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Everything posted by Godis_1

  1. Godis_1

    A-10C for Arma 3

    The TGP display always stops workig after a while. Not sure why. The vanilla tgp view works, but I cannot see anything on the right MFD in TGP mode. Only shows black (indicators still visible, but no targets, no terrain, nothing. No matter if it's FLIR, etc.). One thing I've noticed: It seems to be affected by other mods or certainn actions. For example I can reproduce it by several things. One is to enable Zeus and then leave it - TGP screen goes black (with indicators still shown). The same happens when I use ITC TGP view. Probably other things affect it too.
  2. I'm pretty sure that this is a side effect of Enhanced Movement. Are you using the newer fixed version "Enhanced Movement Rework? But I would suggest to use "Advanced Vault System Remastered" anyways, since it uses a more stable approach that doens't cause such side effects. EM/EMR creates hidden walkable surfaces to archive its effect, which can lead to several issues depending on other mods and the scenario/map being played. The Advanced vault mod doens't do that but offers the same features, plus sliding when pressing crouch while sprinting, which is pretty cool. I also play Hunter Six and never had this bug. You might be able to fix it by using commands in the debug console - if available. It can be enabled by using cheat menu mod (which should work on existing saves too). Alterately you can fix and unstuck AI teammates by using AIO Command Menu. I'm not sure though if this works on an existing save. And I can highly recommend HelpMe Mod. This comes with a ton of options to fix and improve your experience. Especially when you're not experienced with SQF scripting.
  3. Godis_1

    [SP/MP][COOP] LMS 1-4 Recon

    Since you're posting this on several missions - many of them are now several years old and the authors may have vanished - I thought I'd tell ya about "Steam Workshop Downloader". That's a website that allows you to download content from the workshop by putting a link to the related workshop page into its search field. After download you may have to convert the file into the Arma 3 mission file format. Just google that. You'll find it.
  4. 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.
  5. Dynamic ISIS War System ATTENTION: - 01/22/2019: Mission is under development again! I will upload it to Steam, when I get something ready! Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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!
  12. 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?
  13. 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.
  14. I'm waiting 🙂
  15. 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.
  16. 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.
  17. 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?
  18. 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 🙂
  19. So this never made it to the public? Sad... it looks actually very great!
  20. Artillery (or cruise missile? I mean VLS SUpport) sometimes takes pretty long, and sometimes doesn't even work at all. I keep pointing the laser on the target, it says "splash out" and then.. nothing. Sometimes it hits the target, but a long time after the request. And finally it potentially work just fine - sometimes. What is it that I'm doing wrong?
  21. You did well 🙂 It's a great mission!
  22. Nah, I don't think so. Just the same map with the same tools, mostly. But AuburnAlumni's missions incorporate ACE Medical features and some other tweaks of his own. And for example there are more such missions by Heroes&Villains that use ALiVE and the same maps. Basically everyone can do this using ALiVE, since it makes it very easy to create. No need to grab other people's stuff. Also it wouldn't be very smart, since you would easily find traces in the used files. I didn't check the files though.. But I don't think that it's the same - although it's bascially the same mission - ALiVE Insurgency. In fact this one here includes some thing that are not present in Auburn's mission, like HALO, shoothouse and others, and it's lacking VCOM AI.
  23. Nice! Did I get it right that ACE is compatible WITHOUT medical? What kind of medical system is included? And how would it work with PIR?
  24. Great to hear! And thx for the support. Well, yes! I found a fews tiny jokes, lol :D Like the monitor with NArcos soundtrack, but also others in a few locations. It is really one of the best scenarios on Arma 3! You've spent a lot of work to these details that give the mission a great and dense atmosphere! Really great work!