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My time for modding Arma 3 is not what it was, maybe about two hours a week, which makes progress on updates really slow nowadays. But I might have time to add Fallout Mods if you can point me to some good ones.
Yes, JM had a lot of mods based on popular franchises, like Mass Effect. But most of them were taken down. Presumably because of copyright issues. Some have been re-posted, but risk also being taken down. It's a shame, because they were really great quality mods.
Some Mods use special scripting that makes the character models incompatible with how THE ASSAULT spawns units. It sounds like Alienz is one of these. The way I get around this is to add them as a SPECIAL QUICK FACTION, which spawns units slightly differently.
If Alienz is a mod you use a lot, I can see if they work as a SPECIAL QUICK FACTION.
Unfortunately SOG AI does not work with THE ASSAULT, as the regular Team Switching breaks it.
Drongo's Command Enhancement is a strong alternative, that does work well:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1515249845
NEW UPDATE OUT:
hongdino: I think I figured out your issue and fixed it.
M&M man: Sorry, I have no plans to increase the player's squad above 10. The amount of work to change it would be immense. If you want more friendly units on the map, you can add independent units friendly to your side and they will assist you. You just won't be able to team switch to them or give them orders.
When I turn that to 'on', the text message on the right side of the screen pops up and says it is 'off'. It is really a minor error anyway.
Sorry for the slow reply. In THE ASSAULT all of the player's squad are named (playerteam1, playerteam2 etc) as well as the insertion vehicle (playervec). So, I run this to check when everyone is out of the vehicle.
waituntil {(playervec distance playerteam1 >= 10) or !(alive playerteam1) or !(alive playervec)};
waituntil {(playervec distance playerteam2 >= 10) or !(alive playerteam2) or !(alive playervec)};
etc, etc for each of the player's squad
Once all these waituntils are done either everyone is out of the vehicle, or dead, or the vehicle is destroyed. If the vehicle is still alive I run the script to crew the vehicle and have it depart.
This won't work with your game if the units are not named. I found this by doing a quick search, but I don't know if it works: {alive _x} count crew vehiclenamehere == 0
Besides, I want to do it for our small group to have pilot heli insert, but egress by ai, just for information.
Hi igorpc
I think you are asking how to spawn a helicopter crew.
The helicopter in this example is called heli1. Spawn the crew in heli1 by:
createVehicleCrew heli1;
The crew will belong to the side heli1 belongs to. So, if heli1 is a CSAT helicopter the crew will be opfor (or east). If that is a problem, create a group (I’ve called it HeliCrewWEST) for the side you want the crew to belong to and make the crew join them. So, to make the crew join west:
HeliCrewWEST = createGroup west;
{[_x] joinSilent HeliCrewWEST} forEach crew heli1;
If you want heli1 to fly away you'll need to place an object, e.g. an invisible heli pad, for heli1 to fly to. In this example it is called heli1destination:
heli1 doMove position heli1destination;
When heli1 is close to heli1destination or far away from the player you might want to delete it and its crew:
waituntil {(player distance heli1 >= 100) or (heli1destination distance heli1 <= 100)};
{deleteVehicle _x} forEach (crew heli1);
I hope that helps,