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gunner1962

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About gunner1962

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  1. 1) The items not saved issue. Got it, still WIP, thank you. 2) Regarding vehicles disappearing, I play single player and create a vehicle park, move the vehicles to the parking area... in them long enough for system to tell me it can be used to scavenge items with the y key blah blah blah. Park vehicle (tank, apc, light armored vehicles, helo...) and eventually it leaves/is gone/disappears OR it may not. This is after using 0-0-0 save. If they are parked, I run off and do a mission, come back, one or more may be gone, maybe not... or they have moved. Sometimes I have had to reload to the save because of a death (I do not use Revive) to try again, come back to base and the vehicles are fine... sometimes they are not. Just seems random. However, if I leave the game for a day or more, it happens more often than not that they will not be there. Interestingly, the attack boat I came to shore in, has sat in the same spot, just off the beach, for 6 different sessions and has not even seemed to think about moving. 3) Emplacements, OK. More testing. Example. Camp Wolf, I created walls using large hescos. Few days later, was testing the radius function of putting walls/barriers in and created more large hesco walls for about a 1/4 circle. Removed the objects, never 0-0-0 saved the test wall. Next day, login, 1/2 my original walls were missing and the 1/4 circle hesco wall was there. Could not use delete objects to remove 1/4 circle. Was able to replace missing hesco walls. 4) Experience Points disappearing: OK 5/6/7) Players Needs / Random weapons / animals. I set it to off or disable when I start a new mission. I run some missions, 0-0-0 save and exit game. Come back in, I have to remember to open the shft + 1 window and select options and then turn back off players needs, turn on animals and turn off random ai weapons (I do not want my replacement nato troops to be carrying a .45 SMG or .50 sniper rifle). My selections at start of a new mission just do not stay locked. And yes, it is the transport birds that I try to make available at airfields and they will not be. Attack ones seem to populate just fine. I can make due with going to a factory, after all, this is not real life... yet! ;-) Again, thank you for all you do. I appreciate it. Gunner62 Oh, also, how do I create "unlimited Prestige"? I play at easy setting (get my ass kicked most times) and it generates fairly quick, but I saw reference previously to "unlimited prestige".
  2. Unlike LSD_Timewarp, I only have 1200hrs in ArmA3... but like him, the majority of it is in SaOks Mod. As I have not been else where, I was wondering about these recurring issues, are they BIS issue or Mod issue: 1) Items placed in vehicles and saved will not be there after reloading to a save point or log out. BIS or MOD issue? 2) Vehicles will disappear sometimes, after leaving an AO or reloading to a save point or log out. Sometimes not, but eventually will. BIS or MOD issue? 3) Emplacements (walls, objects placed by player) will disappear sometimes, after leaving an AO or reloading to a save point or log out. Sometimes not, but eventually may. (different than 2) BIS or MOD issue? 4) Points generated by team and I assign to attributes, will be lost and or changed to different values when logging back after absence or even after several engagements. For example, courage up to 80%, 2 engagements later, courage at 55%. Or, weapon accuracy is 75%, then several engagements or after a save, log out and return, it is at 45%. BIS or MOD issue? 5) Players needs continues to reset itself to require I hunt for food and drink. BIS or MOD issue? 6) Same for random weapon assignment and animals. BIS or MOD issue? 7) Using inmod ability to add equipment from other mods, I would select the aircraft, choose side, enable a type of helo, save it, exit, go to airfield, that bird not an option. Only way to get it seems to be go to factory, build it and then fly it. Are only certain aircraft allowed at smaller airfields? BIS or MOD issue? SaOk, great mod, I hope you win and get Paid. You deserve it in my opinion. Maybe even picked up by a game company... if that is your desire. Thank you. Patrick "Gunner62" Soule Phoenix, Arizona, USA
  3. Hi, I just installed the v1.4 via Playwith 6 and running Steam ArmA3 and placing a block II in editor then starting in pilot seat. I use alt key to give me free look, look at left hand side of cockpit and battery switch. I see blue text about battery, but have a green x vs a blue dot. When I attempt to activate the battery switch with the green x, I give verbal commands to "Fire or Don't Fing Fire", but no battery switch activation. Using various other modulating keys (alt, shft...) no affect. So, what did I miss to activate cockpit switches from the free look mode? Fix was to assign a key to custom 20, I chose the space bar. Now to get the sequence correct hehe.
  4. I used steam launcher to enter arma3, specifying every single mod, and it still gave the out of date message. It did state "initialized" on the very next line though. Again though, I do not think it is actually causing a problem, just thought I would mention it. I am still getting killed by the ai for being stupid... and even when I'm not so stupid. I am not complaining. The time previously that I saw the out of date message was solved by updating @asr_ai, this time it has not. Thought it was worth mentioning. Mods I'm running?
  5. Hello All. I hope you had a Merry Christmas and that you will have a successful New Year. SaOk, still, many a 'Thank You' for this mod. I really appreciate it. To any of those who may know the answer to this, when launching WLA, the title splash screen gives me a warning that the mod ASR_AI3 is out of date or such. This is even after updating the mod via PW6 to the current release. Is this a problem with that mod or is WLA not seeing that it is current? Do I need to edit a parameter to or will the mod run fine regardless of the warning that it is out of date? I have no idea if it is effecting my game play, but was wondering, hence the question. NOT a priority, just curious. Previously, updating the ASR_AI3 mod solved the issue, now, not. Again, to SaOk and any that have helped him with this WLA... thank you. Gunner62
  6. Over 400 hours in WLA now... I guess I like it and the constant improvements / updates / bug fixes... Thank you for all you do SaOk. When base building and setting AI weapons, I sometimes set them on top of something. Because the arrow is not an accurate measure of where the weapon will be placed, I end up have to delete the weapon and repositioning it. If spend 40 P to place it, but when I delete it to move it, I only get 26 P back for a net loss of P (or some such similar amounts). If this is by design, I wonder what the logic is behind it? I only mention this because when I am starting out, I do not have a whole lotta P to spend and don't like being penalized for trying to get the placement correct. Regardless, thank you for this MOD / Scenario. Patrick "Gunner62" Soule
  7. Hi, SaOk[FIN], once again, thank you for this scenario. I have several hundred hours in it and the previous post pretty much covers any of my issues with the WLA. Regardless of them, I really do enjoy it. My main question is, how do I run WLA with mods? In game clicking on shift+1 and on the mods at the bottom does not seem to be the path to add @outlw_magRepack_v3.1.0, @MP5K or what ever. I use Play withSIX (PWS) to launch Arma and WLA. I know how to create a "collection" to include mods when in MP. How, or does, that translate to SP? Do I have to stop using PWS and put all the mods in the startup? Any assistance would be appreciated. Also, when I am commanding various squad I have color coded, I thought it used to be possible to take command of one of the troops in the selected squad to "lead them" in the task I have for them. Is that still possible? Or am I dreaming? Again, thank you for a wonderful scenario and for the continued work on it, I appreciate it. Gunner62
  8. gunner1962

    J.S.R.S. 2.2 Soundmod

    Hi, A modder put up a campaign, Leaving Stratis, that requires this sound mod. When running it, it gives error during the loading stating the .jsrs2_amv7_marshal,globemaster_c17 file is missing. I re-downloaded this mod and found the first file, the amv_7_marshal, but I am unable to locate the globemaster_c17. Can someone point me to its location please? I confess, I only read the first 2 pages and last 6 pages of this forum, so if previously dealt with, my apologies. Gunner62
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