Arma 3
Just Like The Simulations - Conquest
20 Comments
Rafter 24 May @ 7:06pm 
Great mode! Are you considering adding an additional defeat condition? Right now, if reinforcements drop to zero you automatically lose, however, most times I have 15 alive friendly units on the field when the reinforcement count drops to zero. Is there a way to either automatically be defeated when all current alive troops are dead or when all command posts have been captured. The latter is already in the mod but not the former.
Perkomobil 24 Feb @ 9:50am 
"We have captured a command-post!"
ecross372 15 Mar, 2023 @ 4:26pm 
When will this be updated?
Jonathan Heckdiver 21 Feb, 2021 @ 4:27pm 
Sweeeeeeeet
Clock  [author] 21 Feb, 2021 @ 3:53am 
@AkFumbles
Thanks I'm glad you like it
As for the vehicles,
Built-in vehicle respawn handling is something I'm working on for the next version
And AI behavior is also something I wish to take a crack at
Utilizing vehicles, turrets etc., as well as class specific things like medication
Jonathan Heckdiver 21 Feb, 2021 @ 2:39am 
Say great mod man. I have only one request. Can you make it so the AI will automatically get into empty vehicles? I'm using #AS and Legion for the LAAT's and what not and think that would be a superb feature.
The Chairman CEO 19 Dec, 2020 @ 7:03pm 
ok thanks man
Clock  [author] 19 Dec, 2020 @ 6:27pm 
Ping me in the general channel if you do
Clock  [author] 19 Dec, 2020 @ 6:12pm 
4 pre-made scenarios are shipped with the mod in the MPMissions folder
Make sure you launch any conquest scenario in multiplayer
Other than that, it's hard to debug with such a response delay in a comment section
If you can join my discord, I'd be glad to help figure out the issue tomorrow
The Chairman CEO 19 Dec, 2020 @ 5:44pm 
whats that?
ive done all the steps the only issue is the ai dont spawn in or respawn on the command posts.
arent the command posts supposed to be the spawners and respawners or do i need to place down something else for the respawns because it says respawn disabled ?
Clock  [author] 19 Dec, 2020 @ 5:23pm 
Have you tried running one of the shipped scenarios?
The Chairman CEO 19 Dec, 2020 @ 4:50pm 
yes but i dont load it in when i play
Clock  [author] 19 Dec, 2020 @ 3:01pm 
@The Chairman CEO
Do you have ACE in your modlist?
The Chairman CEO 19 Dec, 2020 @ 2:33pm 
how do i get the ai to spawn in ?? i put down all the modules and made the sqf file but still no ai spawn and the amout of units it says on the hud is -1 when i set it to 200 in the init module
Fletch 19 Aug, 2020 @ 6:42am 
@Clock no problem for the vics (I'll stick to adding them in non AI conquests), when it comes to the pathing thanks for the insight on that, will have to redo some access points but that shouldn't be a problem. Looking forward to further updates and addons :)
Clock  [author] 19 Aug, 2020 @ 6:33am 
@Fletch
In the current state of the scripts, vehicle handling is not present at all, not even their respawn let alone the AI interacting with them
So for now I'm afraid you'll have to play without vics
For the pathing, it's not really possible
The AI has waypoint generated to a random command post and they try to get there according to arma's own AI pathfinding algorithm
If they don't want to go up on custom staircases then that may be because the building object is missing a LOD for example that's used by the AI
Fletch 19 Aug, 2020 @ 5:29am 
Love these mods but I do have 2 questions. First being when it comes to vehicles - can i just place empty ones and the modules will respawn them or is there something extra I have to do for them to spawn properly. Secondly Is there a way to add pathing to the ai in anyway to make them move up hand-placed staircases like the secundus hallways and stairs from OPTRE?
Ainsley Harriott 15 Aug, 2020 @ 6:17pm 
@Clock thanks for the response!
Clock  [author] 15 Aug, 2020 @ 2:08pm 
You can but then no AI, only PvP and no medical droid functionality
It has technical reasons
Ainsley Harriott 15 Aug, 2020 @ 12:19pm 
so you can't have ace enabled with this mod?