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I've been using Spyder's, but if it still works, maybe this?
Haven't had the chance to play with it yet, but if there isn't already, would it be possible to have respawn functionality built in? Something (seemingly) simple like the combat support with # of credits and time would be handy for long missions.
In that direction, if placing empty vehicles currently, would syncing them to a vehicle respawn module work? Assume not, or at least that they would need some manner of script to be handed off to the module each time they spawned?
I'll try n put it up today. Will also do a few versions. Right now the AI is refusing to fire RHS Russian ATGMs, so will have one with IND/OPF using SPG9s. Also just an FYI it seems that CQB uses a mix of OPF/BLU static weaps for IND, rather than IND's own. So Taliban will have some Ma Deuces with their DShKs.
As far as the VCOM modification to get them to use ATGMs, Ill ask permission from Genesis, and also show him what was done to make it work. Can't make that available without his say so (his baby his call :) ). But at the least he can potentially include it in updates.
A replacement config. It replaces vanilla static weaps with RHS ones, so in game a vanilla Nato GMG will actually be a Mk-19, AT Titan turret a tow, etc. Not mortars though, RHS mortars and the D30 arent working with Alive arty system.
Doesn't seem to be at the moment. I made an RHS replacement (of stock static weapons) for my own use, with the added plus they then work with VCOM, and then tweaked VCOMs bag code a bit so ATGMs work too. As is VCOM wont use ATGMs due to their classname structure.
It's nowhere near as bad as Diyala was prior to the change. However, with no filters and extreme it is noticeably more sparse than you would see with the same settings in Diyala, towns on Altis, etc., presumably because of those buildings. There's a few areas where the problem buildings are more prevalent with few/no civvies.
That said, seeing it as Diayala is now would be... amazing! :)
But I haven't even had time to fire Arma back up and look forward to it getting addressed, and the new RC is already up? Unacceptable! :)
Thanks to all involved!
Just wondering if anyone else has experienced this with the latest release candidate from GitHub (Pre Release Candidate Build 1.3.3.1705051). In any mission it seems, if I set an OPCOM as Assymetric I get the infinite loadscreen when running in the editor. Using prior versions or setting commander to occupation/invasion, no other change, and it seems to run fine.
I did a barebones test using only the base ALIVE, Virtual AI etc, a single civ objective marker synced to OPCOM, and the 2 civilian modules. Changing opcom type or running without one fine, assymetric with any combination of settings and it would fail to load. I also tried this with and without mods.
I know, RC, not "crying" just throwing it out there if anything useful I can do to isolate an issue. Can try and put up a test mission, but I've replicated it on Altis, Diyala, Lythium etc. by just throwing on the modules mentioned and it's the assymetric command that leaves me permanently admiring the load screen. :) Thanks for any tips if there's something I can do on my end to sidestep this. Will go back to release version I suppose, grabbed this one to try Lythium out but guess it wasn't meant to be just yet.
Thats a BMP, mechanized. Only tank group VDV has in their defined groups and staticdata is the 2s25 Sprut.
Alives internal MSV staticdata added TV tank groups. Seems not working by your test though. Could be the groupnames in RHS's config have changed along the way.
Ditto. And if VCOM could get the AI using static weapon backpacks from mod, have them grav a mortar and mg to go run an ambush then stash them and melt away.. Seemingly (not scriptong wise, but relative to some of the more substantial features offered) such simple things that would make for amazing scenarios.