rip31st 98 Posted April 7, 2010 The addon is not signed and don't have a server key yet. :( To find out why, use the forum search thread. You can find a lot of answers before you post. Thanks! ---------- Post added at 09:47 PM ---------- Previous post was at 09:46 PM ---------- Static Machine Guns have been discussed within the team,And we have idea's that we have worked out. If it's included or not in the V1.00 release i can't say. There is a lot being worked on internally, With universal systems for weapons,Ammo and Damage. Not to mention the cleaning up and optimization of the previous beta release. With a few new additions to the mod, Being added along the way. :) I would say that static MG's were possible, But not critical for the 1.0 version release. The public getting a stable and much improved mod from that of the beta would be the main goal. There might be a placeholder static MG to fill the roll,I Don't know. But Rip will provide a more complete answer later i would imagine. Hope this helps you slightly until then. I have static mg's ---------- Post added at 09:49 PM ---------- Previous post was at 09:47 PM ---------- Noone is interesed in mp playing in WWII atmosphere? I don't see any 31st servers running :/ That's because this mod was released in a beta state without server keys without any multiplayer support. That would be exactly why. It was explained in the thread prior to your post. The thread search tool works great to find those kind of answers. :rolleyes: ---------- Post added at 10:14 PM ---------- Previous post was at 09:49 PM ---------- ---------- Post added at 10:14 PM ---------- Previous post was at 10:14 PM ---------- Mg42 tripod can be used with many types of mg nests and trenches Share this post Link to post Share on other sites
dimitri_harkov 10 Posted April 7, 2010 Thanks. But I just would like to know how to put the fourth crew into a tank. For commander, gunner and driver, I've made it. For ARMA2 tanks from T-Roc, they could allow for four crews I think. You need to use the moveInTurret command for the 4th or even 5th+ crew members. Works like a charm, it only takes some time to find out the correct turret path for each crew slot (one could always look it up in the configs, of course...). Cheers, D. Share this post Link to post Share on other sites
rip31st 98 Posted April 7, 2010 AI can now use mortars: Thanks Aqu *note modern arma ai used in demo Share this post Link to post Share on other sites
B17gunner98th 10 Posted April 7, 2010 Nice! This will make D-day.......*shudders* realistic. Share this post Link to post Share on other sites
massi 772 Posted April 7, 2010 really nice improvements ;) !!! Share this post Link to post Share on other sites
luckylewis 0 Posted April 8, 2010 When V1.00 is released, will we have to download the entire mod again? Or will they be a beta to v1.00 conversion patch? Great work by the way, enjoying this mod tremendously! Share this post Link to post Share on other sites
rip31st 98 Posted April 8, 2010 Entire mod WHICH will be MUCH MUCH smaller btw. There are changes to just about everything. Share this post Link to post Share on other sites
apecallum 10 Posted April 8, 2010 Excuse my noobness, I'm not exactly well versed in modding ARMA or in any other game for that matter but how exactly do I apply the updates? Do I just copy and paste all the files in the updates and put them in the ww2 mod add ons folder? The only reason I am installing this mod is because BLUFOR soldiers don't spawn with weapons on multiplayer. Otherwise fantastic work!!! ---------- Post added at 05:15 AM ---------- Previous post was at 04:58 AM ---------- Ok either I'm installing the patch wrong or the multiplayer weapons glitch hasn't been fixed. I saw the post on the 1st update page saying "For multiplayer weapons spawning issues use this code in your init.sqf inside your mission folder. It will resolve that issue:" But where is this init.sqf file? Again apologies for being so dopey but I can't find it anywhere. Any help would be appreciated. Share this post Link to post Share on other sites
B17gunner98th 10 Posted April 8, 2010 Excuse my noobness, I'm not exactly well versed in modding ARMA or in any other game for that matter but how exactly do I apply the updates? Do I just copy and paste all the files in the updates and put them in the ww2 mod add ons folder? The only reason I am installing this mod is because BLUFOR soldiers don't spawn with weapons on multiplayer. Otherwise fantastic work!!! ---------- Post added at 05:15 AM ---------- Previous post was at 04:58 AM ---------- Ok either I'm installing the patch wrong or the multiplayer weapons glitch hasn't been fixed. I saw the post on the 1st update page saying "For multiplayer weapons spawning issues use this code in your init.sqf inside your mission folder. It will resolve that issue:" But where is this init.sqf file? Again apologies for being so dopey but I can't find it anywhere. Any help would be appreciated. The init.sqf file will be in your C:\Users\USERNAME\Documents\ArmA 2 Other Profiles\ARMA2PROFILENAME/missions Then, under the mission you are creating for example my mission is CO-13_Black_out.bet_hurtgen In there you will find init.sqf This is what the inside of my init.sqf looks like //Multiplayer weapons spawning fixprivate ["_weapons","_magazines"]; if (local player) THEN { sleep 2; //restore default loadout of chosen class - for unknown reasons, this fixes the grenade bug removeallweapons player; removeallItems player; _weapons = getArray (configFile >> "CfgVehicles" >> format ["%1",typeOf player] >> "weapons"); _magazines = getArray (configFile >> "CfgVehicles" >> format ["%1",typeOf player] >> "magazines"); {player addmagazine _x;} foreach _magazines; {player addweapon _x;} foreach _weapons; //this makes sure that even the 31stN units have the essentials IF !(player hasWeapon "ItemCompass") THEN {player addWeapon "ItemCompass"}; IF !(player hasWeapon "ItemMap") THEN {player addWeapon "ItemMap"}; //IF !(player hasWeapon "ItemRadio") THEN {player addWeapon "ItemRadio"}; IF !(player hasWeapon "ItemWatch") THEN {player addWeapon "ItemWatch"}; //select weapon so respawned units may shoot at once if (count weapons player > 0) then { player selectWeapon (_weapons select 0); Share this post Link to post Share on other sites
Leetje 10 Posted April 8, 2010 A quick question! Is/will it now be possible to use the morter teams with the Bi ARTY Module? At the moment I use the morters provided with the US marines as the ones in the mod don't seem to work with the ARTY Module. ok two questions :-) If not does anyone know where I would need to look to make them work together config files etc? Great work as Always. I'm very much looking forward to the 1.00 release. Share this post Link to post Share on other sites
B17gunner98th 10 Posted April 8, 2010 A quick question! Is/will it now be possible to use the morter teams with the Bi ARTY Module? At the moment I use the morters provided with the US marines as the ones in the mod don't seem to work with the ARTY Module. ok two questions :-) If not does anyone know where I would need to look to make them work together config files etc? Great work as Always. I'm very much looking forward to the 1.00 release. As of right now, the AI can't use the Mortars. That will be in the 1.00 release. He just recently posted a video of that about a page back. Share this post Link to post Share on other sites
apecallum 10 Posted April 8, 2010 The init.sqf file will be in your C:\Users\USERNAME\Documents\ArmA 2 Other Profiles\ARMA2PROFILENAME/missions Then, under the mission you are creating for example my mission is CO-13_Black_out.bet_hurtgen In there you will find init.sqf This is what the inside of my init.sqf looks like Yeah I really cannot find any of the like you just described. I don't know whether it has anything to do with that the fact that I have the steam version of the game. Share this post Link to post Share on other sites
B17gunner98th 10 Posted April 8, 2010 Yeah I really cannot find any of the like you just described. I don't know whether it has anything to do with that the fact that I have the steam version of the game. I have the Steam version also. The init.sqf will be in your user mission folder. When you save a mission in editor you will save it usually as a user mission,export to MP,export to SP and so on. If you save it as a user mission, it will save in your my documents folder. Inside my documents right now, I have something called ARMA2 other profiles. Under that folder I have a folder called B17gunner98th, in that I have a folder called missions. In that folder you should see the custom mission name you are making in editor. For example I made a mission called test.Chernarus. In there you have to make a text file called init.sqf. I have Vista so this is how mine turns out C:\Users\Billeter family\Documents\ArmA 2 Other Profiles\B17gunner98th\missions\Test.Chernarus For XP it should be under C:\Documents and Settings\(*USER NAME*)\My Documents\ArmA 2 Other Profiles\(*PROFILE NAME*)\missions\(*YOUR MISSION NAME*) I hope I made it at least a bit clearer. Share this post Link to post Share on other sites
Drew 10 Posted April 8, 2010 Does anyone other than Armaholic have this mod hosted? I want to download it but I can only get 180 kb/sec off armaholic for some reason...if anyone else has it mirroed can you please post a link? thanks Share this post Link to post Share on other sites
apecallum 10 Posted April 8, 2010 (edited) I have the Steam version also. The init.sqf will be in your user mission folder. When you save a mission in editor you will save it usually as a user mission,export to MP,export to SP and so on. If you save it as a user mission, it will save in your my documents folder. Inside my documents right now, I have something called ARMA2 other profiles. Under that folder I have a folder called B17gunner98th, in that I have a folder called missions. In that folder you should see the custom mission name you are making in editor. For example I made a mission called test.Chernarus. In there you have to make a text file called init.sqf.I have Vista so this is how mine turns out C:\Users\Billeter family\Documents\ArmA 2 Other Profiles\B17gunner98th\missions\Test.Chernarus For XP it should be under C:\Documents and Settings\(*USER NAME*)\My Documents\ArmA 2 Other Profiles\(*PROFILE NAME*)\missions\(*YOUR MISSION NAME*) I hope I made it at least a bit clearer. Ok understood, that's really helpful thanks for your time. EDIT: Still doesn't work. I even opened up the MP mission file in notepad and the text from the init file had been applied but has made no difference, when playing as BLUFOR I still spawn with no weapons. Edited April 8, 2010 by apecallum Share this post Link to post Share on other sites
rip31st 98 Posted April 8, 2010 UPDATE 4/08/10: Improved performance infantry, with new textures, portraits, rank overlays are nearly complete. *note: colored soldiers removed from US regular infantry ranks, same will occur with most infantry units. Only specific units will have colored soldiers. Share this post Link to post Share on other sites
B17gunner98th 10 Posted April 8, 2010 Ok understood, that's really helpful thanks for your time.EDIT: Still doesn't work. I even opened up the MP mission file in notepad and the text from the init file had been applied but has made no difference, when playing as BLUFOR I still spawn with no weapons. I don't mind helping at all. When you create the mission, make sure the init.sqf you made has the code like mine did. //Multiplayer weapons spawning fix private ["_weapons","_magazines"]; if (local player) THEN { sleep 2; //restore default loadout of chosen class - for unknown reasons, this fixes the grenade bug removeallweapons player; removeallItems player; _weapons = getArray (configFile >> "CfgVehicles" >> format ["%1",typeOf player] >> "weapons"); _magazines = getArray (configFile >> "CfgVehicles" >> format ["%1",typeOf player] >> "magazines"); {player addmagazine _x;} foreach _magazines; {player addweapon _x;} foreach _weapons; //this makes sure that even the 31stN units have the essentials IF !(player hasWeapon "ItemCompass") THEN {player addWeapon "ItemCompass"}; IF !(player hasWeapon "ItemMap") THEN {player addWeapon "ItemMap"}; //IF !(player hasWeapon "ItemRadio") THEN {player addWeapon "ItemRadio"}; IF !(player hasWeapon "ItemWatch") THEN {player addWeapon "ItemWatch"}; //select weapon so respawned units may shoot at once if (count weapons player > 0) then { player selectWeapon (_weapons select 0); After that make sure you export to multiplayer when you save it. If you already tried that, then there is a chance that you might have made a mistake in the code like a space or something. You will know it works when a message comes up saying "Weapons bug fixed" Or something like that. If that doesn't help go ahead and post. @Rip31st The update looks great! Better than the vanilla unit pictures haha. Share this post Link to post Share on other sites
FKPLACE 10 Posted April 9, 2010 Those newly improved soldiers look very nice. I like the idea to give detail ranks for identification instead of all looking the same as some other addons did. Share this post Link to post Share on other sites
Arma-2-Guru 55 Posted April 9, 2010 (edited) Rip31st do you have any idea when v1 will be out, I downloaded your first beta release of it but deleted it because it was pretty buggy, I want to download once v1 is out. I just searched everywhere to see if there was an M1 Garand mod anywhere but failed to find any. So yeah, any idea when it's out? Why have your videos on Armaholic been removed, it says due to terms of violation. What exactly did you "violate"? Edited April 9, 2010 by Arma-2-Guru Share this post Link to post Share on other sites
scars09 9 Posted April 9, 2010 regarding static weapons/mg, do it like BIS did, make static mg nests if you ever plan a warfare style gameplay, best would be if beton would add a approbiate weapon to his several bunkers. setpos´ing the stuff is just annoying and if the weapon is part of the building you can make sure they engage enemy like it should be. Share this post Link to post Share on other sites
rip31st 98 Posted April 9, 2010 (edited) Rip31st do you have any idea when v1 will be out, I downloaded your first beta release of it but deleted it because it was pretty buggy, I want to download once v1 is out. I just searched everywhere to see if there was an M1 Garand mod anywhere but failed to find any. So yeah, any idea when it's out? Why have your videos on Armaholic been removed, it says due to terms of violation. What exactly did you "violate"? I dunno when it will be out. Yes it's a beta and it's buggy, but it's also awesome. There will be a community bug tracker where you can submit all your bugs in the form of a ticket after 1.00 is released so we can take care of them There is a M1 Garand on there Foxhound @ armaholic would have told me they removed any videos...he's a good friend of mine...all the videos are still there. :j: Edited April 9, 2010 by Rip31st Share this post Link to post Share on other sites
Arma-2-Guru 55 Posted April 9, 2010 Foxhound @ armaholic would have told me they removed any videos...he's a good friend of mine...all the videos are still there.:j: I clicked to watch the video and it says it was removed due to terms of violation, see for yourself :) Share this post Link to post Share on other sites
rip31st 98 Posted April 9, 2010 I clicked to watch the video and it says it was removed due to terms of violation, see for yourself :) If you're still in denial, please visit my youtube channel: http://www.youtube.com/user/rip31st?feature=mhw5 If you can't see the videos yourself, maybe you should contact youtube to see why you are in trouble with them. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted April 9, 2010 I checked all of them. Not a single issue. Share this post Link to post Share on other sites
Arma-2-Guru 55 Posted April 9, 2010 (edited) If you're still in denial, please visit my youtube channel: http://www.youtube.com/user/rip31st?feature=mhw5If you can't see the videos yourself, maybe you should contact youtube to see why you are in trouble with them. Never mind saying I'm in denial, why the fuck would I lie about a video not working? I can see you're quite an arrogant guy. I will check again but I'm not really too bothered. OK, go to this link and see if the 3 videos are working. They still do not work for me so don't accuse me of being in denial when they do not work for me. http://www.armaholic.com/page.php?id=9729 Edited April 9, 2010 by Arma-2-Guru Share this post Link to post Share on other sites