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Well.... doubtful, anyway. I don't think so.
As a footnote, yes the defence missions from the C2 module only work for BLU and I think only for CSAT and AAF? The module only lets you pick between RED and GREEN as the opposing forces for those missions and I don't think it's taking note of the faction configs used elsewhere in the module. Could be wrong and I just messed something up, though.
Could dev or some other user kindly confirm if everything works fine on their end?
Alrighty, thanks for the reply! I'll play around with different sides and AOs and see what happens, might drop an update, especially if it works consistently with the player on RED/GREEN. I've been using your modules alongside NR6 HAL, so that might be the way to do it.
Yeah, its mostly coded with the Player being on the BLUFOR Side. You'll have to experiment. We only play as BLUE, and the Enemy is RED and GREEN.
@Cochise
No. Sounds like another mod issue or conflict. We don't have any issues on our end.
Type 1 -- Guided Missile Platform
Type 2 -- Special Operations, w/ Divers and LOC
Kraken -- Anti-Submarine, Fast Attack
U-Class -- Surface Attack Warfare, w/ Anti-Air
Typhoon -- ICBMs / SLBMs / Nukes (roleplay only)
Djinn -- Surveillance Platform, QRF SATCOMs
I might have to put ARMA 3 back on, just for this.
Great work , as always.
Doesn't work well, nor coded for Dedicated Server. I don't know much about server stuff. It would take a big upgrade and be very time consuming to do. Apologies. So sorry. We play Hosted Server each weekend and it works great for us as long as we stick together as the Hosted Server Player (me) is the "player" that the Trigger AOs are activated by.
As stated in the forums by someone else having a similar issue I am having a issue where on a local host for a small setup of AO's the infantry and sites spawn just fine and everything seems to work as intended however on our dedicated server it seems that although the markers spawn, and some of the defenses actually do pre spawn. For a unknown reason all of the sites will not spawn any infantry or other things whatso ever.
If this is something more common or just something that I messed up in terms of the transition from local to dedicated please let me know as I wish to get this fix as it has been a massive pain after all the testing and setup I did on my local sever.
Best Wishes.
-1 is for Default (random weighted), Positive Number will lock them at that exact Range. Negative Number will be random UPTO that Range (random equal). 10km Max.
You'll have to experiment. When we play, Hosted Server (player LAN), only the main PC (player #1; me) triggers the AOs to spawn units. The other PCs won't spawn anything in. So when we play, we all have to stick fairly close together. The triggers are set to 1km radius, and repeat. The de-spawn I think is set to 3km.
You usually don't have to replace the Module. Sometimes, but its very rare. Also, I don't have anything coded for Dedicated Server play. Its only Single Player, and Hosted (player) Server. You'll have to experiment with it. I don't think it will work well though in Dedicated.
That error is from not having the GEAR module. The "Intel" Items are from that project. I'll have to update SCAR to not throw that error if the GEAR module is not used.
I flipped the Trigger/Function for the AOs. It will be [MIN, MAX, MULTIPLIER]
For any that is using these I just wanted to give a heads up with several days notice before uploading the update so it didn't mess any games up without a proper warning. It won't effect anything else if your not using this option. The old version was [MULTIPLIER, MIN, MAX]. I'll aim for an update likely next week.
Your mods are really underrated it seems; can't find ANY videos on YT showcasing your mods! If your other mods are like S.C.A.R quality-wise then people are missing out haha. Tried to use DMP before this but that just killed my fps, so this mod is a huge upgrade to me personally. :) Thanks!
Never noticed. We never have any of them set to zero. I looked at the code, and don't see anything wrong. I'll have to run some tests to confirm.
The Surrounded will LOOP (script cycles) until its done. Whatever you enter for the loop, that's how many will spawn. You set all details. It doesn't track dead or alive, it just spawns and sends them your way or has them patrol where they spawn depending on settings. Same with Vehicles. They don't head exactly where you are at, but set to "patrol" very close to you. It's RANDOM, so they may be super close, or just nearby randomly.
I'm fairly new to this entire mod though, so out of curiosity I wanted to ask how the module knows when to stop spawning new squads? Is there a set number? Am I correct in assuming that once the number is reached, the module will halt until at least 1 squad is dead?
You can set the number percent to split how many are 100% (leathal/newer), with remaining random; all to random; or you can lock the entire group to a set specific % rating if using a negative number. Example: 50 would be, on average, half are 100%, and the remaining would be random 10% - 100% Accurate. 0 Would be ALL are random. And -33 would set them all to 33% Accuracy Rated.
Example :
[5, 2, 4] call ZDZ_fnc_SCAR_AO_INF_1;
First number is MULTIPLIER, then MINIMUM, and MAXIMUM Squads/Spawn. The multiplier is for *IF* the enemy knows about the player (stealth/spotted). In the example, if the enemy knows about the player before hitting the trigger, it would spawn a random 10-20 squads (5*2) ~ (5*4). If not known, it would be a low 2-4 squads.