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kalmisto

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About kalmisto

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  1. Thanks for the effort Gunter, I just finished re-installing both IF and Arma. Ran them both as administrator. ran the converter, it didn't work. "Conversion has exited improperly". and there is no @IF folder. So, can anyone tell what is the right version to load from Play Withsix?
  2. It is Steam bought adn Iron Front v1.05 & Version 1.65. Should I run Arma after running Conversion Tool and after that continue step 3 of your tutorial?
  3. Hi, thanks for the tutorial. Any idea how to fix this popup error during IronFront_Arma3_CommunityPatch_1.05-1.12.exe ; "Some error occurred during patch installation. Patch file propably dammaged. You may need to download it again. Error in file cannot find xdelta3.exe, phase 5" When I press ok popup closes. Donwloading again doesn't help.
  4. Hi I could use some help, I dont seem to get this mod work. I have original Iron Front Liberation installed, started and patched. It works fine. So does Arma 3. I tried to install IFA with Play WithSix, got multiple errors telling when some patching started. I tried every single IFA-version from Play Withsix, some versions wont start at all, some tell me that I need "somename".pbo, some version informed that I need cba 3.x. I thought that Play Withsix should install all that is needed? So, what I need to install? Howcome some version are about 40megs, and one is over 2 gigabytes?
  5. kalmisto

    Ambient Combat Module

    Two reasons; 1. My scripting skills are between "none - very very very little". 2. I'm using Air Support-script, which has that in demo mission. I thought it was supposed to be there. Thanks a lot for your help, I'l try removing that, or changing it to the end of init. If it works I'l post working init.sqf, reading through forums I have noticed that this is common problem with us "script illiterates".
  6. kalmisto

    Ambient Combat Module

    Hi. Been struggling with ACM four nights now, but cant get it work. I have tried multiple different example, from Biki and various threads. Latest one I have tested is Nemesis's with little modification: ASfirstrun = true; if(player == m1)then{nul = [m1,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo","trans"] execVM "airSup\airSupInit.sqf"}; if(true)exitWith{}; player setVariable ["BIS_noCoreConversations", true]; waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 400, 1500] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["BIS_TK_INS", "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.25, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.5, 1, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", -1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, [ "TK_INS_Patrol", "TK_INS_AATeam", "TK_INS_ATTeam", "US_RifleSquad", "US_MotorizedSection", "US_MechanizedReconSection"]] call BIS_ACM_addGroupClassesFunc; Everything else works just finr, but ACM spawns groups randomly. I even encountered friendly Takistani Militia BTR-40. :) Could someone with more experience of this issue please help me, ACM would be important part in mission I'm building.
  7. Thanks for your reply, Panther. Problem seemed to be with faction names, followed example too precisely. Thanks for pointing that out. Module name was right, that was just a typo in my post. Now that line is like this; [bIS_ACM, ["TK_INS_Group", "TK_INS_Patrol", "TK_INS_AATeam", "TK_INS_ATTeam", "US_RifleSquad", "US_MotorizedSection", "US_MechanizedReconSection"]] call BIS_ACM_addGroupClassesFunc; [["BIS_TK_INS", "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc; Idea is to spawn Takistani insurgents with foot patrols, and few US patrols. However when I tested the mission first enemy group was Takistani "regular" soldiers with BMP-3. Any idea how that is possible and how to fix it?
  8. Hi. I'm building a mission to Takistan, planning to make original Arma II-style mission with multiple tasks which player can do in any order he/she wishes. Problem is with ACM. I'm using ARMA OA/BAF. When I place ACM to mission and synchronize wih player it will spawn Chernarussian insugents instead of Takistanis. I tried to fix it with init.sqf: [slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"; player setVariable ["NORRN_taxiHeli", slick1, true]; //NORRN_aerialTaxiRespawnOff = false; NORRN_noAerialTaxiAtStart = true; waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 10; [] spawn { waitUntil {!(isnil "BIS_fnc_init")}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 100, 1500] call BIS_ACM_setSpawnDistanceFunc; [0, 0.3, BIS_ACM] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, ["TK_INS_Group", "TK_INS_Patrol", "TK_INS_AATeam", "TK_INS_ATTeam", "TK_INS_Technicals", "TK_INS_MotorizedGroup", "TK_INS_MotorizedPatrolBTR40"]] call BIS_ACM_addGroupClassesFunc; [["INS"], BIS_ACM] call BIS_ACM_setFactionsFunc; }; ACM-module is named "BIS-ACM". Airtaxi script works just fine, but ACM-configuration doesn't. As a matter of fact it wont spawn anything. My goal is to spawn Takistani insurgents with no air patrols, and US patrols. Any help would be very much appreciated.
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