Sedistix
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I just recently discovered GP3 for Arma. A game I found in a bargain bin. It's one of the most enjoyable mods I've found for it so far. Good stuff. Thanks for the tip on the map markers. I completely forgot about that feature. Turns out you do need them listed in both.
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Thanks for the quick reply. As for the mass bailout issue, that’s resolved for me. In fact, I was a bit hasty in posting with that problem. After reviewing GP3’s documentation, (something I should have done from the get go) I followed its instructions showing me how to selectively enable GP3 on only the units I wanted to have it. Which is actually a preferable method for me. An init.sqf example of enabling the mod selectively. It’s fairly self explanatory. Sg1,sg2... are the enemy Static Groups & cg1,cg2.. are the enemy Combat Groups. With any enemy groups not listed here, remaining stock. It works well for keeping crews inside of armored ambushes, convoys and patrols, regardless of what happens. My earlier question on renaming reinforcement groups is actually related to this. See, while I’ve solved the crew problems, I’ve run into another. Everything works, except enemy reinforcements. I’ll keep testing it out see what works and what doesn’t, and post back if there are any positive results worth sharing.
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Question. When using custom groups with specific enemy reinforcements, are you required to reference the group twice in the init? For example, the custom group reference enabling GP3 on the group, followed with the references to specify them as reinforcements: Or would it be just one reference that enables them, and identifies them. Like this:
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I'm experiencing the same. With no other mods active, so I'm positive it's this. I have a bunch of missions and they're all broken-ish in the sense that armor vs armor doesn't happen correctly. From a dozen or so missions, I observed strange behavior from both east and west armored units. It appears that whenever an armored vehicle encounters an enemy at close range its use terrain, structural, or vegetational cover to advance closer, (which is very cool) but then stops before cresting only to eject out, and run in on foot. Leaving behind tanks, or apcs, or whatever else. (Petty much negating the cool) Now this seems to have an increased probability of occurring when the distance between the opposing armored vehicles decreases. Beyond a few hundred meters, they often engage with their vehicle weapons. Appearing normal, but within a few hundreds meters of one another, and with groups of infantry nearby, its almost guaranteed that they'll vacate their vehicles. Something else I observed was that it only seems to happen to vehicles that are moving, stationary armor appeared to engage properly regardless of the targets range, but those on way-point paths, fail. This is making it difficult to play missions with battles that contain mixed units. ei; armor and infantry. EDIT* After a few more hours testing. I have to conclude this mod renders Arma into an infantry only game unless it's either airborne, or around a half mile away. Conflicts involving close armor support/attacks/ambushes, ect are non funct. Its a shame, everything else about the mod kicks a**. EDIT** Never-mind, great mod. Must have. All I had to do was thoroughly review the documentation that comes with it. To anyone else having this problem review the "customgroup" mission & readme content.
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I'm experiencing the same problem. I'm running a dual core AMD 64X @ 2.4 7600GT 256 3 Gigs ram Out of the box the game works fine. Once I apply the 1.08 Patch the game reboots my PC upon initialization. So I've essentially purchased "rebooting software". I can play every other game I own without any problems. However this game is completely non-functional upon patching.
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It would be nice if there was an option to install resistance foliage w/o resistance buildings. Anyone looking to have this missing option, here's a simple edit you can do to the appropriate batch file. (Don't forget to make a backup) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> :nobuildings if '%choice%'=='2' ECHO Resistance buildings. ECHO. ECHO Installing other replacement content. ECHO. echo Copying 3D models: @ffsx85\NewData to @ffsx85\DTA\HWTL\Data3D copy /Y NewData\*.p3D DTA\HWTL\Data3D >NUL echo Copying Resistance foliage: @ffsx85\NewData\Res_Foliage to @ffsx85\DTA\HWTL\Data3D copy /Y NewData\Res_Foliage\*.p3D DTA\HWTL\Data3D >NUL echo. echo Done copying 3D models. echo. Also, the 1.5 patch seems to cause more errors then it resolves. Outside of that, great work, and I hope to see another version someday.