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i wub pugs

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Everything posted by i wub pugs

  1. They only have motorized and leg groups. They use the new LTV thingy for moto. Wallpaper above is kinda wrong too. They've got different guns that are AR-15 variants of a sort, not the 6.5mm guns from Altis, though NATO in the Pacific still use these weapons with green skins. The CTRG and Viper team uniforms are NV/IR suppressive too as opposed to the basic unis, so pretty stealthy at night even against enemies with NV or IR.
  2. i wub pugs

    Task Force Arrowhead Radio

    Would appear that they have not.
  3. Still the best mod for this game. I'd probably have given up on the title if it weren't for you guys.
  4. i wub pugs

    Task Force Arrowhead Radio

    Any chance a fix for this is in the works?
  5. i wub pugs

    Community Texture Templates.

    Anyone got PSD files for civilians in t-shirts and shorts, t-shirts and pants. Sandals? Tennis shoes.
  6. Hello ALiVE Team, Been a bit since I've really gone at your mod for a campaign for my group so I'm here with some crucial but simple questions. 1) Can I run Asymmetric vs Asymmetric OPCOMs? 2) I've never used the C2ISTAR to order supplies or reinforcements... can I use called-in reinforcements to hold towns I've taken, as in they stay there indefinitely? 3) When I take a town with players and presumably those AI reinforcements, does my OPCOM register this as our side possessing the objective and make adjustments? 4) Can I as a player take control of the OPCOM and issue orders to my side?
  7. I can add in flares, lightning bolt, support all that because they have modules that are placeable in the editor. I'm using 3den btw. I've looked at the function in the game and I'm still stumped.........there isn't even a header or author apparently. I can solve the problem by allowing all addons.... but that doesn't really work for an RHS only scenario does it. Really odd that it seems to be the one module I can't get a workaround for by just placing a module somewhere else on the map. I'm getting errors whenever I try to call the function and I'm at my whits end with it. Tried it with a game logic and also a trigger. I'm not that great at scripting so if I can't come up with a combination of true/false/nil/null whatever and get it to work, I'm pretty lost with functions. https://community.bistudio.com/wiki/BIS_fnc_moduleRemoteControl<-no help here :lol:
  8. i wub pugs

    War Chronicles WW2 Modification

    Getting a texture load error for M_41_Mesh_Show_Brown_Leather_nohq.paa even though it is in the pbo. Should these guys look like the ones I've seen in the screenshots a few pages back or are you still working with placeholder textures?
  9. Is it possible for players to influence the Assymetric AI's standing in an area? What I mean is, can players play as augments to the assymetric AI, so if they're on the same side, does shooting up local honchos or killing civilians increase the hostility level and thus intensify the insurgency or is this something that is only done on the AI side?
  10. i wub pugs

    Arma 3 Suecide Bomber Script

    Script breaks on my dedi. Ipod works and it fires fine and outfits players but I cannot detonate the bomb.
  11. i wub pugs

    A3 Map: Golan [WIP]

    Looking good!
  12. i wub pugs

    Minihattan Island - A3

    Would love to see these assets (optimized) and the ones from Santa Catalina (also optimized) come together on like a 10x10 km map that has a proper city with suburbs.
  13. i wub pugs

    3CB BAF Units

  14. Any plans for damage models for these guys?
  15. Would be awesome if you guys could add in an Apache and get permission to use an F-16 without the dependency. This with the Golan map really has potential.
  16. i wub pugs

    A3 Map: Golan [WIP]

    Really excited for this, been needing a map like this.
  17. Dude, Tanoa is like ages away.
  18. i wub pugs

    3CB BAF Units

    Ugh. Damn that looks good.
  19. If you are blanketing the map (not using TAORs) without filtering then its pretty simple. Kunduz is tiny, Bornholm and Clafghan are not. More buildings and such to spawn stuff in/around = more time spent loading.
  20. Yeah I reloaded everything last night and the server seems fine. Discovered that the insurgents are laying IEDs and recruiting suicide bombers finally on N'Ziwasogo now that I've deleted the AI occupation force since I had a three-way going with Green as occupiers but allied with my Blue players. Bit late in the campaign for that, but will help me later on.
  21. Patch break this? Just asking since I've got a campaign running at the moment and can't verify.
  22. The biggest problem I've seen is that an OCCUPATION AI will send a crushing force once it detects an ASYMMETRIC AI attack. In my campaign that's running now, the asymmetric commander after setting hostility levels high all around was doing ambushes and assaults with one or two units. That was great, except the occupation commander was sending like three units to attack and eventually it just built up this massive wall of troops that blocked off any incursion. Like it pulled troops form clear across the map to strangle the insurgents and even the insurgent spawn was overrun within a few hours. Not very fun. I ended up making the occupation AI blind to civilian objectives. I have tons of custom objectives since the military bases on N'Ziwasogo aren't recognized by ALiVE. So I just have 50m wide custom objectives with the occupation AI staying around these bases. The asymmetric AI has full freedom to run around the jungle and cities now until it gets near a base. However I have to set the civilian hostility to at least medium towards the asymmetric side. If I don't, they'll just make recruiting HQs and within about 10 hours they've got hordes of troops and they'll pour into the occupation AI's bases which they do know about. My guys are on Bluefor trying to beat the insurgency, basically for the occupation AI which is greenfor. All is going fine except the civvies aren't really doing much of anything against us. I've given up tweaking and just put down a separate IED module that isn't synced to an AI Commander Module. Had to kill CQB too because the asymmetric side was just popping up wherever and sometimes too late, like out of thin air and blowing away my players.
  23. i wub pugs

    [MELB] Mission Enhanced Little Bird

    Shit looks dope. My group has gotten a little over the OP-ness of Apaches and whatnot so we're looking at going Huey only, but this thing looks pretty damn awesome with all the goodies we like to see. Looking really good. Keep up the work!
  24. Still having a difficult time getting anything out of these civilians. I have set their hostility to Blue (me) to Extreme, and to Green (allies) to Extreme and to the Insurgents (enemy) to High. I'm not getting how the insurgents and the civilians work together or if at all to create suicide bombers and rogue shooters. If I've set hostility across the whole map to my side to be Extreme, are the civilians in the areas that the insurgents aren't in going to do suicide attacks on me? Or do they need to work with insurgents to get weapons depots to do anything? Because right now all that ends up happening is he insurgents move into an area, do ambushes and assaults and then maybe a little while later they set up a recruiting HQ or depot. But its like the recruiting HQ is so high priority that it gets made so fast that the civvies just get used to replenish the ranks rather than doing the cool rogue shooter/suicide bomber stuff. I'm using N'Ziwasogo btw and I've yet to see a single IED factory in probably 50 hours of runtime on the server using various combinations of hostility levels. Is there a way for me to set really hostile villages manually?
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