Arma 3
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Ragnarok'44 mod (IFA3) - v1.16
   
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Data Type: Mod
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8.247 MB
23 oct. 2016 la 4:11
16 iun. 2018 la 23:23
2 notițe privind schimbările ( vizionare )

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Ragnarok'44 mod (IFA3) - v1.16

În 2 colecții create de Gunter Severloh
All Arma 3 WW2 Mods Compilation List
523 obiecte
Ragnarok'44 Mission Series - (WW2 RTS for IFA3)
14 obiecte
Descriere
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 comentarii
Gunter Severloh  [autor] 9 iun. 2023 la 14:14 
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 9 iun. 2023 la 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 9 iun. 2023 la 9:44 
I'm a idiot....it's not the player section that's important, but the AI section should have more vehicles.......
csepi0101 9 iun. 2023 la 8:27 
not abnormal....sorry
csepi0101 9 iun. 2023 la 8:17 
this is not abnormal?>>> then {_IcantBelieveItsNotButter = true;};
the " ; " symbol in wrong place?
csepi0101 9 iun. 2023 la 7:46 
this is already interesting :) thanks
I'll try it right away....

(I also started from "_theveh" first, I spelled it wrong...)
Rydygier  [autor] 9 iun. 2023 la 7:25 
That's all, I can provide right now. Good luck...
Rydygier  [autor] 9 iun. 2023 la 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 9 iun. 2023 la 7:06 
_constans......or......._variable...rather
csepi0101 9 iun. 2023 la 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