammo entries, CUP changed ammo belts used in M1 coax. Instead of what is now, you should use "CUP_2800Rnd_TE4_Red_Tracer_762x51_M240_M".

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I'm pretty sure your problem comes from using CUP Dev preview version, instead of using CUP stable version.

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11 hours ago, Alwarren said:

Any of you using the CUP Dev branch?

 

 

Ah yeah, you are right, I am using CUP Dev branch. This probably is the cause.

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Hey fellows! I'm a long-time supporter of CWR (back in A2 times mostly when I had more time on my hands for gaming and toying in the editor).

Really excited for OFP Resistance campaign coming! Are you looking for help with designing of missions, scripting, testing or anything related to programming? (Can't do 3D modelling/texturing/writing configs for the engine though.)

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20 hours ago, inlesco said:

Hey fellows! I'm a long-time supporter of CWR (back in A2 times mostly when I had more time on my hands for gaming and toying in the editor).

Really excited for OFP Resistance campaign coming! Are you looking for help with designing of missions, scripting, testing or anything related to programming? (Can't do 3D modelling/texturing/writing configs for the engine though.)

 

I played Resistance in ARMA 3 and honestly, I ranked that higher than CWC Campaign in terms of storytelling. I am almost finished with the Red Hammer Campaign, but was drawn away by Ravage mod so will resume to finish up the last handful of missions.

 

Looking forward to replaying Resistance again after RH!

 

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I have really been enjoying CWR.  I'm only about 5 missions in, but it seems a lot more fun than I remember the original CWC missions back in the day.  Obviously the game engine helps with things more now, but still, it's been great to go back and replay these missions.  Hearing Resistance in the works is even more exciting.  To me, that was THE best BIS game, along with adding some additional game mechanics (like persistent ammo across missions) that really improved an already amazing game.

 

I did have an issue yesterday on the mission where the LT leaves the squad and then gets ambushed.  I think it's around mission 5 or 6.  The mission played out fine but never ended.  I drove around looking for that ONE guy that hadn't been killed, but couldn't find him, so I eventually just cheat coded my way to end the mission and moved on.  Just thought I'd provide the "bug" report...though I totally understand it may have just been the mission playing out wonky for that ONE guy you sometimes can't find to fire a trigger.

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There wont be any OFP Resistance campaign in arma3, bis broke weaponPool back in the day, its been broken since 2014, most likely around the time of east wind campaign development.

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2 hours ago, Snake Man said:

There wont be any OFP Resistance campaign in arma3, bis broke weaponPool back in the day, its been broken since 2014, most likely around the time of east wind campaign development.

 

Can you just skip weapon pool then? Just set some "default" settings to carry on? 

 

I was playing around with Ravage thanks to the incredible members of this forum and maybe there is a hack to do it with GRAD Persistence saving. https://github.com/gruppe-adler/grad-persistence

 

Run the campaign in MP or COOP mode, even if SP. When the player switches to the next mission, their gear is saved and reloaded! You can just define a box or crate at the end of the mission, tell the user to store their gear in it for the next mission, then save it prior to switching to the next mission. The mod automatically saves the player's loadout and/or stored gear and condition if scripted when the mission "shutsdown" as it switches to another.

 

I tried this multiple times in HOSTED mode. Gear up, quit the game, restart it and it LOADED UP all my previous gear and location. If I switch to a new terrain with the same GRAD Persistence setting, it also fully geared me up with whatever was last saved. If I died, it erased my saved settings so I started fresh but this was a script event. We can share those GRAD scripts if you want to test it out.

 

Credits goto MuRaZorWitchKING and other members from the Ravage thread for this.

 

Just an idea.

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I've used profileNamespace for persistence on a couple of coops. Works fine. 

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On 8/26/2021 at 6:04 AM, Snake Man said:

There wont be any OFP Resistance campaign in arma3, bis broke weaponPool back in the day, its been broken since 2014, most likely around the time of east wind campaign development.

 

Using `profileNamespace` for resource persistence between missions will work just fine (also, it's MP compatible). No worries there.

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On 8/26/2021 at 5:04 AM, Snake Man said:

There wont be any OFP Resistance campaign in arma3, bis broke weaponPool back in the day, its been broken since 2014, most likely around the time of east wind campaign development.

 

@DnA, @razazel, @Dedmen, @Everybody, BI please!

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Inlesco : I'll get in touch with you anytime soon.

Well if weapon pool is screwed up, then we'll have to find a way around it. It's all about improvising - since 2001. 😀

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Yes but its not OFP Resistance campaign without a weaponPool, all these profile methods are not weaponPool, its not about saving YOUR or even your groups weapons and gear to the next mission, its about "weaponPool".

 

Almost all PMC campaigns use it and now that its broken I had to switch to lame ammo box setup where they are persistent between missions, its not a weaponPool but what can you do.

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I was wondering why guerilla themed campaigns no longer used persistent captured weapon acquisition. It's a shame that BI broke and then didn't bother to fix this feature because I fondly remember treating enemy weapon acquisition as a secondary goal while on missions. I'm an SP only guy and one of the reasons that I prefer to play dynamic campaigns is that I can add captured enemy weapons to an ammo box and then use them as I please. Unfortunately, I rarely manage to play dynamic campaigns to their conclusion because so many of them get bogged down over time and result in sluggish frame rates or crashes that wipe out or corrupt save games.

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2 hours ago, Snake Man said:

Yes but its not OFP Resistance campaign without a weaponPool, all these profile methods are not weaponPool, its not about saving YOUR or even your groups weapons and gear to the next mission, its about "weaponPool".

 

Almost all PMC campaigns use it and now that its broken I had to switch to lame ammo box setup where they are persistent between missions, its not a weaponPool but what can you do.

You can use profileNamespace to do the same thing though, it lets you store any variable on a user's profile, that variable can be an array of equipment that is stored somewhere and accessed in other missions. You can even use it for than what weaponPool could be used for since it's not restricted to only being usable in campaigns.

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@Snake ManGRAD Persistence also allows you to save the "STASH" that is in the mission and reload it so you can store all your stuff or whatever is in the world into it. As long as the variables are the same and tied to the player or mission, it will load it.

 

We are saying in the absense of weaponPool, look at other alternatives to simulate it. As long it works like weaponpool, the user will not mind.

 

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Not sure what exactly the issue with weaponPool is but I assume it has a ticket assigned on feedback tracker? Most relevant seem to be marked as closed and resolved. This needs to be fixed whether there is a workaround to improvise 🙂 with or not.

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Since Global Mobilization released another big update, it seems today is Cold War update day. 😆

 

Mod
ADDED : GRU Spetsnaz
ADDED : M16 Automatic rifle
ADDED : Militia and Policie versions of S1203, CJ5 and UAZ-451
ADDED : More editor placeable wrecks
ADDED : New M113 models made from scratch by Trento and Tini
ADDED : Soviet PNV-57 night vision goggles
ADDED : Soviet M69 uniforms
ADDED : US AA Specialist (Redeye)
ADDED : US Army Rangers
CHNGD : Reduced A-10 variants to one, as they can be customized
CHNGD : Reduced Su-25 variants to one, as they can be customized
CHNGD : US vests and helmets improved
FIXED : UH-60 ESSS copilot position
FIXED : Ural Fuel texture screw-up
    
Expansion VDV
ADDED : VDV Spetsnaz


Expansion VMF
ADDED : VMF Spetsnaz


Expansion USMC
ADDED : More air, land and sea vehicles for the Marines
CHNGD : Uniform and vest upgrades

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Wow! I can't believe I didn't learn about CWR coming to ArmA 3 earlier! What a pleasant surprise!

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Hotfix Monday!

 

Mod
CHNGD : Ranger Rifleman class changed to cwr3_b_ranger (old class is kept of course)
FIXED : V-80 default pylon loadout had Igla instead of Vikhr
FIXED : Fire geometry LODs fixed in some fortification objects
FIXED : M1/M1A1 are using a cwr3 coax M240 weapon to end the magazine drama caused by CUP Dev builds
FIXED : When CUP Dev builds are used, the M2A2 appeared under APC (Desert)

 

Expansion VDV
CHNGD : Spetsnaz Rifleman class changed to cwr3_o_vdv_spetsnaz (old class is kept of course)

 

Expansion VMF
CHNGD : Spetsnaz Rifleman class changed to cwr3_o_vmf_spetsnaz (old class is kept of course)

 

Expansion UK
CHNGD : Complete overhaul. All separate addons are combined into one addon. Please report issues if there are any!

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Hi, for the XM177 holding animation, will you make soldier's left hand to hold the magwell?

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