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Broseph_Stalin90

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Posts posted by Broseph_Stalin90


  1. I figure it doesn't affect other maps, but the Cytech options under mission attributes (Editor) only work on the Cytech map itself, right? I don't want to accidentally add dependencies or affect a mission on a different map in some way (Cytech effects, view distance control, etc) by adding a mission title, for example.


  2. Thanks for keeping this up to date, I really like the fictional Chernarussian conflict. Have you considered making a faction for a possible victorious ChDKZ? Maybe using more standardized equipment instead of looking like insurgents, using older Russian equipment like the DPR or South Ossetia Army.


  3. So I'm pretty experienced with Arma editors, but I've been wondering about this since the Arma 2 days. I know how to remove dependencies from missions, but when I remove a mod/addon and have to resave 20+ missions, it can be time consuming. Is there a universal way to ignore small dependencies without having to edit the mission.sqf? For example, I want to remove a module of ACE3 (medical/explosives), but I'd end up having to resave all of my missions. It is a small change, and would automatically just make the FAK vanilla instead of auto changing to bandages, etc, so it's not like it should crash the mission with the dependency missing.


  4. This is great! This (along with the other LAMBS stuff, like Orks and Suppression) make Arma feel so fresh, especially since I play single player 99% of the time. I've a question about the settings though, I disabled danger.fsm for player group, and that got them following and responding to orders, but what does the other player group option do if I disable/enable it, I think it's called reaction? 

    • Like 2

  5. 14 hours ago, krzychuzokecia said:

    Looks very nice, even though I wouldn't want to be NAF armourer/logistic - 7.62 NATO G3 and 7.62 Russian PKM in one squad, would make me go crazy! 😄

     

    If I'm not mistaken, didn't Yugoslavia have a weird mix like that in real life? I know they had their Zastava AK platforms which used eastern block rounds? PKM's of course did, and then I think they also used an MG42 (MG3?) variant.  


  6. 44 minutes ago, Synchronized said:

     

    They want to keep it 2015 style, with some pieces of latest gear here and there, as far as i understood what they want to do.

     

    I've heard similar, not sure if it's true. Regardless, I just couldn't find anything specific regarding modern (2019/2020) Russian issued gear. Seeing as RHS has some goodies like the 6b47, I figured I'd see if I could make some missions using that stuff, if it's in general use.


  7. I'm still a little new to using ALiVE, I don't know how I've not used this for longer, and I'm finding mission making is a lot quicker with it! I do have a couple of questions regarding compatibility though, does anyone have an updated list of RHS factions that work? I've tried USMC WD and CDF Ground, but neither of those work (Get a message saying faction groups are not set up correctly for the OPCOM, or something to that effect), however I do seem to have luck with GREF Nationalists/NAPA and I think ChDKZ. I've yet to go through every single faction config, but a list could save some time. I'm also fairly certain that it isn't user error, as I have no problem using other mod factions such as the ones from CFP and CUP. Also, does anyone know if this works with Chernarus 2020 from the CUP Maps 2.0? I've tried placing modules in an actual mission and on the blank map (with both modded and vanilla factions), but I consistently end up with infinite loading screens. Thanks in advance!


  8. On 6/5/2019 at 8:29 AM, ISparkle said:

    They will know when a member of their group is killed. They share the knowledge instantly of whereabouts of enemy if they know where the enemy is. I haven't had them snap to my position and headshot me in return in a while if I am well concealed. Or even behind the bushes.

     

    Also, 100m or 200m... it all depends on whether you are suppressed or not and your distance to them. ArmA 3 AI as is, they rely on visual and audio clues. At least that is my impression.

    Yep. They don't know the pos immediately. I can confirm this.

     

     

    Also, from what I've noticed, the AI recognizes your ammo too, a suppressed weapon without subsonic rounds won't do too much good.

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