rg123
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For whatever reason, HETMAN: War Stories seems to conflict with Laxemann's L_Immerse. The ambient effects that L_Immerse brings are shut down or turned off when playing War Stories. https://forums.bistudio.com/topic/177104-laxemanns-immerse-immersion-mod-bundle/
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immersion mod bundle Immerse by Jokoho482 and LAxemann
rg123 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For some reason, Hetman: War Stories conflicts with L_Immerse. The various Immerse effects do not activate while in a War Stories mission. -
ZBE_Cache AI & Vehicle caching script/addon
rg123 replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So... looking at the "main.sqf" file I'm seeing a bunch of code I don't understand. What options am I setting? And how? Change "0" to "1"? What do the brackets "[]" mean? EDIT: Disregard, I think I'm just looking at main.sqf instead of init.sqf. -
WW AIMenu (complimentary commands)
rg123 replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I really wish I had the coding skill to fix this mod. -
JRinit.sqf, I believe, there's lines in the 3000's section that detail what Alex starts with on each difficulty. You can switch the SMGs he starts with to pistols, provided you know the item names.
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As far as the weapons go: I started my game on Very Hard, and set the loot option as... "realistic", I think it was? Essentially, no weapons spawn in cities. I was only able to loot them from enemies I killed. Even on Insane, where you start completely naked with no weapons with Realistic loot settings, you'd simply have to be patient and scavenge the aftermath of a CSAT/AAF skirmish. You could make it so that skirmishes are disabled, but then you're just making it so that you're unarmed for the entirety of the game unless you sneak onto a military base and get lucky with a loot box... which is possible, I can think of an abandoned military outpost I found on a hilltop near a town.... this was nearly 12 hours into my first playthrough, however. That would be a long time to be defenseless. I don't think there's a way to make the "late game" section of the mission more difficult. You can only make the beginning of the mission more difficult. Eventually the player will discover that one weapon that changes the game, and it's smooth-sailing from then on out (in my first playthrough, it was looting an MXM 6.5mm rifle, along with a silencer and an ARCO). You could possibly add an optional food/water requirement as an additional burden upon the player who wishes for such a thing. It wouldn't necessarily increase the difficulty of the game, but it would create an additional task for the player to take care of. "Oh, my character's hungry, let me head into town for some food and water".
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As for removing things from the mission once its already loaded it, I can attest that it crashes the application entirely. I wanted to remove JSRS sound pack (as nice as the sounds were, the scripts bogged my CPU down), but it crashed repeatedly upon loading the save.
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I finished it. I'm on my second run through. In my first ever bit of "coding" for ArmA, I figured out how to spawn characters in with custom loadouts using the Virtual Arsenal. I can see why coding is rewarding, because seeing Alex spawn with my custom loadout without problems (after many abortive attempts) was thrilling! (I'm essentially roleplaying Alex and his medic buddy as Spetsnaz soldiers trying to find his brother, who disappeared on a recon mission trying to find that special device after the island devolved into chaos... as such, they're decked out with Russian uniforms and AK-12s and such).
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Yeah, definitely have to exercise willpower! haha
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You're right. What I think I'll do is simply add a Virtual Ammo Box... script... somewhere. That way I can play Man-Barbie and dress up Stavros however I like. And again, I really appreciate you making this mission. :)
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The save thing comes and goes. I saved and quit last night just fine. If I'm quitting the mission, I'm shutting down A3 anyway, so it's mostly a non-issue.
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Hi, Barbolani. Thanks for making this mission, it was exactly what I hoped someone would eventually make. Question: for my personal modification of the mission, would it be incredibly difficult for me to switch out the FIA for another faction of my choosing? (No offense, it's just that I like tinkering with the Virtual Armory and create some cool looking guerillas I'd love to use). CSAT/NATO/3rd Party Faction (like CAF aggressors or whatever). Honestly, I wouldn't bother if I could simply use the headgear I selected in the Armory. The mission adamantly spawns me as Mr. Black Beret Guy.
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The save/load freeze isn't a deal-breaker, just unusual. I've completed one mission (kill an HVT). I started well down at the southern tip of the eastern-most peninsula. Through the course of my adventures, I've ended up at the west coast with an Ifrit. This mission is engrossing. Thanks again for making it, Rydygier. My wife dislikes you, however. :)
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Works a lot better now, guys. Thanks. Tends to hang when I save and exit, however.
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Oh, is that why WW3 was breaking out around me? lol Skirmish disabled.