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However nonetheless I would recommend switching to the mod version of Antistasi by the same creator "Antistasi Community" as this has long been outdated and may not even work via updates of Arma.
If you still continue to have troubles, head to the discord linked above in the description and post in the #help channel (posted your server RPT there will also help greatly)
This comes up every time i try to start the game.
X\A3A /addons/maps/Antistasi_vt7.vt7/mission.sqm/
Mission/Entities/Item/Entities/Item 2/Entities/Item 7.ty pe: Vehicle class Land_Hangar_2 no longer exists
I would recommend upgrading to the mod though, as this version has long since been outdated.
Short answer, there can only be one blufor and one opfor force.
Long answer, you could theoretically create a template to mix gear from different factions however the most separation you could achieve would be between the different tiers of troops (police, militia, regular sodiers, and SF) trying to mix both US and BAF troops at the regular army tier would result in squads of mixed US and BAF equipment.
Case in point would be our experiment with automatic civilian vehicle detection which, when used with CUP, lead to fully equipped aircraft carriers spawning at an civilian boat spawn and proceeding to lag or crash people's games due to them immediately fighting everything around them or simply cooking off.
On Altis all the AAF were armored/armed correctly, or atleast seemed to be. Is this intended for the beginning of the game, or is there some kind of mod conflict?
We are already working on a hotfix and it will be published shortly.
Regarding the radius, it's 50m and we currently have no intention to change it. We maybe will do in case we ever decide to implement a building system, but currently that's not on the table.
Any placed close enough to a flag for outpost, hq, etc can be manned by AI. Basic militiamen will do it automatically if you allow them to fresh spawn after being place (IE leave spawn range and re-enter after adding them to a garrison.)
Thankfully I think our game is A-OK, as yesterday we captured a resource and another Outpost, one with the Russians and the other the US, and both responded and recaptured the points. I'm not sure why the Russians haven't assaulted our north-eastern outpost when it's so close to the airbase, but I imagine it may be a ARMA pathfinding issue so I'll investigate.
One last question - static MGs and the like, how does one purchase and use them? I captured a DSHK and brought it to the base, but it unfortunately despawned upon loading the game next night.
The ARFR also starting punishment missions now, and the town is still there. Do punishments no longer result in destruction of the town?
I believe any casualties can have an effect on support, though I don't know the ins and outs of the system so I can't say for sure.
The oddest part is that it's a town we've literally done nothing for, we never did any missions in it or killed any US forces there, we only began to battle the outpost after it flipped (by way of fast travel suicide charges) and yet it remains loyal to NAPA.
Unless the distance that missions / fights influence towns is much greater then I expected. But this town is easily 10 KM away from the city we've been focused on this entire time.
Do US casualties by Russian forces still knock down US support? Maybe it flipped because of that, we never had the Russians actually occupy any towns in our game - do Russians not care for them?
Town allegiance isn't based on local military presence so much as activity itself (kills etc) so it isn't terribly surprising that they remain loyal to your cause despite local forces being opposed.
Our aggro levels are low, so I imagine maybe it is a 'priority' thing, I was just confused because we took an AFRF outpost that's about 3 KM from the airbase and left with some Russians standing just outside who killed the three men we left to garrison, but didn't retake the outpost.
Another question - the AI never seems to attack my towns. It's war level 3, yet the US and AFRC have never attempted to retake any of the towns we've captured, and we just captured a outpost and abandoned it (arsenel run) for the first time... And they haven't retaken it, either.
Any ideas as to why?
The garrisons should spawn, however I believe we now have them running under the same system as enemy AI meaning at least some of them will take up appropriate garrison positions in building present at whatever marker you place them at, as opposed to them all standing in the open as they used to.
Instead I needed to download the latest version form github (Antistasi-Virolahti-2-3-2.vt7.pbo) and copy it in ..../mpmissions
Then I unpack it with PBOManager, change the params.hpp, repack it and then the parameters are used every time.
But do I understand correctly that this can only be done via the params.hpp? I have already found info about that and repacked the pbo but it would also not change the difficulty (probably because I did it the wrong way)
We are looking into the capability for parameter changes to be saved however we currently have made little progress due to developer availability.