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also no i do not have bad grammar im tryna sound like a alien
Two final requests: 1) Another guy requested this too, some of the alien vehicles could use better/higher res textures. Also Arma 3 handles pure blacks and pure whites terribly so it is better to use a black/tan mix to represent blacks and white/tan mix to represent whites. With so many Ai based texture enhancements and upscalers options today it is easier than ever to improve textures.
2) You last map features Reptilians! Any chance we can have the sub-race added to this stand alone mod? Would be great to have them included ;)
Other than that, this mod is one update away from perfection, thank you!
Changelog:
- fixed: placement of Alienz faction in Zeus now possible
- added unit 3DEN preview pictures
- improved alien weapon sounds
- fixed: volume of tank tracks
- improved heatray on Zeta Mothership
1. You assign thrust to the shell that inherited from class ShellBase. It won't work. Thrust value only work in missile and rocket.
2. You give HE shell positive air friction value. It will not decelerate. Class ShellBase need negative air friction to decelerate. Positive value only use in missile and rocket.
And if possible. Inherit your tank from class Tank_F. It's more common and refined than class tank.
Thanks
While the units are Indfor, for some reason the faction itself is recognized as opfor, even though both the Units and Groups show up in Indfor just fine for Eden and Zeus. I haven't seen any other faction affected like that, and the original works just fine, so my best guess is it's something specific to this one.
I'll double check but last I remember you can only spawn the groups in through Eden, but not in Zeus. The only one that shows up on the list is the RPG team, and it won't spawn in when selected / attempted to be placed anywhere. the only way I was able to do this was to save them as custom compositions in Eden.
Other than compositions, the only other way I can reliably spawn them is using the mission generator in MCC Sandbox 4
lmao
thanks for the update!
The only thing I 'think' I understand (big emphasis on 'I'm not positive about this") is that in the Config Viewer the Zetaborn are listed as "Side = TGue" but for the Warlord Game mode to recognize it needs to be "Side = 0" (which is Opfor) or "Side = 2" (for Independent".
and I don't even know how the Zetaborn reinforcements are supposed to work
Whenever I try to insert the Zetaborn Cfg into the Warlords init I get an error because the Side # for the Cfg is not in it.