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d3rt13n

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Posts posted by d3rt13n


  1. Just had this happen to me with the 'old man' scenario.

     

    You get an error message telling you the complete path of the file that is causing the error including the path name.

     

    mine was situated here:

     

    C:\Users\Admin\Documents\Arma 3\Saved\a3\Missions_F_Oldman\Campaign\Missions\Oldman.Tanoa

    Open windows explorer and walk that path till you are in the folder of the erroneous saved file. Arrange the files by order of last created.

     

    - step 1) Make a Copy of manual save game and paste this file in the same folder (creating a file called save3 - Copy.Arma3Save)

    - step 2) cut the name of the autosave (continue.Arma3Save) and rename the file you just copied in step 1 to that.

     

    - Try the resume button now on your scenario, and it will work.

     

    • Like 1

  2. Ok found how to change that behaviour with Drongo's tablet and then using ALiVE to order them around on the map works. As Foley stated above, since the crew was 'turned' out, their stance was 'careless' or 'safe' and only using Drongo's tablet was I able to get them to change behaviour since I cannot command them directly.

     

    Good grief, this makes it complicated, but at least, I know who has the code to help me out. Drongo. 🙂

     

    I will make a few screenshots of how I found how to do this ingame as well as soon as the mission is finished.


  3. Thank you will try that now 🙂

     

    Your script did work on the tank as a vehicle, but it did not work on the ALiVE module that spawns the tank which does not seem to care about 'setCombatBehaviour' - I am now trying to figure out how to create a tank and attach this / sync it to the player combat support (Transport) module, instead of having that module spawn in the tank.


  4. Hello,

     

    Again, a little question.

     

    1.png?access_token=1!gzJiB1IEWU8oTggEdHL

     

    In Sefrou Ramal, there is a concrete road going from north to south. On the screenshot above my base is in the north center - on both sides of these roads are POI's (points of interest) like the makeshift airbase on the right in the screenshot above. There is also another POI south, also held by IND, but first either objective must be captured before one can proceed to capture the south central POI. I can order ground units around, set their ROE and Speed, via the ALiVE tablet. When I order them to the east objective (for example where the (X) markers are, they will go down the main road (orange on the screenshot) and only when they come across the small gravel road will they make a left turn and scurry back up to the objective. 

    Basically they follow the red arrows - and they should be going straight for green.


    Now, before you start telling me what to do here are a few things I know:

     

    a) I know about the different behaviours (Careless, Safe, Aware, Combat and Stealth). Have already tried to put that in the init field of the vehicle, but no dice... so... in the init field:

    tank01 setCombatBehaviour "COMBAT";

     

    did not yield the right results, same happened, they went down the road again, tried all other behaviours also to be on the safe side.

     

    Next

     

    b) I cannot use waypoints. Like I said, the units are controlled via the ALiVE tablet. so they kinda go as they want when they are ordered to. The units path are not scripted via waypoints, like here: https://community.bistudio.com/wiki/Waypoints

     

    c) I cannot, or do not know how this would work here using the UnitCapture/UnitPlay command as show by Banjo in this video: https://www.youtube.com/watch?v=q2BTPgpWcMg&t=37s

     

    d) the command

    car forceFollowRoad true;

    Does not work either if set to false

     

    Here is a screenshot of the ALiVE tablet to command the vehicles around. Normally this was made only for air units, but it works nicely with ground vehicles as well. Tested this on Malden, Altis and Stratis where roads are plentiful.

     

    1.png?access_token=1!i8xRKxPaUGvoyEiBt0J

     

    Here and down the road he goes ignoring all the settings.

     

    1.png?access_token=1!dioBfQiLwoJ7THqTmXS

     

    On the map :

     

    1.png?access_token=1!PpwHTSHiMdvXvO7_awc

     

    Please remember I am not a coder, so yes I can copy and paste stuff into sqf files, but if you paste code here, please tell me what to copy, and where to paste it. Don't tell me to 'spawn a loop' or something, because I don't know what that means.

    All help appreciated.

     

     

     


  5. Reading a bit further I was able to finally achieve even more.

     

    So, to elaborate here is a detailed step by step on how to achieve this:

     

    I wanted to use the West German faction from  the Global Mobilization mod in a desert skirt for a Warlords mission on Sefrou Ramal.

     

    So, I found this free texture (which requires to be seamless to show up without hiccups on the vehicle. Here is a link that shows seamless vs non seamless - https://plusspec.com/seamless-texture-tileable-texture/

     

    WIth all the paid options  on shutterstock and whatnot, I settled for a free one found here:

     

    https://www.wowpatterns.com/free-vector/desert-camouflage-vector-pattern

     

    The jpg contained in the download will work just fine to use immediately.

     

    open EDEN, insert a vehicle and a player in the mission, and save the mission. I used this one:

     

    vanilla-Arty.png

     

    Again make sure to save your mission so Arma creates a folder, which can be found here:

     

    C:\Users\Admin\Documents\Arma 3\mpmissions\Warlords.sefrouramal

    rename the jpg file as required, I named mine 'desert.jpg' and copy it in the root folder of that created mission, in the same folder as the mission.sqm

     

    Like so:

     

    folderstructure.png

     

    Then in EDEN, double click on the vehicle and insert the following:

     

    object init:

    variable name:

     

    art01

    or any other name you fancy - don't use spaces

     

    then in the init box below insert the following:

     

    art01 setObjectTexture [0, "desert.jpg"];
    art01 setObjectTexture [1, "desert.jpg"];
    art01 setObjectTexture [2, "desert.jpg"];
    art01 setObjectTexture [3, "desert.jpg"];
    art01 setObjectTexture [4, "desert.jpg"];
    art01 setObjectTexture [5, "desert.jpg"];
    art01 setObjectTexture [6, "desert.jpg"];

    this looks like this in the editor:

     

    textureedited.png

     

    now save the mission and load it up, your vehicle should now look like this:

     

    textured-Arty.png

     

    Mind you, this is not the real 'Bundeswehr' camo, just a camo I picked up online.

     

    In camo choices, try to pick something that is not 'grimy' or contains a texture - a color works best since the 'vehicle dirt' will show up without you needing a 'grimy texture':

     

    for example: this already contains a 'sand' texture:

     

    sand-sand-texture-sand-seamless-sand-pat

     

    whereas this does not:

     

    56f9a99b-5674-4292-9623-a9906b2210c0_1.8

     

    The source I used was found here:

    https://community.bistudio.com/wiki/setObjectTexture

     

    using Benargee's example.

     

    Hope this will help others as well.

     

    Thanks again people for switching the light on.


     

     

    • Like 1

  6. @pierremgi

     

    Well sir, thank you. You are a star. This makes complete sense and should be added to the mentioned wiki page above. 😍Thank you for taking the time to write this all out. 🙏

     

    The link to the color types CO 'Diffuse Color' also makes sense now.

     

    @Harzach

     

    Thanks for sending me that color picker and restating what Pierre said above:

     

    I was using a few others like this one

     

    https://rgbcolorcode.com/color/peach

     

    and

     

    https://www.w3schools.com/colors/colors_cmyk.asp

     

    and then with the 4 values in the array, I got sidetracked into viewing it as CMYK - but yes: as stated on this page:

     

    https://arma.fandom.com/zh/wiki/BIS_fnc_colorRGBAtoTexture

     

    /*
    
    	Description:
    	Converts RGB color format to procedural texture.
    	[0,0,0,1] becomes "#(argb,8,8,3)color(0,0,0,1)"
    
    	Parameter(s):
    	0: ARRAY - color in RGBA format
    
    	Returns:
    	String
    */

    confusing here is the acronym ARGB instead of what the number really is R G B A - 4 values Red Green Blue Alpha, like it is stated at the bottom.

    But it's good to be clear twice, instead of not at all.

    👍

     

    @Larrow

     

    That looks like a godsend gift, but I do not (yet) posess the skills to use it.

    • Like 1

  7. Hello,

     

    This is making my hair grey.

     

    I know how RGB works, normally it's a number between R255 G255 B255 (white) or R0G0B0 (black)  So: Logically RED is 255,0,0 green is 0,255,0 and blue is obviously 0,0,255

     

    https://community.bistudio.com/wiki/Global_Mobilization_Retexturing

     

    However, how the system works in the wiki above is beyond my understanding:

     

    bmp1 setObjectTexture [0, "#(rgb,8,8,3)color(1,0.0,0.0,1,CO)"];  (orange)

    bmp1 setObjectTexture [1, "#(rgb,8,8,3)color(0,0.5,0.0,1,CO)"];  (greenish)

    bmp1 setObjectTexture [2, "#(rgb,8,8,3)color(0,0.2,0.5,1,CO)"]; (blueish)

     

    However the following array gives me this:

     

    bmp1setObjectTexture [3, "#(rgb,8,8,3)color(0,9.0,8.0,7,CO)"]; cyan
    bmp1setObjectTexture [3, "#(rgb,8,8,3)color(0,9.0,4.0,0,CO)"]; Black

     

    Does anyone know a color picker online that returns or understands this exotic digital format that anyone else exept BIS finds easy to work with?

     

    I would like something sandish in color like the following:

     

    rgb(237,201,175)

    rgb(0.93,0.79,0.69)

     

    or peach

     

    rgb(255,229,180)

    rgb(1.00,0.90,0.70)

     

    Could someone please translate this in the gibberish format that BIS uses, or tell me how it is done?

     

    Sorry, I am a bit cranky, have been fiddling with this for about 2 hours now.

     

     


  8. Also, AFAIK, only BLUfor and Opfor can be chosen in the drop down menu of the warlords base module.... don't fathom why IND_F was not implemented as an option.... This means that even if you set up IND as blufor in the Warlords INIT module, NATO blufor still parachutes in, instead of AAF.

     

     


  9. Hello,

     

    I have followed the instructions in this wiki: https://community.bistudio.com/wiki/Arma_3:_MP_Warlords

     

    I also de-pbo-ed the regular vanilla warlords scenario on Altis.

     

    I would like to setup the AAF (IND_F) as the blufor faction, CSAT (OPF_F) as the opfor faction and the GM extras mod (gmx_fc_tak) https://steamcommunity.com/sharedfiles/filedetails/?id=1737435871 as independent faction config.

     

    I have done so in the 'Warlords init' module (as shown in the screenshot-link below), and setup 'warlords base' module as blufor, but the mission keeps spawning BLUFOR NATO units instead of AAF, which when they land start fighting with the AAF vehicles I have placed there.

     

    What am I doing wrong or missing here?

     

    https://ibb.co/WPdp7dm"><img src="https://i.ibb.co/WPdp7dm/2022-01-24-15-38-32-Window-kanniet-betalen.png

     

    When using NATO and blufor, everything works fine, but would like to have the AAF on my side this time.

     

    Can someone help?


  10. Hello

     

    Does anyone or has anyone tried to add the CSAT, CTRG and AAF as the friendly playable faction for OPEX instead of the USA and would be willing to share his / her files pls or explain how this is done and what files need to be edited?

     

    I tried to fiddle around with the parameters in the following files (I'm not a coder but I can copy paste and understand the basics) but I am still getting errors

     

    OPEX.ALTIS/settings/friends/default.sqf

    OPEX.ALTIS/scripts/gemini/fnc_params.sqf

     

    What would be cool is that you could simply choose your faction as it happens in the DRO (Dynamic Recon Ops) missions you can download from the workshop, where all factions (west/east/civilian) are all dynamically loaded into three drop down boxes and you can simply select them from there.

     

    Thanks

     

    Bonjour

     

    Est ce que quelqu'un ici a déja essayé d'ajouter CSAT, CTRG ou l' AAF au lieu des Ricains / OTAN et serait incliné de partager les fichiers svp, ou d'expliquer comment le faire?

     

    J'ai essayé de changer les parametres dans les fichiers suivants, mais ce me donne des erreurs.

     

    OPEX.ALTIS/settings/friends/default.sqf

    OPEX.ALTIS/scripts/gemini/fnc_params.sqf

     

    Ce qui serait superbe c'est que OPEX aurait un menu géneré dynamiquement, une liste parmis il est possible de sélectionner une faction comme dans DRO (Dynamic Recon Ops) qui est téléchargeable du Steam workshop.

     

    Merci.

     

    Dertien


  11. Quote

    Just a note on Grumpy Old Mans code suggestion above -        [stomper] join player;

     

    This works with the base stomper - you can direct the stomper to move and it will do so.

    However with the Stomper RCWS that code does not work and the stomper will not respond to move commands.

    Which seems a bit inconsistent ( to put it mildly) in the way BI has coded these two variants of the Stomper.

     

    On the contrary, it does work, but using Zeus, NOT in Eden.

     

    Like Dreadp1r4te said: the RCWS version has a "driver" and a "gunner". You can see this when you add the unit with Zeus in the left side pane.

     

    So all it takes is to add all entities relevant to the Stomper RCWS to your squad, meaning the 'invisible' driver, the 'invisible' gunner and the stomper itself, using the [variablename] join player; line on those entities that are spawned when bringing in the Stomper.

     

    It will follow you around, and fire autonomously on enemies. I don't know if setting its combat stance to 'combat' instead of the original 'safe' when you insert it with Zeus does matter, but I set it to combat. I also change all skill sets to max.

     

    Also, the Pelter will go after enemies and kill them with its shotgun.

     

     


  12. Autonomous UGV solution using Zeus:

     

    Quote

    This is because UGVs are handled as 2 person entities: a driver and gunner. The gunner is technically the commander in thusly equipped vehicles, except for vehicles with designated commander seat. Issuing a move order to the commander would normally move the vehicle because he'll pass the command to the driver, except by adding the UGV to the group, you effectively kill the UGV AI driver, so it's like issuing a move order to a Hunter with a gunner but no driver.

     

    A bit of a necro here, but here is my solution since I was looking for something similar for apex scenarios:

     

    If you cannot open the Zeus interface (pressing Y just pings) then with the MCC 4 Sandbox installed

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=338988835

     

    use the middle scroller on the mouse to open MCC 4 and press 'login', then press logout.

    Press Y and you should now be able to add assets via Zeus.

     

    Under the CREATE menu seen in the top right of the screen add a UGV unit:

     

    - add a stomper UGCS found under Nato>Drones:

     

    Then  in the EDIT menu on the left :

    - Select the stomper and left mouse + ctrl-drag from the stomper icon in the 3d view to the player unit. This will add the stomper to the squad.

    Repeat the same process for the driver and the gunner.

    - Select the driver icon and ctrl-drag from the driver to the player unit

    - Select the gunner icon and ctrl-drag from the driver to the player unit

     

    OR

     

    Alternatively you can assign a variable to each entity:

     

    Adding the Stomper using Zeus also adds an (invisible) gunner and an driver. The entities are visible in the left side menu though.

     

    Double clicking each entity in the list and assigning variable names to them and then in the init field adding that variable to the player, gives you an autonomous stomper that will follow you around with the 'regroup' order or can be assigned either on the map or on in the 3d view to go places. Probably also with waypoints on the map as well.

     

    so for the Stomper in the variable name field copy this :

     

    stomper

     

    and then in the Init field below add this to it

     

    [stomper] join player; 

     

    Repeat the same for the Driver and the Gunner by double clicking either in the list and adding them to the player also.

     

    so let's call the driver Danny

    so for the Driver in the variable name field copy this :

     

    danny

    and in danny's init field copy this:

     

    [danny] join player; 

     

    and finally for the gunner called Gunny

     

    variable name:

     

    gunny

    and in his init field:

     

    [gunny] join player; 

     

    This will work to add an autonomous UGV to help you on certain missions where it would have been nice to have a squad.


    Enjoy.

     

     

    PS to add a virtual ammo and weapons box to the stomper add this to the same init field:

     

    0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal;

     


  13. I came across the news yesterday that CC2 was almost released. So, it looks like Microprose has made Carrier Command 2 in the awesome Vintage Retro looks that it deserves reminiscent of the first one. Blocky and Retro is making a comeback and you can see it in some very good games, e.g. Hardspace: Shipbreaker. It gives the right games the military 'simulation' feel of the cold war. Great !

     

    It also has a very distinct Homeworld Deserts Of Kharak feel to it; which I can only applaud. With Microprose at the helm, I don't think we should worry about getting a bad game. This is not EA nor Disney.

     

    As an extra plus, It will probably run on any toaster that is also 4 to 5 years old as well and will not take half a day to download. The only thing I do hope for, is that it is moddable including mesh, texture and scripting wise.

     

    Hello Species1571  🖖

     

     


  14. Hello,

     

    I wrote this down here for my own benefit as a reminder but here goes.

     

    I prefer the canopy of the Mantas to have more of a 'droid' look since I play the game from a commander's perspective at a console on the carrier. Meaning that all units; Mantas, Droids and Walruses are actually drones. What this basically does is change the manta cockpit texture from a glass look to something more droideka. 🙂

     

    For those who like it open the following file:  vehicles.h   in notepad ++ and find the following line:

     

    obj/vehicles/Manta/man_cocgl

    in my vehicles.h file file it starts at line 1679 with the following: MAN_COCGL - manta cockpit glass entry

     

    material "obj/vehicles/Manta/man_cocgl": Generic

    the complete part is this:

     

    material "obj/vehicles/Manta/man_cocgl": Generic
    {
    	cull ccw
    	sort translucent
    	receiveshadow true
    	surfparm nomarks
    	surfparm glass
    	diffusemap "obj/vehicles/manta/man_cocgl_ca"
    	normalmap "obj/vehicles/manta/man_cocgl_ns"
    	specular $nmapalpha
    	speculartint "1 1 1 1"
    	specularbias 1
    	specularpower 0.86
    	envmap $nearestcube
    	reflection $nmapalpha
    	reflectiontint "0.715896 0.731506 0.962536 1"
    	fresnel 0.25
    	blendmode alphablend
    	zwrite false
    	tcmod scale 0 0 3 3 
    }

    now change all the follwing instances containing man_cogl - between the brackets to the following and you're good to go:

     

    material "obj/vehicles/Manta/man_cocgl": Generic
    {
    	castshadow true
    	receiveshadow true
    	surfparm metal
    	diffusemap "obj/structures/tiles/metal_tech_stripes_co"
    	asmap "obj/structures/tiles/metal_tech_stripes_as"
    	normalmap "obj/structures/tiles/metal_tech_stripes_no"
    	specular $nmapalpha
    	specularpower 0.72 
    }

    mantadroid.png


  15. I have found all necessary steps to swap Island climates from one to another. Just for the record here is how to:

     

    In this example we will change the climate of Isolus from Arctic to Temperate:

     

    - After unpacking all files, make a backup of the island file you are going to change for safekeeping. I chose Isolus as a test, so I saved worlds/Isolus and worlds/isolus.ent to a folder named BAK -

     

    - Load up two instances of Workbench, and set it to Game editor after it loads, (shortcut key F11).

    - In one instance load the map you wish to change the climate on. For example Isolus, (which has an arctic climate) (Load Map - wolds - isolus)

    - In the other instance load up an island whose climate you wish to mimic, say for example evergreen, which is temperate. (Load Map - wolds - evergreen)

     

    - When both maps are opened in their respective workbench instances, click on the 'class' tab under 'ENTITIES' IN MAP. Then scroll all the way down till you see the following entity (at the very bottom is a screenshot on how that should look):

     

    1) Changing the world entity settings:

     

    world  -      none  -    World    -        none

     

    Copy all values relevant from the temperate map into the Arctic one.  -  This means: weatherforecast, windforecast, weathereffect1, weathereffect1int etc...all the way down to the ocean values: oceannice and oceanstorm. Make sure there are values that reference to arctic settings in the new map anymore. All the values can be copied safely from the Evergreen map into the Isolus map.

     

    2) Setting the skydome color to temperate. On the second menu bar find the drop down menu setting 'icelands_C' or 'Icelands' and set it to 'Temperate_C' or 'Temperate', it is found next to the sun/cloud icon.

     

    3) Then comes the time to change the supertexture.

     

    Above the terrain representation in 3d, there are 5 icons, choose the 3rd one with is 'edit layers of terrain'. On the right side you will see two windows one above the other, they both have a smiley with funny teeth in them.

    The first one reads: Available Materials (this is basically a list of all the materials that are available for creating terrains)

    The second one reads: No Material selected (this is a list of the materials that the currently loaded island uses)

     

    We are now going to swap out the arctic materials for temperate ones:

     

    In the no material selected list, double click the first material in the 'no material selected' window with the 1 next to it. It should say something like 1) terrain\icelands\ice.

    A grey window opens with a number of choices:

     

    Layers Operations

    Layers Generator

    Remove whole layer

    Replace Layer Material

    Replace default layer

    Show Layer coverage

     

    Choose the Replace Layer Material option and From the drop down list, select something appropriate to replace that layer with. I chose the Terrain\temperate\dirt

     

    Do this for all layers, and use your good judgement on what layer to replace what with:

     

    Here are my choices:

     

    -1)terrain\temperate\dirt

    -2)terrain\temperate\grass

    -3)terrain\temperate\rock_vertical

    -4)terrain\temperate\woodmulch

    -5)terrain\temperate\mud

    -6)terrain\temperate\path

    -7)terrain\icelands\icewall

     

    Now click on the grey area just below the 5 icons (in between persp> and grid :16u), to focus on the 3D view in the center. Press the B key and make yourself a cup of tea, creating the supertexture is going to take a while.

     

    You can see the different layers by color when pressing the 'E' key. Press the 'E' key again to view the ingame texture again.

     

    - The texture should have changed dramatically, but that is not enough for a complete conversion as the island looks a bit naked.

    - Click on Terrain->compile->Layers and Materials to make the grass grow

     

    Now save your file and make another backup.

     

    After that, change out the snowy trees with trees of your choice.

     

    Additionally , here are a few tips and warnings to observe:

     

    - To select entities (trees, buildings, boulders etc), make sure that the 'select + manipulation with entity' icon (the cross with the arrows at each end) is selected.

    - In the left side list, you can swap between 'selected' and  'In map' entities by clicking the appropriate tab.

    - To declutter the map, you can also hide all entities you do not wish to edit in the 3D view by switching off layers in the 'layers' tab. I kept all trees and trees PT set to on, all the other stuff off.

    - To move in the 3D perspective view, select that view and click the spacebar. Then use the WSAD keys to move about, the W and Z make you hover up and down and the mouse-wheel sets the cameras movement speed.

    - Next to Persp (just above the 3D window) there is an arrow icon pointing to the right. Click on that arrow and change the view to top. With the top view selected you can easily select trees by drag select, and change them out to different (temperate) ones by clicking on the model entry and changing it for a different one.

    - Do not use 'Save Map As' but just save the map, since this might CTD Workbench. That is the reason why I make different backups.

    - To duplicate an entityn (in perspective view) use CTRL-C (copy) and then CTRL-Q (paste-special) which will copy that same entity at exactly the same spot the original is located. Use the XYZ arrows to move the new entity about.

    - You can paint extra trees on the map using the 'paint using brush from entities' icon.

     

    Good Luck !

     

    gui.png


  16. No youtube movies can be found regarding workbench. Here is a short how to guide on changing an island's climate from 'arctic' to temperate. In this case Isolus.

     

    Changing the islands coordinates on the world map has not been resolved yet. This is a guide to change the climate of an Island, and also add new static buildings, trees etc... This does not involve creating new islands and changing the height map, but you could do that as well.

     

     

    2a) When flying around on isolus ingame, there are snowflakes flying around even in clear weather. Where can I switch them off in Workbench ? (I found a way to solve this)

     

    Solved:

     

    - start workbench

    - In workbench go to island editor F11and load Isolus.ent from the world folder

    - when the island is loaded you will see a list on the left with 5 tabs you can select (In Map, Selected, Create, Layers and Spawnlayers)

    - Select In Map (which is selected by default) and click on Class to sort the list of entities on the island by class

    - Go all the way to the bottom and you will see

     

    World(1) none world none

     

    select that entry

     

    In the entity selection property window you will find the following settings when you scroll down:

     

    weathereffect1val and weathereffect2val

     

    - set all values (x,y,z) to 0 and the flying snow effect is gone.

     

    Do NOT delete world none world none since it contains scripts that the game needs, just change the values above. That is all.

     

    2b) Also on the hud, there is an ice-cristal graphic representation, how can I change this to temperate or remove it ?

     

    screenshot before:

     

    icecrystal.jpg

     

    screenshot after:

     

    20160807193713_1.jpg

     

    Solved:

     

    Setting Isolus' climate from 4 (arctic) to 2 (temperate) removes the ICE graphic from the hud. This needs to be changed in the file scripts/base/main/island.xml

     

    From this

    <Row ID="1">
    		<NAME>islandIsolus</NAME>
    		<Title>Isolus</Title>
    		<WorldFile>worlds/Isolus.ent</WorldFile>
    		<Model>7948</Model>
    		<Production>1.2</Production>
    		<Resources>90</Resources>
    		<ImageSet>set:cc_island image:Isolus</ImageSet>
    		<MaterialSatellite>obj/islands/Isolus</MaterialSatellite>
    		<MaterialAlpha>obj/Islands/Isolus_outline</MaterialAlpha>
    		<MapMult>0.75</MapMult>
    		<Climate>4</Climate>
    		<AreaExtent>0.71</AreaExtent>
    	</Row>
    

    To this

    <Row ID="1">
    		<NAME>islandIsolus</NAME>
    		<Title>Isolus</Title>
    		<WorldFile>worlds/Isolus.ent</WorldFile>
    		<Model>7948</Model>
    		<Production>1.2</Production>
    		<Resources>90</Resources>
    		<ImageSet>set:cc_island image:Isolus</ImageSet>
    		<MaterialSatellite>obj/islands/Isolus</MaterialSatellite>
    		<MaterialAlpha>obj/Islands/Isolus_outline</MaterialAlpha>
    		<MapMult>0.75</MapMult>
    		<Climate>2</Climate>
    		<AreaExtent>0.71</AreaExtent>
    	</Row>
    

    This will also change the island from 'arctic' to 'temperate' in the island info screen.

     

    All the other info is in post #2


  17. Hi Species,

     

    Great mod, this makes playing CCGM complete.

     

    One little extra feature I could suggest for this great mod is this:

     

    When flying or driving with manual control during night/bad weather, this game could do with some sort of enhanced camera vision. The color of the recon drone camera view has a blueish color (like night vision). How hard would it be to add this as an extra switchable color to playable units (mantas and walruses) for better visibility during manual control in adverse weather and at night and bind it to F11 or another unused key.

     

    Thank you again for this great mod.


  18. Hi Theopolus

     

    You can use the Transport Logistic Module and use a ground vehicle (instead of a chopper) and command that vehicle around via the 'talk to pilot' menu or the ALiVE tablet. Since I was looking for a way to get a vehicle to maintain a certain speed while doing patrols I experimented with trucks, apc's and cars. They work just as well as choppers and will also automatically engage enemies depending on the ROE you set on the tablet display. So if you would like to move your mortar squad around using vehicles and the ALiVE mechanics that is the way to go. It's kinda quirky when you're inside the vehicle since it sais 'talk to pilot' even if you're in an APC but it works. This is a way to have a mobile mortar team that reacts to point and click when using a GMG vehicle. Haven't found any other way to use mortar teams as arty yet. I don't know what happens when you click the set altitude mode. Let me know when you find out.

     

    Here is a setup on Stratis, it's on the OPFOR side. Open it up and drag select all the units on the airfield and copy them into your mission and set the commander to player. Change the vehicles accordingly to the blue side if your mission features this. The mission is not complete, since all ALiVE modules are not in there, I assume you want to have a look at how it is set up in the editor, hence the file...

     

    In the mission there is a GMG mounted on the Punisher, I have found you can assign it the task of circling a certain objective as well, just like a chopper.

     

    Good luck.

     

    https://app.box.com/s/zl9148ks6xkrxyn3fmyqv94pxvdvzxe3

     

    EDIT,

     

    Since this mod is the next best thing to hot cup cakes, I am kinda hoping that in an upcoming iteration of ALiVE the text would reflect 'talk to vehicle operator' or 'talk to driver' and that "flight height" options would not be visible when commanding a ground vehicle this way.

    • Like 2
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