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"Mission TRGM2 - Takistan.takistan: Number of roles (36) is different from 'description.ext::Header::maxPlayer' (35)"
Treendy is notoriously lazy with the loadouts, I'm also not a big fan of the Javeli.
There's a couple of ways you could work around this.
1# Every squad should have an engineer with it, those are usually equipped with demolition charges and Satchels, pretty much the ideal way of such a sabotage like mission.
2#Tweak the loadouts yourself and use another AT launcher system that isn't guided (thinking the M4 MAAWWS from the Tank DLC for example, or the MAAWS from RHS)
It's quite easy to that
You can simply follow this link:
http://www.trgm2.com/SettingUpFriendlyTeam.html
Everything's explained there.
Or if you want I can quickly send you a line that changes the AT guy's loadout with a Launcher of your choice
One thing I was wondering: I tend to go with RHS units. The AT guys are armed with Javelins, but I've run into various missions where there were vehicles I needed to destroy but they weren't active, so the Javelins couldn't lock on. (At least in one case the vehicle's gun position was active, though, which still meant that the Javelin couldn't lock on but the gunner was more than happy to shoot us to shreds.)
Is this something you could/would tweak in the mission setup? Or are the roles and their equipment pretty much hardwired in the various addon mods and you'd basically recommend that we activate the Virtual Arsenal and get some fire-and-forget launcher instead?
https://steamcommunity.com/sharedfiles/filedetails/?id=1984611671
Will roll out the latest version to takistan and the other maps hopefully tomorrow : )
Looks like my loadouts are not saved after I have pasted them into enemy loadout section. I get the warning about changing units, but if I go back to choose "game mode" section and then back into the advanced settings all the loadouts are deleted.
Always raining in the Campaign mode though.... stops for a few minutes after an hour or so, and then it stars again.
No worries, thanks for all the help.
But if you have a BluFor faction, even custom created, I don't see an issue why it shouldn't work to make a script based on that faction
I'm not aware of how one would make the faction appear in the setup list, I only know how to make and use the friendly factio/loadout script
Hi, it is currently not possible to play as any OpFor or Independent faction,
The mission framework is layed out to be played asBluFor only.
Treendy is however looking into to possibility of playing as OpFor etc.
I can however not give insight into progress on that.
If you're still looking to play as or against other factions you can put together your own enemy and friendly factions you can still do so by follow these links:
http://www.trgm2.com/SettingUpFriendlyTeam.html
http://www.trgm2.com/CustomEnemyClasses.html
might seem complicated at first but it's failry easy, and gives you a lot of abilities for both the enemy faction and even your friendlies' loadouts.
will update all workshop items to latest version soon :)
1: Most enemies have vanished, Civis who pull guns out still occur as well as motors and light vehicles but no infantry.
2: No scopes, ammo, explosives, first aid or equipment other than guns in the arsenal now, Basically nothing in the right side tabs that go into/onto your uniform/gun.
Just a heads up, has only happened with this mod so far and only on this save, previous have been fine. Love this and your other works very much, keep up the good work and thank you.
https://steamcommunity.com/sharedfiles/filedetails/?id=1728054209
: )
Yes, by default only a few factions are implemented in TRGM,
but you can customize the factions via a simple script which you simply paste into the "custom enemy team" tab at the advanced options.
http://www.trgm2.com/CustomEnemyClasses.html
It's pretty easy, just copy the class names from the eden editor and paste them into the script.
There's a more detailed instruction on how to do it with the link ofc
in my time I've made enemy team scripts with anything, RHS, 3CB factions, Star Wars, it's quite fun almost
note that this only works with OpFor units (perhaps Independent but I havent tested that yet)
you can't play opfor versus BluFor (yet)
@Largo, that is strange, we always play with "No revive" and we use ace advanced... are you still having this issue?
@Sale Arma-man: check you have the tickets set in advanced options in the TRGM menu (let me know if that fixes it)
@Waidmann, i hope to fix that one very soon
I'll get back about the other comments below soon