kalmisto
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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?
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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?
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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.
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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?
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Ambient Combat Module
kalmisto replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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". -
Ambient Combat Module
kalmisto replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
ACM spawns wrong insurgents, could use some help
kalmisto replied to kalmisto's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
ACM spawns wrong insurgents, could use some help
kalmisto posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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.