Arma 3
34 个评价
Ragnarok'44 mod (IFA3) - v1.16
   
奖励
收藏
已收藏
取消收藏
Data Type: Mod
文件大小
发表于
更新日期
8.247 MB
2016 年 10 月 23 日 上午 4:11
2018 年 6 月 16 日 下午 11:23
2 项改动说明 ( 查看 )

订阅以下载
Ragnarok'44 mod (IFA3) - v1.16

在 Gunter Severloh 的 2 个合集中
All Arma 3 WW2 Mods Compilation List
529 件物品
Ragnarok'44 Mission Series - (WW2 RTS for IFA3)
14 件物品
描述
This is the base mod that all Ragnarok'44 missions require.
Using this mod by itself does nothing, and adds nothing to the game.

When playing a Ragnarok'44 mission, the mission will use components
and functions from this mod.

This is also a modified and updated version of WOO which is a mission/mode/mod that Monkalb created for Arma2.
In 2013 I had acquired permissions from Mondkalb to use his WOO, and port it to Iron front in Arma2OA for the IFA2 version of Iron front.

This version of Ragnarok'44 mod has been updated again to work with Ragnarok'44 missions
for IFA3 (Iron front in Arma3).
=============
Any questions can also be asked on the official release thread for the mod and missions here:
https://forums.bistudio.com/forums/topic/196146-sp-ragnarok44/
37 条留言
Gunter Severloh  [作者] 2023 年 6 月 9 日 下午 2:14 
Use the release thread https://forums.bistudio.com/forums/topic/196146-sp-ragnarok44/
then you can post all your thoughts in one post as comments are limited.
csepi0101 2023 年 6 月 9 日 上午 10:50 
although it is likely that this "production phase" is also part of the AI logic

now not work yet,only one vehicle is contstructed, in a row 54 and 77 i think so not need the ";" symbol
csepi0101 2023 年 6 月 9 日 上午 9:44 
I'm a idiot....it's not the player section that's important, but the AI section should have more vehicles.......
csepi0101 2023 年 6 月 9 日 上午 8:27 
not abnormal....sorry
csepi0101 2023 年 6 月 9 日 上午 8:17 
this is not abnormal?>>> then {_IcantBelieveItsNotButter = true;};
the " ; " symbol in wrong place?
csepi0101 2023 年 6 月 9 日 上午 7:46 
this is already interesting :) thanks
I'll try it right away....

(I also started from "_theveh" first, I spelled it wrong...)
Rydygier  [作者] 2023 年 6 月 9 日 上午 7:25 
That's all, I can provide right now. Good luck...
Rydygier  [作者] 2023 年 6 月 9 日 上午 7:24 
Although no time now for deep analyse, seems, the code part to be repeated starts from:

_theveh = _vehType createvehicle _spawnpos;

and ends at:

_texty = format ["%1 constructed", _UnitName];

In total something like:

https://codeshare.io/xv4DpR

BUT there easily maybe more to it elsewhere in the logic, and this is not tested so not sure, if that would work. For example, perhaps only one of those vehicles will be controllable...
csepi0101 2023 年 6 月 9 日 上午 7:06 
_constans......or......._variable...rather
csepi0101 2023 年 6 月 9 日 上午 7:02 
If i repeated only from "then { _theveh1........." to .........moveInCommander _theveh1;
}}}; .........." with new constans like "_theveh1" (only the "_units" and "_newgrp" is not modified)
then again not work.

[[POWERcost, CRATEscost,BuildTIME,"Display Name", "Icon","PanelPicture"],["unit", "unit", "unit"], "Vehicle"]
I found the definition of this array a while ago in a file, but I don't know in which file, I think it should be rewritten to include several vehicle variables