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Patrols within towns and target areas are very good. However, when I transition between Areas of Operations, I would like to have to be on a lookout for enemy patrols on the highways, mountain roads, or even in the forest sometimes. Is something like this possible to configure/add? Thank you!
if you save local, next time you want to contine, when in TRGM menu, just select "Load Local", it will then load the campagin where you left off
If you use "Save Global" this means you can contine you this campaign on other maps... my group do this by setting a theme... e.g. middle eastern theme, or jungle theme campaign, then we play each day on different relevant maps (hope that makes sense)
3. No, it doesnt matter if the player count is different
1. One day in the campaign can be short or long.. however, long may be an hour or so... my group play the campaign, and normally do one day as part of our mixture of missions.
If you have an assasinate mission, it is possible you could get a good position and take out your target without issues, but following days may involve moving deeper into AO and may take longer... but yes, anything from 15 mins to an hour/hour and half ish
1) How much playtime does one day/mission usually take? Our sessions are usually 2-3 hours long, and I'm wondering if we could always start or end with a campaign day and still fit in a mission on a different map.
2) Is it possible to save a campaign on a dedicated server?
3) If we save the campaign and return to it during the following session, is it a problem if the number of players is different?
Thanks a lot for your reply!
https://steamcommunity.com/sharedfiles/filedetails/?id=1984611671
2nd note: Livonia finally released! :
https://steamcommunity.com/sharedfiles/filedetails/?id=1984611671
Yes, you can absolutely customize loadouts of your friendly faction (or faction as a whole)
By creating what treendy had dubbed the "Friendly Faction Loadout Script"
The word script might make this seem very daunting to anyone not familier with scripting etc.
(Trust me, I'm a proper noob with scripting)
But it's literally just some time in the Virtuel arsenal making loadouts you like and some cope and paste
Follow this link for further instructions and the generator:
http://www.trgm2.com/SettingUpFriendlyTeam.html
(really don't understand why treendy isn't including this in the Mod description anymore
Regarding enemy factions it's basically the same, again follow this link:
http://www.trgm2.com/CustomEnemyClasses.html
If you have any questions or need help, don't be afraid to reach out to me again and ask, this is exactly the stuff I do waaaay too much of anyway :3
But i have 2 questions.
1st.
regarding weapon Pack mods. How can i change my loadouts for units and players? Or coop mates?
2nd.
Is It possible to customize the random generated factions for enemies and friendlies in General? ? So i can choose a faction From my loved mods Like usaf and russian speznaz or so?
Thx for your efforts and help in forward.
will update all workshop items to latest version soon :)
Regarding the no ammo thing, I believe it's either due to bad loadouts either by RHS itself or by treendy, easist way to avoid this is probably to make a custom friendly loadout script
@felipe.jacobucci
Treendy's intention is to release the Altis version as soon as TRGM leaves it's beta phase
a little bird has told that might be very soon ;)
Just tried it with 3CB factions. They don't seem to be supported.
@treendy
I also get a minor issue with this mission. When I play as USMC about half the AI in my squad start with hardly any ammo. SO much so that they report "low on ammo"
https://steamcommunity.com/sharedfiles/filedetails/?id=1728054209
: )
that is because it is not a mod, but a scenario.
You'll either find it under scenarios under the singleplayer tab of the main menu, or as a host when you star a multiplayer mission
if i have respawns enabled, when players die, they will respawn but be stuck in the spectator mode so they move their player but cant shoot or turn their camera, any idea what causes this? the only mods i have enabled at this time are CBA and Achilles if that helps
sorry if you have to answer this a lot, but i cant find anything on it, and cant remember if ive asked before
Sorry I missed the questions below, if you still need help, please ask again
Not yet, but there will be one ;)
treendy is planning on releasing TRGM Altis once TRGM leaves it's beta phase
TRGM will automatically detect CUP and RHS forces if you have those loaded, other faction mods are not officially supported at the time.
You can however add friendly factions/enemy factions by using a friendly loadout/enemy faction script.
Those are pretty easy to make if you follow the instructions on the linked website
http://www.trgm2.com/SettingUpFriendlyTeam.html
http://www.trgm2.com/CustomEnemyClasses.html