Arma 3
[discontinued] Antistasi - Virolahti - Community Version
129 Comments
Vlash 1 Jun @ 6:22am 
@Lasse473 IIRC this is an error for CUP Terrains Core not correctly being loaded alongside the map.
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recommend switching to the mod version of Antistasi by the same creator "Antistasi Community" as this has long been outdated and may not even work via updates of Arma.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)
Lasse473 1 Jun @ 5:31am 
Does someone know how i can fix this or what i should do?
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
[Meerkat] 19 Nov, 2024 @ 3:54pm 
@lewbnorth7, For this version, you need to set the parameter in the lobby before you load in.

I would recommend upgrading to the mod though, as this version has long since been outdated.
lewbnorth7 19 Nov, 2024 @ 12:06pm 
how do you restart antistasi to beginning?
[Meerkat] 19 Nov, 2022 @ 6:19am 
@Newton, Not at the current time. This is due to WW2 mods not containing vehicle types that the mission currently relies on. (mostly helicopters)
Newton 19 Nov, 2022 @ 2:06am 
Can i select WW2 Factions?
Vlash 29 Jul, 2022 @ 5:12am 
At the moment yes, but it involves unpacking the mission PBO and editing some lines in the selector.sqf file. Should be something better made and used in game for the next version iirc
NotaKing 29 Jul, 2022 @ 4:37am 
Is there a way to fight different factions? I haven't found the option to do so
BesŦ 15 Jul, 2022 @ 11:19am 
Did the factions change from US to LDF on purpose or we fucked up something?
Vlash 10 Apr, 2022 @ 11:05am 
If it says radios not enable on the server, it tends to be correct. Can't really tell without seeing your server. You'll need to look at the server RPT to know more. Or if you don't know what you're doing hop onto discord and get help from the Arma guys. We might be able to help on the Antistasi discord but no promises
Unlawful_Slayer 10 Apr, 2022 @ 10:57am 
Everything in this mission works great however when hosting on a dedicated server myself and some friends keep getting an error that says “tfar radios not enabled on server” or something similar to that. Iv checked the command like and it looks fine. Anyone have a fix or maybe something with the mission?
[Meerkat] 3 Apr, 2022 @ 11:15am 
@Cooper K. | 3C-370

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.
Cooper 3 Apr, 2022 @ 11:05am 
Is there a way to have USAF, BAF, and AFRF all in the same map or is only allowed 1 BLUFOR and 1 OPFOR?
[Meerkat] 17 Mar, 2022 @ 6:05am 
@Perfeckdark, The repair vehicle should look like a recovery version of the US truck, or a metal bodied Gaz-66 for the AFRF
Perfeckdark 17 Mar, 2022 @ 5:16am 
Fantastic map guys! Thanks so much for the work you guys put into keeping this mod alive. It's incredible. Does anyone know what the hell the repair vehicle looks like in this map? I've got RHS installed.
[Meerkat] 8 Mar, 2022 @ 8:09am 
@GOD Raigeki, Unfortunately not, as there is no standard way that modders flag their vehicles.

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.
Karma 8 Mar, 2022 @ 4:37am 
There is no chance to get randomly vehicles from all loaded mods and dlc's right? Would be nice if the ai doesnt have always the same truck , the same guns and the same planes or helicopters...
[XS]SnakeDoctor 7 Jan, 2022 @ 3:13pm 
@[Meerkat], thanks for responding bro! Not a problem, I'll continue looking.:steamthumbsup:
[Meerkat] 7 Jan, 2022 @ 12:16pm 
@[MIL]CyberShot_6, You'd have to dig pretty deep into the code to find the file where this is defined, the code is available on our github if you wish but there is limited support we can give for making your own edits.
[XS]SnakeDoctor 7 Jan, 2022 @ 9:32am 
Is there a file where I can edit the Base Zone radius to a larger figure? Currently statics can only be placed a short distance from the Flag Pole. I would really like to increase this space if at all possible. Thanks in advance!
original afghan skunk 10 Oct, 2021 @ 6:29pm 
Really love this map, far better than Altis, I wish I started on this map due to how much easier it is, and it seems to run better. However I noticed, using RHS (USAF, AFRF, GREF, + 3CB), that the US marines are not wearing RHS armor, rather the vanilla 'chest rigs', and vanilla 'tactical vests'. Otherwise they are all using the right vehicles and weapons.

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?
Official Antistasi Community  [author] 12 Aug, 2021 @ 5:40am 
Please note that there are a few minor issues with 2.5.0 like garrisons not being taken over from the previous version and for example fuel trucks not being noticed as such in the garage.
We are already working on a hotfix and it will be published shortly.
Vlash 5 Aug, 2021 @ 10:15am 
Depending on modset and PC this can take some time to start up. Also make sure you are hosting this in a LAN environment if you are wanting to play this SP. Just wait until the initialisation is done.
AbsorbMySemin 5 Aug, 2021 @ 8:12am 
How to start this. When i spawn i dont have anything on me or i cant interact with anything.
Tename 20 May, 2021 @ 1:42pm 
Is the place mine feature broken, I have over 5 APRES mines and I seem to be unable to deploy them
John Chivalry II 12 May, 2021 @ 10:51pm 
A building system would deadass make singleplayer or early morning or even late night plays without the boys so cool, everyone jumps off and comes back on next time to a massive base with 14 emplacements covering 20degrees of the walls and 15 layers of walls, I'm getting over myself but building would be cool
Official Antistasi Community  [author] 12 May, 2021 @ 6:11am 
Every of our maps has Zeus enabled for #adminLogged and that for nearly 2 years now :)
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.
FRAG-OUT-46 11 May, 2021 @ 12:27pm 
this is one of the most if not best map of this collection, i haven't played it on my new steam account but payed on another and loved it, i remember this map having a ability if you was the host u could press some buttons and it would take it some Zeus mode, then from there could make the missions easier or harder or create little side quest for friends to play, strangely not every map had this feature which was a shame. Going back to the map, the different areas on the map work really well with Antistasi, it allows to change up tactics all the time. the only problem with the mod is that the HQ radius which allows you to place weapons or weapons to man by Ai is small, so im not sure if that could be given a setting to change in the lobby, but other than that Top mod/Game mode on a top map.:steamthumbsup:
[Meerkat] 26 Apr, 2021 @ 3:26pm 
@Hatty, Statics are best to be garaged and ungaraged otherwise I think they still get classed as enemy iirc, hence the despawn.

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.)
Hatty 26 Apr, 2021 @ 8:09am 
@Meerkat

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?
[Meerkat] 25 Apr, 2021 @ 8:31am 
@Hatty, Invaders currently do not hold towns. This has been the case for a long time and I am not sure if we have any plans to change it at this time.
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.
Hatty 25 Apr, 2021 @ 8:27am 
I'll do so when I return home from work, thank you.

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?
[Meerkat] 25 Apr, 2021 @ 8:22am 
@Hatty, Definitely interesting that the marker didn't flip with the enemy present and unopposed. Drop a message on our discord, in the bug report channel, and someone can have a look into it.

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.
Hatty 25 Apr, 2021 @ 8:16am 
Thank you for the fast response. And yea, recently the Russians started an all-out invasion and captured much of the Eastern portion of the map. I was confused because me and my friend have our rebellion situated in the North-East corner of the map (the city along the river right below the AFRF's starting airbase essentially) and one of the towns we own is situated on a major highway which sees frequent BRDM traffic, yet the town has remained unmolested even during this mass invasion, all four of our towns in fact. We also had a town with a US outpost situated in it suddenly flip to us, and the Outpost hasn't done anything to reclaim the town that it's literally on the doorstep of.

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.
[Meerkat] 25 Apr, 2021 @ 8:06am 
@Hatty, Not sure on that. I know that we did accidentally make towns a major target for the AI and I believe sorted that for 2.4 but that doesn't explain them being passive overall. Are they still attacking each other regularly? Because if so, it is because they see bigger targets to deal with.
Hatty 24 Apr, 2021 @ 8:36pm 
@Meerkat. That's good to know, thank you!

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?
[Meerkat] 23 Apr, 2021 @ 12:02pm 
@Hatty

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.
Hatty 23 Apr, 2021 @ 10:15am 
When I add garrisons via talking to Petros, they never spawn in. How can I fix this? I really like havign friendly AI patrol. The enemy also hasn't attacked any of my unprotected towns for a while...
[Meerkat] 14 Apr, 2021 @ 7:18am 
@HugoB Arsenal loadout saving and loading should work as long as your equipment is unlocked. We have had no problems with this other than a small number of duplication/spawning bugs that we fixed several versions ago.
John Chivalry II 13 Apr, 2021 @ 5:40pm 
You need to remember the arsenal starts of with nothing so kits already pre-made might not work because the items do not exist in the arsenal at that time
HugoB 13 Apr, 2021 @ 12:30pm 
why we can't save our stuff in the arsenal ?
[Meerkat] 8 Mar, 2021 @ 3:59pm 
@Jamie_STI They shouldn't unless you run a garbage clean. Said garbage clean may happen periodically but I don't recall it doing so.
Jamie_STi 8 Mar, 2021 @ 2:12pm 
Hello, is there any way to stop dead bodies despawning when I die? I play it in MP hosted by myself. Thanks
[Meerkat] 14 Feb, 2021 @ 6:55am 
@onestar No problem, if you are planning to edit the files I recommend joining our discord. From there you will have access to easy communication with the Dev Team who can help you if you get stuck.
onestar 14 Feb, 2021 @ 4:27am 
@[Meerkat] Alright, thanks for the info!
[Meerkat] 13 Feb, 2021 @ 10:12am 
@onestar, For those we have integrated, you have to change the mods you have loaded. If you wish to use something different to what we have given you will need to unpack and edit the templates themselves.
onestar 13 Feb, 2021 @ 1:23am 
How can you change factions?
Burning Bridges 4 Jan, 2021 @ 4:34pm 
Ok, I think I figured it out. The biggest obstacle was using the Steam workshop which uses different and confising naming.

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.

Burning Bridges 4 Jan, 2021 @ 4:07pm 
thanks for the quick response. I will check the discord and FAQ

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)
[Meerkat] 4 Jan, 2021 @ 2:51pm 
@Burning Bridges, Please join our Discord and take a look in the FAQ channel, specifically FAQ 4. This should help you with saving parameters.

We are looking into the capability for parameter changes to be saved however we currently have made little progress due to developer availability.