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Everything posted by QQster

  1. QQster

    Mag Repack

    Good to know!
  2. QQster

    Mag Repack

    This is very necro, but 3.1.3 kinda still works on 1.92 for the most part. The mod does break after you save a game and come back to it later though. Doesn't really affect me because my community doesn't play the same instance of a mission ever. I uploaded the mod on the steam workshop late last year. I've been desperately trying to contact Outlawled since to get permissions and maybe some very very wishful hopes for an update. He's been unresponsive on the forums, skype, and youtube and his followers on the forums don't seem to really remember him. If I could get any leads on a contact I'd greatly appreciate it. My community really loves using this mod and I'm sure there's more than a handful of others who do too. Contact me on the forums or on steam/email, Thanks https://steamcommunity.com/id/OOster/ erixo652@gmail.com
  3. QQster


    When I change the size of the sector in the editor on the sector module it only changes the capturable area size. The Marker on the map and the Unauthorized zone stay the same. Is there anyway to adjust the "unauthorized zone" size?
  4. QQster


    My friends are begging me to make a warlords mission with custom addons. I found the very helpful wiki link, which shows me how to add custom classnames for east or west playable factions. How would one go about changing the faction for independent/neutral sectors? It seems to default to AAF and I see that in the Tanoa map pre set for instance, you have Syndicat controlled neutral sectors. Could an answer be added to the wiki too because I'm certain I'm not the only one with this question.
  5. Here let me save you some time and anguish. https://steamcommunity.com/sharedfiles/filedetails/?id=1475582774
  6. I've only found two of them. Author/mod please delete if this is disclosing too much information.
  7. I need help spawning a single classname specific infantry unit from a spawn AI module for sector control. Is there a script I need for the init box? Or is there a particular way I need to format a list of classnames in the blacklisted groups box? What I'm trying to do is have a particular spawn module spawn 1 single AI infantry unit of my choice (IE just a CSAT rifleman). That will capture sectors for a sector control mission I'm working on. If and when it's killed the module will simulate that AI "respawning" by spawning the same exact classname chosen for the AI.