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// MISSIONS CYCLE (see below)
class Missions {
class Mission1 {
template ="Antistasi-Altis-2-5-3.Altis";
difficulty = "Custom";
class Params {};
};
};
If you choose Custom as the difficulty, then it reads the settings you choose inside the server's server.armaprofile. Options for which can be found Here [community.bistudio.com]
As for changing factions, simple explanation is unpacking the pbo, finding the selector.sqf file, finding the correct line and changing the name of the template that needs to be used. A more detailed explanation can be found on the discord linked above and reading the pinned messages inside the #help channel.
One of the developers created a template for BWMod however it never quite reached a state we were happy with. It is possible to port though as far as I am aware.
BWMod into (this) AntiStasi?
The AI, especially in the early game where you have yet to purchase training levels, are awful at spotting enemies and without spotting, they struggle to fight back. Most of this spotting must be carried out by a player and thus when you go down they are likely to lose track of enemy forces.
One thing you should do is ensure that the AI are set to revive you through the Y menu, this will hopefully have them work to get you back up if they can.
MCC is not a mod we have any support for and in fact is known to cause issues with our mission for one reason or another, likely AI related as we have our own integrated AI scripting, therefore the mission is coded to kick players who attempt to play with the mod. This is not unique to MCC and also triggers for several other AI mods that are known to cause major problems.
To play the mission, just don't run with any other AI mods and you should be fine.
We are working on making a wiki page on the github that lists these mods in a more readable place than just in the code.
Never did work out quite why they seem so much harder to fight.
The latter is down to the modset you load, if you choose to *not* load any of the 3CB mods and start a new save, it will populate the factions with RHS factions and units.
We are already working on a hotfix and it will be published shortly.
There is an example folder which should explain what the files do and therefore help you make your own.
Please note that due to an IP (intellectual property) issue within the IFA mod we will temporarily deactivate the compatibility with IFA as we are utilizing assets which are affected.
Nevertheless, we of course will properly integrate IFA compatibility once the issues are fixed.
With the next update we will have adapted the code so IFA is no longer loaded.
Yes, this means that games with IFA will break and you will not be able to continue them, but as the now missing models already broke the game, there is not a large loss.
If you would like to have more information regarding said IFA issue, please visit their steam workshop page as they have posted information in their comments.
Link to IFA
Thank you for your understanding.