Arma 3
Antistasi Single Player - Tanoa
58 Comments
Mau der Kater 4 Jun, 2024 @ 12:27am 
I just found out that I can enter civilian vehicles after shooting the driver of these vehicles. Is this how it's meant to be?
Mau der Kater 4 Jun, 2024 @ 12:19am 
I just started a new game and I can not go undercover on foot (Submachinegun in Backpack, no helmet, no pistol, no uniform). Additionally, I can not enter any vehicle. This applies to easy and hard modes.
ChronoMigz 2 May, 2024 @ 6:43am 
uhm...how do i move the warlord? there is no move function like the tent, arsenal and other items....the warlord just standing there infront of the mortar....
dylan mackaay ( NL ) 30 Mar, 2023 @ 9:40am 
same
Devolver Ocelot 1 Apr, 2022 @ 12:07pm 
same as last comment, when i do spawn in i'm naked and can't interact with anything
milk man 6 Feb, 2022 @ 4:31am 
My map is just full of coloured boxes and a bunch of unrelated grey boxes. it just seems to be broken regardless of the mods that i load
J6 12 Sep, 2021 @ 9:47pm 
To fix the high pitch (fast pitch) of your character and the other NPC's when they talk (when they respond to your orders).

All you need to do is set the Pitch to "1" in the "CfgIdentities.hpp" file.

Not 1.0, just 1

To do this, inside the Antistasi version you are running, (Tanoa, Altis etc), inside that folder find the "MissionDescription" folder, and insider that there is a file called "CfgIdentities.hpp"

Open that up using Notepad, and set all of the Pitches to "1"

They will be set to 1.1, just set them all to 1.

Save and you will be done.

(Yes you will need to convert it from it's compressed Pbo file, if you are not a modder and do not know how to do this, then you won't be able to do it.)
LCDC 15 Jul, 2021 @ 1:16pm 
lol
MDK 15 Jul, 2021 @ 12:36pm 
I love how the AI takes 6 shots to the chest from 7.62x54mmR to die, I really hope that whoever put that in gets pulled out back and torn up by dogs.
LCDC 30 Mar, 2021 @ 1:34pm 
I just read where you want bug reports, Petros sometimes moves around when i log off and reenter the building, Csat appears on reb vs government after i log out, The town center's for city supplies is moved, koumac's town square is in the middle of the damn ocean so thats impossible
LCDC 29 Mar, 2021 @ 7:02pm 
can you add the option to buy planes and helicopters from airfields
Lord_Nico 28 Mar, 2021 @ 1:19pm 
Great work ty !!
Gospel Moose  [author] 5 Oct, 2020 @ 7:33am 
@monty yeah waved ca is the file you are looking for. https://github.com/gospelg/A3-Antistasi-SinglePlayer/pull/22/commits/6e0ae613d52855f686b3b85e8bac6066848773a9 check this out and it shows the changes I made.
Monty67T 3 Oct, 2020 @ 9:05am 
@GospelG Can you tell me which script inside the mission controls counterattacks? My friend and I started a new game last night. We took a nearby resource site and spent the next couple of hours fighting off wave after wave of enemies.

I've taken a look at fn_wavedCA.sqf, but I'm not sure if that's where I need to be looking.

I also have a general question. After you take over a resource, for example, does the mission automatically spawn AI units that are on your side to come and guard the newly acquired resource site?

Thanks!
WHAMPanzer 7 Aug, 2020 @ 7:30pm 
If I save then quit then I lose my equipped weapon and its attachments. Is that supposed to happen? Standard Antistasi it does not.

Also all bodies and any vehicles disappear from fights I've had without me using garbage clean. Again standard Antistasi they stay there until I garbage clean
bradyboyt1 29 Apr, 2020 @ 2:11pm 
petros isnt here at all
HVFD233 12 Apr, 2020 @ 10:04am 
@Fell Redownload the mission file cleared up all my problems.
jobad56 22 Mar, 2020 @ 1:39pm 
WOW SO ALL MY PRGRESS WAS LOST ON THIS VERSION ALSO FOR NO FUCKING REASON... YOURE SINGLE PLAYER VERSIONS ARE REALLY FUCKED BUDDY
Six 5 Mar, 2020 @ 9:27am 
Another issue:
- Upon resuming/loading previous save, the parameters of REB vs GOV & INV change to FREE for ALL.
---- This is a problem for long-plays!!


Regarding the Aircraft carriers bug - (likely related to CUP assets). Curious as to why they spawn at/on coasts. They only spawn on the modifications of official Antastasi content (i.e., BluFor Altis, and this one).

-On the plus side, all the LAVS+, AVP(fuck that long designation, for the modern amtrac marine landers), & m1a1s you could ever need.

Anyway, I suggest that for the other cost/buy-menu bugs to limit the number of active mods (most generic advice ever).
SonicJohnBH 11 Feb, 2020 @ 6:54pm 
I've got Aircraft carriers that are just randomly spawning fully loaded with tanks and aircraft, they are TANKING our FPS and clipping through the terrain, any clue what's causing this? They seem to have a chance of spawning whereever there is even just a tiny little dock, small fishing villages included.

At the same time, with RHS, importing weapons/gear costs nothing, and vehicles CANNOT be imported (they are listed as costing $0 and don't appear either), haven't checked yet to see if the vanilla stuff has this same issue.

Keep up the great work!
Gospel Moose  [author] 2 Feb, 2020 @ 6:35am 
@Martin you can back a truck up to it and load the whole box in the truck. Drive to base, then unload it and choose the "transfer vehicle cargo to arsenal" and it'll transfer it all.
Phantom1837 1 Feb, 2020 @ 10:06am 
So im confused on how to take the ammo box thats at some of the bases and transport it back to HQ and get all the inventory into the HQ box. Because if I have to do each weapon individually then thats just annoying
Gospel Moose  [author] 22 Jan, 2020 @ 7:14am 
@Helltiger This can be played as a true Singleplayer scenario, or hosted on LAN, whichever you prefer.
HellTigerCPM 18 Jan, 2020 @ 7:45am 
do i have to start this on lan multiplayer, or can i use it as singleplayer scenario?
Gospel Moose  [author] 17 Jan, 2020 @ 3:04pm 
New version is up, I'll update the descriptions later tonight. Enjoy!
Deimos 17 Jan, 2020 @ 2:56pm 
Yay! Thanks
CharColgator 17 Jan, 2020 @ 10:53am 
That's some great work here ! =O
Gospel Moose  [author] 17 Jan, 2020 @ 10:41am 
Yep, everything looks good. I made a few more last minute enhancements to the import menu, and I'm really happy with it. Once you capture a port, you'll be able to import stuff both at the port and at your hq. Also, buying weapons from the port is totally dynamic now. It's super cool, and works with RHS now.

All I need to do is upload it to the workshop. I'll upload the regular Altis version, Altis BLUFOR, and Tanoa versions tonight and the other maps will come soon, probably over the weekend and Monday (except Livonia, because I don't have the dlc yet!) But I'll figure Livonia out too.
CharColgator 17 Jan, 2020 @ 8:59am 
Any news for your flock ? =)
Deimos 16 Jan, 2020 @ 12:16pm 
The saviour of the single player working man! <3
Gospel Moose  [author] 15 Jan, 2020 @ 4:35pm 
If all goes well, I may have it out tonight. All my features are working on community version 2, I am just doing a little QA before I upload it!
SonicJohnBH 15 Jan, 2020 @ 2:25pm 
Tuning in, GospelG: Champion of the single-player people.
Deimos 15 Jan, 2020 @ 11:29am 
Tuned! thanks again =)
Gospel Moose  [author] 14 Jan, 2020 @ 10:24am 
New version will release this week. Stay tuned for updates!
Deimos 9 Jan, 2020 @ 1:35pm 
Please do take heart from this, to have what feels like a custom version of the best ARMA 3 mod made for me/single players is such a blessing. Thanks again for your time! look forward to your uploads
Gospel Moose  [author] 8 Jan, 2020 @ 3:34pm 
@Deimos And thanks for the kind words, I really appreciate it. I started just tweaking antistasi for my own enjoyment, but once I started making some real progress I thought maybe someone else will enjoy this too. I'm really glad it's worked out for you. It makes me feel better because arma's scripting language is a real pain. I'm glad it's been worth it!
Deimos 31 Dec, 2019 @ 8:29am 
@GospelG Fantastic news, thanks for the hard work looking forward to it. Have a good festive period and enjoy Red Dead, its a great game, finished it on X-Box.

Many thanks
Gospel Moose  [author] 31 Dec, 2019 @ 7:07am 
@Deimos I'd say a few weeks. The new version of the official community antistasi is done, and they are currently bug fixing. They don't want to give an ETA but I follow their progress pretty closely and they seem to be moving right along. I have all my changes staged for the new version but need to test mine as well. The release of red dead redemption slowed my progress down :D but I'll be ready with my single player version as soon as the official is ready, which again I think will be a few weeks at most.

The full list of supported maps: Altis, Altis BLUFOR (fighting AAF), Tanoa, Livonia, Malden, Chernarus Summer, Chernarus Winter, Anizay, Tembelan, Kunduz. I'll prioritize official maps first, hopefully releasing Livonia and Malden same day as new version.
Deimos 24 Dec, 2019 @ 5:51pm 
@GospelG thanks for the reply! I understand.. i have played Barb's Antistasi since they launched, many years. Love them to bits, and Barb for all he has done. I am part of the community over there. But i can't overstate the appreciation i for you making this single player friendly. Such monumental change for the better for me as i don't have time in my life now for player squads.

I always felt they were not truly aimed at single player, until you have taken the time to transform so many aspects. I am very grateful.

I simply can not wait for Livonia and Malden =)

So happy!

Would you have any idea of ETA of Livonia, weeks? months?
Gospel Moose  [author] 24 Dec, 2019 @ 5:26am 
@HVFD223 sounds like there may be something interfering with it. My recommendation when you play antistasi is to load as few mods as absolutely possible. It's easy to set a preset in the launcher for this. I only play it with blastcore and jsrs. I would try that first and see if it fixes the problem.
Gospel Moose  [author] 24 Dec, 2019 @ 5:24am 
@Deimos Yes there are quite a few more maps, especially in the next version that will be supported. I won't take any credit, it's the official antistasi community team who is porting the mission to a bunch of different maps, and my changes are built on top of theirs. Off the top of my head Livonia, Malden, and Tambelen have support with a few others as well.

Once the next version drops I'll upload Singleplayer versions for as many supported maps as there are.
Deimos 22 Dec, 2019 @ 10:37am 
Love what you have done to enhance single player, makes it hugely more enjoyable for someone like me, who can't commit to playing online with a team! I thank you kindly.

May i be bold and ask.. any plans for other maps? i would love to subscribe to all maps you make!
HVFD233 8 Dec, 2019 @ 5:21pm 
I don't know if anyone is having this issue but every time i play and get killed i have to restart the respawn system may have a bug in it cause when i die I'm permanently dead and have to restart the mission and load what i can from the ingame save function.
Gospel Moose  [author] 6 Dec, 2019 @ 6:06pm 
2. Armas scripting language gives me a headache lol I'm honestly not very good with it, and while I have some big ideas I find that it just takes so much time to write and debug code for Arma. If it used python as it's language (of course not feasible, but for example) I could do all kinds of stuff, but as it stands the amount of progress I can make with Arma scripting is very small given the time I have to work on it.

@SonicJohnBH I think the new version will account for different camos of the same gun, so that won't be an issue. Full credit goes to the community team, as they have re written the crate system and I just plan on taking advantage of their hard work for my stuff. I'll double check but I don't think that will be an issue anymore!
Gospel Moose  [author] 6 Dec, 2019 @ 6:00pm 
For what it's worth, I totally agree. It doesn't make sense to send a bunch of air assets for every little thing, and it's somewhat immersion breaking for me. A while back I started messing around with with the idea of giving the ai finite resources. Basically, if you shoot down a helicopter they permanently have one less helicopter. There would be certain conditions under which they might get more, but ultimately it would be balanced so that if you were aggressive and efficient enough you could beat the ai purely through attrition. There's 2 roadblocks for me though. 1. The counter attack script is pretty wild, and I don't fully understand it. At some point the community team will re write it but it's total spaghetti to me right now. This script really needs a rework before any big changes can be made without having alot of unforseen consequences.
SonicJohnBH 6 Dec, 2019 @ 12:57pm 
@m5holmez I used to think the same thing but I realized that the REASON for that is that because the balance is centered around the players attacking factories and resources to reduce the enemies resource pool. Do this and they'll have less air assets to send, Antistasi actually models this according to the briefing. You can also attack enemy air-assets on the ground, while they aren't the EXACT assets to be sent against you, they would normally get refunded back into the resource pool, so you can reduce it pretty drastically by sending some suicide bombers or mortars to their parked helicopters. I started a campaign of car-bombing NATO factories and it's made a pretty big difference. Also remember to take out radio-towers before attack locations, since they'll be used to call for backup on even the smallest attacks.
SherlocK_HolmeZ 6 Dec, 2019 @ 2:25am 
I love Antistasi and this is a good version but the main problem with this and the original are the air attacks. Every wave more or less just consists of air attacks with like 20 air assets on high agg/war level. It's no fun just fighting off air attacks constantly and what military in their right mind would send 20 choppers/planes with little to no ground support considering there goal is to retake the base/resource etc. Would be awesome if you could drastically reduce air attacks and add more ground assaults.
SonicJohnBH 4 Dec, 2019 @ 5:26pm 
That new system sounds PERFECT for our game, ESPECIALLY the fact that it checks for stuff you already have. Might I suggest that you include something to prevent, or lower the priority of, weapons that are the SAME aside from aesthetics? I know that RHS and CUP both are filled with tons of weapons that come with different camos and Antistasi counts them as separate weapons by default. RHS also does this with some weapons where the only thing different is the place that the character model grips the model of the gun (regardless of attachments). I could find, or heck even go and make, a list of these if that'd be helpful.
Gospel Moose  [author] 3 Dec, 2019 @ 3:44am 
@SonicJohnBH That's a good idea. With the next version the way the imports work will change quite a bit though. Right now it is mostly static, and you could pretty easily unpack the mission and change the contents of the import boxes to whatever you want. With the new version it will be totally dynamic. It will look at what weapons you have available (through mods and dlc) and what you have already unlocked, and semi randomly fill a crate with weapons and gear that you don't have yet.
SonicJohnBH 1 Dec, 2019 @ 1:47pm 
Once the RHS import is fixed will it be a viable way to introduce modded weapons into the game in a natural way? I've been having to zeus some custom objectives and just sorta dungeonmaster my players their KA weapons loot via a box I spawn in and fill with random stuff. Would be GREAT to have a natural/balanced way to bring those in.