Arma 3
A3 - Antistasi Altis
 This topic has been pinned, so it's probably important
Barbolani  [developer] Feb 18, 2016 @ 1:21am
2
Mod Compatibility Matrix - READ IF YOU USE MODS
This thread is dedicated to talk about mod compatibility in Antistasi.

I will post in here the mod compatibility matrix, blacklisted mods and whitelisted mods, integrated mods and how they are integrated.

BLACKLISTED MODS:

- ASR AI
- MCC
- ALIVE
(List will grow with any AI mod or any incompatible mods we find on the way)

WHITELISTED MODS:
- JSRS Dragonfyre.
- ShakTack HUD
- Blastcore
- CBA
- ACRE
- Enhaced Movement
(List will grow as soon as players report mod usage and I can confirm compatibility)

INTEGRATED MODS:
- TFAR: Radios added to arsenal. Default revive turns of sound if player is unconscious. If you play with lots of people, it is a must.
- RHS AFRF: Players first spawn is with RHS loadout depending on their class. FIA soldiers spawn with default RHS weapons. AAF boxes spawn RHS weapons and items. NO RHS UNITS OR VEHICLES WILL SPAWN.
- ACE: Default revive, earplugs, AI control, tag and player markers are disabled. Earplugs, medic items and misc stuff added to arsenal. Sniper kits added to possible AAF ammobox content. Monitor grenades added to NATO Ammobox content. ACE disables any mission maker script related to "who was killed by who", so some features won't work. For example: NATO/CSAT suppors on each kill. AI skill add on each kill, city support on each kill. AUTHOR OPINION: ACE usage should be only when using Antistasi for clan training purposes, if you want to play "Conquer the Island" ACE shouldn't be installed. Also as there is a respawn, players find easier to just die and respawn than waiting for all the medical stuff.

IMPORTANT ABOUT ACE: ACE has a design failure regarding mousewheel actions. Any mission which manages the removal of all mousewheel actions tends to disable some ACE menus (towing and others) it will happen, for example, when dismounting trucks or controlling AI. ACE seems to be aware of this malfunction and it is reported, but AFAIK they have no plan of changing it. Neither us. The author opinion is: ACE is not made for complex missions such as Antistasi, so usage should remain on the terms explained above.

Sidenotes:

Any weapon mod you have installed on the server won't affect Antistasi, as units or ammoboxes won't spawn with them, thus, there won't be a chance of unlocking those items in the arsenal.

This said, Antistasi detects all weapon classes the server may have installed, and arsenal unlocking checks will work with them.

So, specially thinking about CUP weapons, I recommend NOT to install those mods, as the arsenal script will make a useless check for every weapon, affecting it's performance in the change of nothing.

"All the Weapons" mod may be a solution for that, but will increase a lot bandwith needs. This mod makes the standard units spawn with weapons from any installed mod. But it does it "on the fly", so, everytime a soldier is spawned, his new stuff will be traveling all around the network to every client (which now happens with FIA soldiers) so this will require further testing to know if it causes any network issue.
Last edited by Barbolani; Aug 1, 2016 @ 5:14am
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Showing 1-15 of 66 comments
CaptainExMachina Feb 26, 2016 @ 1:21am 
What Version of TFAR is integrated and how do I activate the integrated TFAR?
Do I Need to add the TFAR Addon to the Server as I would normally do? Or do I just have to activate the integrated mod somehow?
Barbolani  [developer] Feb 26, 2016 @ 1:38am 
TFAR is detected automatically and can be used in any version
Snum Mar 25, 2016 @ 10:56am 
I've found recently a nice mod for car towing - "Advanced Towing" (available in workshop).
Aaaand unfortunately it sometimes work, and sometimes it does not with your scenario. I've tried to investigate what causes such strange work ... and it seems it stops working once you enter a car u want to tow. Maybe you have some thougts about the cause of such behavior?
Last edited by Snum; Mar 25, 2016 @ 10:56am
Barbolani  [developer] Mar 28, 2016 @ 2:52pm 
Probably the same issue than the one with ACE explosive planting options. Seems those mods mess with the musewheel action scripting commands in a bad mood, so when some Antistasi scripted action is deleted ("Load Ammobox to truck" etc..) seems to affect the related menus in the addon.

I can do nothing on that AFAIK. That doesen't mean the mod is not compatible, it just means it will fail after some time.
Snum Mar 29, 2016 @ 10:14am 
Ahh, too bad. Thank you for the answer.
Amadeus Mar 29, 2016 @ 10:34am 
Thats a shame about ACE. the explosive planting would fit Antisasi very well. It makes car bombing/suicide bombing possible
So I have a question as to how ACE is integrated (specifically, how it is detected by Antistasi). I assume it is searching for some file, correct?

My issue is, I have done some experimenting with ACE and want to use it, but I will only be using about half the modules (as the other modules do not fit the playstyle of my friends and I). So I deleted a number of the modules and unsubscribed from the mod on steam, so I just load the mod manually in the launcher. Everything works in-game. So far so good.

However, Antistasi does not recognize ACE when I do this. So none of the equipment I need spawns in the ammobox (bomb triggers, range card, etc...) Complicating this, I don't want Antistasi to recognize ACE and then disable Default revive, earplugs, AI control, tag and player markers - these are for modules I am not using. I guess I first need t oknow how it recognizes ACE.
Barbolani  [developer] Mar 30, 2016 @ 12:44am 
It searches for some variable related to the medical level.
Hmm. So it is an on/off switch for all the features based on the medical module?

What would be really, really nice would be to tie the integrated Antistasi features directly to the respective modules (.pbo files) for ACE.

For example: Disable antistasi earplugs should only happen if "Hearing.pbo" is in the @ACE folder. Likewise, the arsenal should unlock the various triggers for explosives if the game detects "explosives.pbo".
Barbolani  [developer] Mar 30, 2016 @ 5:41am 
Well, that can be done, but to be honest, no priority on that :) Most of the players use ACE because of the medical thing, and maybe the vehicle repair, so if you are planning to use anything BUT those, I think ACE is not the addon.
I'm not at a computer right now, but when I get back home I will try to compare the changes and itrms for Antistasi to the actual modules. I agree that most people use for medical, but there are so many other features, I am really liking some of them (but others like the respawn and squad features are not my favorites). Maybe there is a middle ground.
I would really like to get ACE integrated into Antistasi based on which modules are installed. We have a sizeable server going, and would like to have the Arsenal unlocks, but don't want Antistasi to Disable revive, AI control, or earplugs (we don't want to use those modules for many reasons). This might actually be relatively easy to fix. (see chart below showing which modules correspond to which action).

https://www.dropbox.com/s/sns1mm40pc38yab/ACE%203%20Modules%20and%20Antistasi%20Modular%20Compatability.pdf?dl=0

ace_common.pbo
if=TRUE, Antistasi should look at this file for basic detection of ACE (required file) and add all items to Arsenal and ammoboxes. DISABLE player tags and markers.

ace_hearing.pbo
if=TRUE, DISABLE default earplugs "End" key in Antistasi.

ace_medical.pbo
if=TRUE, DISABLE default revive system in Antistasi.

ace_switchunits.pbo
if=TRUE, DISABLE default AI control in Antistasi.

I have done a significant amount of testing and research today (looking through your code too) and I figured out that just changing a few variables to point to the individual modules instead of "ACE" should make this work for everyone. However, I am not that well versed in scripting and I am trying to figure out some of the things I am seeing:

//ACE detection and ACE item availability in Arsenal
if (!isNil "ace_medical_level") then
{
unlockedItems = unlockedItems + ["ACE_EarPlugs","ACE_RangeCard","ACE_Clacker","ACE_M26_Clacker","ACE_DeadManSwitch","ACE_DefusalKit","ACE_MapTools","ACE_Flashlight_MX991","ACE_Sandbag_empty","ACE_wirecutter","ACE_SpraypaintBlue","ACE_SpraypaintGreen","ACE_SpraypaintRed","ACE_SpraypaintBlack"];
itemsAAF = itemsAAF + ["ACE_Kestrel4500","ACE_ATragMX"];
armasNATO = armasNATO + ["ACE_M84"];
hayACE = true;
if (ace_medical_level != 0) then
{
unlockedItems = unlockedItems + ["ACE_atropine","ACE_fieldDressing","ACE_quikclot","ACE_bloodIV_250","ACE_epinephrine","ACE_morphine","ACE_personalAidKit","ACE_plasmaIV_250","ACE_salineIV_250","ACE_tourniquet","ACE_elasticBandage","ACE_packingBandage"];
};
};

Where is "ace_medical_level" coming from? Is it being detected in the save file? If so, can this condition be changed so that the items spawn in the arsenal / ammoboxes based on two conditions? "ace_medical_level" OR "ace_common"?

I don't know scripting, but it would look something like:

if (!isNil "ace_medical_level") && (!isNil "ace_common") then
{
unlockedItems = unlockedItems +



Something like that?

Last edited by Stale Baguette Police; Apr 5, 2016 @ 7:51pm
Barbolani  [developer] Apr 6, 2016 @ 1:07am 
ace_medical_level is an ACE variable, what the script does is to check if the variable exists, so then ACE is present, after that, checks what level has configured the admin, and if it's the basic or advanced, then adds the medical stuff to default arsenal loadout
Then all that needs to happen is change the first ace_medical_level to another ACE variable that is common to all ACE installations, such as ace_common. That should cause Antistasi to put all the basic gear in the arsenal for everyone with ACE installed (even if no medical), then Antistasi will check for advanced medical after that and add extra stuff if it detects it.

Furthermore, now that I know the origin of "!hayACE" I can add an AND condition for certain features like disable earplugs and stuff.

I'll test tonight. If I fix it and confirm it works with all medical levels (or none), would you consider adding it to the game? I think it would help a lot of people who use individual ACE modules, of which many do.
Barbolani  [developer] Apr 6, 2016 @ 5:36am 
Yes! If you find a more common ACE variable, the hayACE condition can be tied to that variable, and the medical stuff only added if the medical variable is detected.
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