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We await to see what you do.
My bet is that you're a coward with no evidence and no apologies.
And to 'help you out' liar, I have NEVER mentioned my military service on here - EVER. Or ANYWHERE outside of 'face-to-face' with people. And VERY few at that.
So go ahead, show me 'all this bragging' I have done.
;)
-rep very toxic idiot
That would be a slight issue... ;)
Thanks for being honest enough to come back and letting us know!
Believe it or not, the small things that we do unbeknownst to us, do not lie about who we are...coming back shows character...
;)
3 things DO come to mind:
#1 - He is using a modified mission.
#2 - He is cheating (I can do what he is doing with my menu as an example - no big deal).
#3 - He is using scripts and 'dropping' to the console and running the 'cheat scripts' there.
Without a LOT OF DETAILS, this is about all I can say.
:)
Also, QUIT BEING LAZY! If you have bothered to check 2 or 3 pages BACK, you would have seen YOUR ANSWER ON HOW TO MAKE YOUR OWN MISSIONS!
Lazy people never get anywhere in life. ;)
Hard work ALWAYS pays off!
You want us to GIVE YOU your answer when you can not even click a button 2 times! Really?
Grow-up, act responsible, and work hard.
;)
https://steamcommunity.com/sharedfiles/filedetails/?id=2843029228
Most 'normal' mods should work fine. I would 'keep an eye' on ANY mod that modifies ANY AI behavior/action.
'AI Mods' with such missions as this one, CAN cause the mission to FAIL.
Any other type of mod and you should be fine!
:)
Do not know what more can be said.
???
;)
WEST <> West <> west <> wEST <> etc.
WEST = WEST *ONLY*
ARMA returns the names of "WEST" and "EAST", as well as EXPECTS THIS. And if your config did NOT have it listed EXACTLY as this, it WILL FAIL.
Scripts will too.
This is true for ALL programming languages as well. This same thing would have even happened if this was an Excel spreadsheet.
What I do, at times, in ARMA, is to 'get the name', then remove all spaces before and after the text, then convert the text to lower case. This 'step' eliminates what you happened to you. As well as providing a CONSISTENT 'answer' for ALL text. i.e. - All text will be in lower case.
I always try to 'qualify' the input myself.
It is a pain, but "xyz" does NOT equal "XYZ".... ;)
A = 65
a = 97
(ASCII Values)
Thanks for the update! Good job!
:)
but otherwise format was the only difference i could tell. additionally, i had different subeditorcategories defined which are different than what is used by the vanilla groups, but i honestly couldn't see a full reason why.
If your CURIOUS, you could compare the 'old configs' with the ORBAT configs and see what the difference there is...for there IS one! ;)
I am glad you got it going though!
Let the Blasters start blasting!
:)
just wanted to give you an update and provide those who have the same experience as I a solution. Thanks again mate
thankfully with the alive orbat manager i'm able to import the units i've already made and just rebuild the groups themselves and force the faction to be set as BLU/OPF.
but i appreciate the feedback and tips
BUT, that is also what makes it so 'flexible' too... :)
JUST based on what I have OBSERVED over 23+ years, is, it is one of three things:
1 - It is not 'crafted' per 'ARMA' rules.
2 - You are missing expected 'default' squad configs.
3 - Both '1' and '2'.
IF I remember correctly, and I am going to use SILLY EXAMPLES:
With v.01 of ARMA up v0.99, the used 'unit config format 1.0'. WITH AND AFTER ARMA v1.0, they switched to 'unit config format 2.0'. They DID announce this. As my modding is scripting and not unit configs, I paid little attention to this. And the was a few years ago too.
Do note, if it is one of the above, OTHER mods MAY also have an 'issue' as well...
Good luck!
:)
i'll check out the alive orbat thing as well, but honestly if its going to require me to do an extra 10 hours of work on just one faction, then it's not worth it to me. while i understand that is kinda a kick in the balls for other players who want it, i've got other things on my plate that take more priority and i'm not interesting in putting in more effort on something that i don't get any personal use out of
Also, you may have 'created it' wrong too.
Though I have never used it, you could create/verify your work by using ALiVE's ?Orbit? mod.
Bout all I can think of...
Good luck!
:)
The complaint is that no one can see any of the two factions that i have made for it (US Army 2020 and US Army 2025). The units are set to have "side=1" and are using the base blufor units.
The faction codes are US_2020_OCP and US_2025_OCP
I've check out the missions and i'm looking at the Units, Vehicles, and Group configs and don't see any reason as to why they don't appear in either DRO or DCO.
Any suggestions as to why they wouldn't show up? Is it something that I need to fix in my configs or is there sometheing else causing the factions from appearing?
BUT, there IS a way and it WILL require a tad of scripting, which most you can find 99% already written for you (ie - cut-n-paste).
#1 - find out those class name of units you do not want, the WILL have a 'prefix/special' classname. example: CUP-USARMY-WINTER...
#2 - Un-PBO DRO, find the START of the spawn script. When unit is picked, at THAT time, compare script string to YOUR 'white list'. It fails? Loop again and pick another till it IS right! (no unit with the MATCHING text of "CUP-USARMY-WINTER" will be spawned. Re-PBO and done!
Note: Doing #2 will prevent you from playing DRO on almost every public server!
It is really not that hard to exclude such, AND you can also 'port' your fix to OTHER mods as well!
Good luck!
:)
It is basically this:
#1 - Copy ALL 'things' on original map and paste on to your NEW map - save
#2 - Copy ALL files/folders from the original mission folder into the NEW mission folder.
***** DO NOT COPY THE MISSION.SQM FILE *****
Copy everything BUT that file!
#3 - Open new map and 'place' all items you copied over in 1st step.
#4 - Save.
#5 - Play! (Done)
IT IS JUST THAT SIMPLE!
:)
Good luck with it!
:)
You can use my mod and do the following:
'Look' at it and select the 'destroy' option
OR
Call in artillery on top of it to blow it up.
One of these MIGHT work.
Get my mod and give it a try! Either it will work or it will not!
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2441776362
Good luck!
:)
I just did not want a 'general comment' which you made be taken wrong by someone else: "He said the no mods should mess this up!"
You were making a 'general statement' and for those that 'know' about ARMA, understands EXACTLY what you meant.
My concern is for those who are 'new' and do NOT know the 'ins and outs' of ARMA modding. I did not want someone to be 'chasing a rainbow' - for they are not real. Thinking that NO MODS can 'mess up' this mission.
As I said, we are on the 'same page'; I just wished to 'clarify' things better for any new folk...as we do not know everything nor who knows what either. I rather err on the 'side of safety' and clarify, than let someone 'make mistakes' when I could have prevented them from ever happening by giving accurate information at the start versus generalities.
(Generalities = Assumptions) = Issues/Problems
:)
Too many to list (mods), I know, it is still true though!
:)