Hans(z)
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56 ExcellentAbout Hans(z)
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If the mission starts with AI team in squad, SOG AI automatically add some new equipment to their inventory: toepoppers, mines, grenades, etc. I would like to turn off this action, because I want my team to have exactly the same equipment as in mission briefing. In TFF2 you can play consecutively several missions. Missions are chained, so team's status and equipment should transfer inbetween the missions. => IMHO team shouldn't get mines/grenades refill every SOG AI initialization, because they are behing enemy lines without any means of resupply. This could be done by 2 ways: 1st way 2nd way You can stop altering team's equipment (CBA option: "enhance team's equipment" YES/NO) I don't know exactly, but I found workaround to make SOG AI initialize in TFF2. In arma scenarios you have to click restart mission, then you have to load "save" from TFF2 menu. So my quess would be player is in the same mission session, but it's generating new scenario.
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Yo! JB, looks really nice! Could you please consider adding CBA on/off function for: 1) AI skill override (SOG AI sets players team to skill 1) 2) Auto-add grenades, mines, suppressor for secondary... IMHO I would make 2 toggles: a) add toepoppers b) add addition mines, grenades... With these 2 toggles players can make desired combination to theirs liking. All players of TFF2 would love SOG AI even more if you add manual initialization. At this moment SOG AI works only in the 1st mission of the campaign, the 2nd mission has to be restarted to initialize SOG AI. Regards Hans(z)
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Hans(z) started following Persistent Save System, [RELEASED] [SP] Stranded - The Long Road Home, Stranded - Open World Zombie Survival Sandbox [SP] [Released] and and 6 others
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I sent you PM
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Hi, I have spotted ravage bug, which didn't occur to me untill recently. Raiders spawn without weapons and IMO I think ravage gear module is the culprit. Some DLCs and big mods (like RHS) are set to "YES" by default. Some mission makers leave the option on "YES" since they want to make mission compatible with optional XY DLC or optional addon, which is nice. You are all right if you load all DLCs and addons which were set on "YES", but when you do not load them (because they're optional) classnames are missing from weapon list and AI spawn without weapons, when rng function assign them weapon. For example I found this in .rpt file when I was playing workshop mission, where western sahara DLC was not even in optionals: "Warning Message: Bad vehicle type arifle_SLR_V_lxWS" @BroussardH I think you can edit those mission by yourself if you DO NOT upload them back to steam workshop. I do this with almost every mission whose last update is older than ravage's last update. You simply put newer ravage modules and copy content from old to new, then delete the old ones.
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[SP/CO12] Dynamic Campaign/Mission - The Forgotten Few 2
Hans(z) replied to KingN's topic in ARMA 3 - USER MISSIONS
Hi, I have problems with CamLaoNam version of the TFF 2. I have been playing with 3 mods: CBA, SOG AI and BC Two Primary Weapons.I have been playing with these mods for some time, and I had problems very rarely. I completed whole campaign (5000pts), with maybe 3 restarts, when game do not load. So I think mods are not the problem. The main persistent problem is that game doesn't load next mission. I verified game files - not effective Created new campaign - not effective Created new game profile - not effective I looked in RPT file and it ends with these two lines: 21:55:00 "MissionFinished - Finished" 21:55:01 "NewMission - Init" I can send you RPT file if you want Also I have a little suggestion to add 9mm HP magazines to vehicles's cargo, since you can equip suppressed M1 carabine. -
Only CUP+dependency
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Hi! How am I supposed to use timed satchel charge "CUP_TimeBomb_M"? I don't get any user action after I set the charge. Does it explode after fixed time, if so, how much time is it? THX
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If you train a little, bayonet kills zeds in one stab. Without bayonet it's harder, cuz you need to get close to enemy (zeds will 99% hit you) + you must hit the head to kill in one attack. For sound coefficient .... most guns from SOG are working with sound system, From my testing: Sound detection coefficient 0.5-0.6 is sweetspot For 2-3 weapons from DLC suppressor doesn't work (one of them is .22LR pistol with integral suppressor) DLC adds new grenades (molotov, incendary, my favourite poisonous gas) which are very efficient for killing large hordes.
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Possible difficulty can occur, when the patrol consist 3 or more raiders. Two guys in ATV, 3rd runnig behind them 😂. ATV usually makes it to the waypoint, then it waits for the 3rd.
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As far as I played this is top tier content!!! One bug: Operator is equipped with AAF UAV terminal - you cannot open terminal and connect it to darter.
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Yes, this works for everything! You just need to change parentclass of the item! You can buy every item in game, but unfortunately you can't sell every item. You can sell every weapon, ammo + binocular type items. On the other hand you 100% can't sell uniforms, vests, backpacks, NVGs, weapon accesories...
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Hi, feel free to use my little utility. #custom traders #custom weapons list
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This exploit is present also in SW addon version. Does this code block repacking all ravage items including same type (e.g. matches-matches)?
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Hi guy, Lets say situation with this pandemic get worse in my country and authorities ban free time activities. I get more time to spend on PC, cuz my every other hobby was banned. So I'd like to add my part of work to ravage. I'd like make furniture compositions for Livonia or Chernarus Redux. I don't exactly know who made that for Altis buildings, but I'm asking that guy for tutorial how to make it.
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Hi, does anyone know why I'm not able to sell certain things to trader? I can sell weapons and ammo-like things, but cannot sell e.g. vests, uniforms, and weapons accesories. I think that it can be caused by cfg parents class. rifles are cfg_weapons and IRL are weapons, but vest are cfg_weapons but IRL they aren't weapons. From code for custom trader above I can buy everything, but I can sell only binocular-type things. Only idea... make money virtual like healt, thirst hunger and radiation. Only cons: Ravage wouldn't be that realistic. Pros are: more room in backpack for other valuables and no more clicking when I want to change backpack. Actual item rvg_money can have its own nominal value for traders, e.g. 1x banknotes=10bucks to virtual account when is sold to the trader.