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About Godis_1

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  1. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Don't know what you mean. There is no such thing like a "god mode". Maybe a mod conflict on your side or something? Do you have all additional requirements loaded? Also the final version is not published yet, just because work got me hard atm.. 😕 I'm just not able to finish it right now.
  2. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Sounds good :) I'll push this to steam then.. tomorrow after work.
  3. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    I've got everything fixed so far. Readded the CQB module with lighter settings in addition to VCOM. fixed arabic language for locals and enemies. The satellite and sepcial air support will now provide unit tracking for enemies, when the satellite or the CAS fighter is near the current AO. Enemy units will be shown as small red dots on the map then. The mission works great with C2 mod, and the final version is good balanced now. Should I upload it here or push it to steam?
  4. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Ok, the roadblocks in the Military Placement (Civ objectives) Module are set to "low" in both ones, BLUFOR and OPFOR. I didn't change that, so it must be also present in your mission. I disabled that now. However, I'm wondering why those roadblocks then show up as intel in asymetric warfare, if we cannot disable them. EDIT: VERY weird!! I just loaded up the mission again, AFTER I've disabled civ roadblocks. Had another look into given intel and noticed that this roadblock had a "civ" before its name. However, when I wanted to pass the same place (I've blown it up in my last session, because I couldn't disable it), I saw something like a mine on the street - exactly where this roadblock was located before. I wanted to disarm that mine, and when I walked near it, suddenly an action appeared: "Disable the roadblock"!. LOL. Now I was able to disable it... That's really odd. Then I came to another roadblock, and I could immediately see that "mine" at the center of it, directly below the bargate. So I also could disable that one. I don't know why this wasn't available before.. Maybe there's something conflicting between civilian placement roadblocks and asymetric one? Small update Removed CQB modules in favor of VCOM AI (makes units to occupy buildings too, but with better performance and more unpredictable) Disabled civilian placement roadblocks (seems also to fix roadblocks being unable to be disabled) Tweaked amount of Taliban units Fixed a typo in a script DOWNLOAD
  5. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    In my case it was a enemy roadblock, that also appears on the map when gathering intel. So you say it is extremely hard to find? From a Alive changelog it is supposed to sho an addaction in the center of the structure. But I tried actually all positions at the roadblock, without success.
  6. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    YOu're welcome 🙂 Another question: I'm not able to disable roadblocks. Shouldn't there appear an action to do so, at least in the center of the roablock? Also in the HQs it's VERY hard to find the right spot where the action to disable it appears. Alive issue?
  7. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    I'm sorry for the late response, but RL kept me busy.. 😕 Well, here it is: DOWNLOAD Last edit is from 2/15. Haven't had the time to continue it yet. But it's actually finished, balanced and well playable so far. All the additions are working well. Now it just would be some another content to be added... maybe. But first you can check if, if you like. NOTE: Additionally to the required mods from the original mission, you will need CUP mods (if those aren't already required, don't remember right..), MHR Satellite, RUG DSAI (optional. I couldn't get it to work with player's group, but all other units will chat. Enemies and civilians will chat arabic, US units will talk in English, if the mod is present. Configure to your liking in CBA). Also have a look into the VCOM Settings in the settings menu and check the new diary records. I guess that's it. Please tell me, if I forgot something.
  8. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    WIll do that, possibly tonight or tomorrow. Actually it's now well balanced, but I feel like something is still missing... Sure :) I've had a look at your script compilation, and found some truely amazing stuff there!
  9. Godis_1

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Hey Heroes, I couldn't resist and grab your PBO to play a little around with it. Well...at the end I found myself recreating the entire mission with my flavor, adding in some new features, scripting and building a new Tactical Command Center with some nice tools for players. I'm currently rewriting my DISWS scenario mostly frtom scratch. And because this will take a lot of time from now on, I thought I need something else to play in the mean time. So I grabbed some amazing scripts from Incontinentia, GOERGE FLORROS GF and others, partly edited them and added my own flavor, to create a nice experience for myself. Actually I wanted this to be something I would have done quick. But - that's just me - I've got lost in detaills... xD However, maybe someone is interested playing it, I'm happy to share it. As mentioned, I've created this TCC (highly WIP, but the following things are ready) specially for role playing purposes, when one player wants to take the role of a tactics advisor or commanding officer, following the fighting units via a satellite live feed, where he can control the satellite, assist the forces with spotting, marking and tracking targets. Additionally there is a Special Air Services interface that lets the officer - or the player(s) - call in advanced air strikes, by marking targets with laser, IR strobes, smoke or chemlights (depending on weather conditions and day/night), and this worky by a real nice radio dialogue simulation, really providing great immersion. Of course this is also nice in SP, as you can grab the mobile satellite equipment and use the interface from a hidden position in the AO to recon the area. I'm currently working on some changes connecting both features, the satellite and the special air service, so the tactics advisor can call in strikes on targets marked by the satellite, or work together with the fighting units. Some more additional stuff I've added so far: - VCOM AI, latest script version, adapted for ALiVE, custom settings for FFE, some changes.. - A3 Wounding System (currently set to anyone with a medikit can revive. Full healing only by medics though. In the next version I'll add parameter settings for several features) - Earplugs script (GF) - Additional air vehicles with resupply points (A-10 empty, A-10 CAS unit, AH-1, AH-64D CAS units) - Actual some Afghan Army units fighting alongside the US-Rangers - Overall optimization on performance and latest mod versions - New balancing, because players have some very powerful tools I've increased enemies strength (and VCOM makes them even more deadly..) - Well optimized for Singleplayer and MP! ? - MACC (new ALiVE AIR AI Commander. Well, disabled atm, still testing with performance, etc) I hope to create a ALiVE insurgency campaign where players can have a more tactical approach to accomplish their missions. Therefor I wanted the enemies to be as deadly as possible - but not invicible! Well, it should be realistic in most ways. Anyways, it's still WIP, as I'm not really satsfied with the TCC. It's not very beautiful, just a few tables with screens and things. But it's functional. In the future I like to create an extra building for that, something more good looking. Also I feel like something is missing, but I'm out of ideas at the moment. WOuld be grateful for some ideas 😉 I'm sure I've forgot something... However, if anyone wants to play it, I'll send or publish it (if I have your permission, Heroes :) It would be nice if someone wants to test this out. I could use some feedback for improving it. *Credits for scripts/addons: GEORGE FLORROS GF (GF earplugs script) Incontinentia (Incon Airpower) MR H. (Satellite mod) genesis92x (VCOM AI) Psychobastard (A3 Wounding System) Sorry, if I forgot anyone... credits are given properly in the mission
  10. Still testing it, but they act way better than the last time I've tested it. But according to the changes I've seen on Git, there aren't that many changes since 3.1 release. But maybe the settings have changed for you guys, since the recent release uses a settings file named "AISettingsV4", while 3.1 uses "AISettingsV3". In case your group used a custom edited userconfig file before, it could be overridden to the new settings. Just a theory 😄
  11. Edit: Or maybe receiving a confirmation request from the spotter in player group, so he won't call in any strike unless player confirms/allows it.. Something like that.
  12. VCOM and FFE are working great in my current ALiVE Insurgency test scenario. I've added it via script version, modified it for ALiVE support assets to be excluded, as well as recruited AI units. There is only one thing I wish for FFE, if possible some time: Adding an array that can include exclusion markers for specific locations, such as towns and cities. In a asymetric warfare scenario including civilians, the spotters don't call off artillery strikes, which results in many killed civilians - and a bad reputation. Very noticeable with a growing amount of suiciders in a ongoing mission. Excluding locations would be amazing!
  13. Hi Gemini, not sure if you saw my post on VCOM AI 3.x on Steam (Kunduz version). However, I think something else doesn't work proerly (or it's intended). Whenever I want to check a civilian's ID Card via interaction menu, nothing happens. Some say they don't have papers with them, ok. But others don't say anything - and they don't have any papers in their inventory. Do I have to carry any other object to be able to check IDs? For the bio scan the scanner item is required. But that one works properly. Thx Edit: Playing on Lythium. I've been checking civilians at the given location for about 1.5 hours, and none of them is carrying anything except clothes and a hat. No IDs, no suspicous items, nothing. Even the dead enemies have some food items or something in their inventory, but civilians do have nothing... Is that intended?
  14. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    I'm sorry for the trouble you have. Unfortunately I cannot give you any support for theis version, because I'm currently reworking the entire mod on a new base. As for hosting the mission online the admin (hoster) is the only one who is able to save progress. But the MP part of the mission was always buggy. I.e. dedi won't work too. Also the mod is about 2 years old. The only way would be to play over LAN locally or SP then. I'm sorry. I'd suggest you guys wait for the new release, although this will take a while. In the meantime I can recommend this: OPEX