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Godis_1

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About Godis_1

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  1. Great update to this masterpiece! I didn't even notice that the save system didn't work properly before... in SP if you get KIA, are you supposed to restart the entire mission now? No revive? If so, and the vanilla medical system is being used in SP, I guess it can be circumvented by using PIR or such mods.
  2. Godis_1

    Spyder Addons

    I didn't work with it for a longer time.. But don't you have to define factions classes inside the modules config? The module needs to know what faction's units/vehicles should be provided for the players.
  3. Is the CAS transport player addaction broken? It doesn't appear anymore when entering a CAS transport heli. I can't seem to find any changes to this. Looking at the modules config doesn't reveal any info. EDIT: It was because of HelpMe Mod! When that mod is loaded, it conflicts with ALiVE, remving the "Talk to pilot" action and probably causing other issues, even if the mod is disabled via designated hotkey.
  4. Ok, that's really odd then. Because I'v played these missions very often with the same mods, and without this issue. It first originated when I added AIO CM. In fact I've noticed it first with Hunter Six mission, which I've started playing with the same old mod preset where I only added AIO CM then. But maybe my observation is wrong. I think it always happens when combat mode triggers. But it might be caused by something else though. And it also happens in Ghost Recon Altis Wildlands, which uses the very same AI management scripts, like Hunter Six. So this AI management UI might be somehow incompatible with AIO CM. At least this is the only thing that makes sense now. Oh and btw, I don't use any AI mods like Lambs_Danger with these missions. But in other missions I do use them, also together with AIO CM - without any trouble. Thank you for investigating.
  5. It's absolutely possible that I've used one or several of those commands. As of more details, I can only tell you that these units always were added back to my group as soon as I got into firefight (means, when my units enters combat mode). But I suppose you're right on your guess. That's pretty much what happened. I'm also using C2 btw. And because of this I actually never use the 'fire on my shot' function from AIO CM, but instead I use the one from C2. Also I always try to avoid giving similar orders by both mods. But just for testing I'm going to use now only AIO CM for all orders and C2 only for 3D HUD position commands. EDIT: WAIT! I've done some more tests. What I did was to immediately take 4 members into my group right after mission start (new start from beginning). Then I dismissed them and took some other members into the group. And when I entered the AO with them and combat started, the exact same thing happened again. And this time I can say for sure that I did not apply any commands on them before dismissing.
  6. I found an weird issue with Hunter Six mission. AIO Command Menu somehow messes with the team management. The mission includes an scripted UI to join/dismiss team members. So if you take some members with you and later dismiss them at the base and take some others with you instead, the dismissed members will be re-added to your squad as soon as you get into a fight. It's pretty annoying since you can only add or dismiss members at the base, and those who get re-added by AIO CM are actually standing at the base while you have enemy contact somewhere far away.
  7. I already started a new game without all mods that require CBA. The issue is gone 🙂 About the Quicksave-mod, I'll do that on my next playthrough. Thank you for the help!
  8. Yes! Does it mess up the UI? Is there a workaround? Edit: I've read some older changelog from CBA which is saying "updated configs for Old man (1.98)". Edit2: Ok, I think they didn't mean Old Man but the version that came with it. The changelog was actually saying "1.98 (Old man)". Too bad. I couldn't find any report about this. So Old Man won't work properly with CBA (and any mod that requires it), unless you always quit and reload the mission when you get killed?
  9. Is there any known workaround for the map menu issue where the info button stops working after reloading save? When I quit the mission and then load it up again it works again. But as soon as I die and reload a save from within the scenario the info button doesn't work anymore, and all other buttons below show wrong menus. It's like all buttons would have move one "step" to the right. Is there a knwon mod conflict causing that? Or is it just a known bug? I'm only using a few mods that - actually - should not interfere with the map or the UI at all.
  10. I'm waiting 🙂
  11. I want to report a gamebreaking issue: When starting the mssion "Hostage Down" from the Knights's camp, the mission quits with this error: No entry 'IP_CMP_MERCS\description.ext/Campaign/Missions/Hub02.m01c'. So it cannot even be bypassed via console commands. I don't know if it would work when starting the mission earlier from the ION base.. Somehow it cannot find the related mission description. Also the briefing with McMillion this time was no actual briefing. It just skipped directly to the insertion options. Btw, I already had a garage and chose insertion by car, if it helps.
  12. That actually brought me to an idea. I believe that the engine still calculates the stamina state, also when fatigue is disabled. Disabling it just prevents its effects. When we'd use a very light script that dynamically or via a light loop kinda fills the stamina level, so it would never (or at least only for short moment) be depleted. Of course this would require the ability to control stamina levels via sqf, what I'm not sure about.
  13. In the AIO Command Menu you can disable fatigue (or sometimes already is disabled when the mission maker did that via init too). I noticed that even with disabled fatigue the character is still being affected by the actual fatigue state. You can see this when aiming through the scope and hold breath. When the character would be fatigued (while that setting is enabled) you can only hold breath for a second. If you now disable fatigue, he can run and sprint again, but is still not able to hold breath for more than a second. Is there any way to circumvent this?
  14. I've got the exact same problem. Music is starting to play on mission end, but tracks are skipped after 2 seconds. I also noticed that the muisic track that's supposed to play at the mission beginning, right after the faction selection screen, is skipped after 2 seconds and then remains silent. The same thing happens everytime when the map progression screen is being shown, right before you select the next operation. Mission is US-CH, Singleplayer. The problem persists with and without additional mods. Otherwise it's an epic mission! I hope it will never die 🙂
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