Arma 3
D-Day_Minus-1.Woodland_ACR
30 Comments
JGaz-UK  [author] 1 Jun, 2024 @ 3:07am 
the 1 DLC & CUP stuff should cover it. When you launch mission it should tell you what you're missing when you load it. :kill:
JGaz-UK  [author] 30 May, 2024 @ 1:49pm 
I cant remember, made this when WS first released.:steamfacepalm: This should cover all missions made by me https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1193624211
Mallekip 29 May, 2024 @ 8:40pm 
Is there any chance the list of dependencies for -this- specific mission could be listed?

Lazy as it sounds, downloading the mods, and after trying the mission, combing through my existing list of ~200 to manually delete them, is a bit of a hassle. Can also introduce bugs eg lighting config overwrite from loading multiple terrains. I can't imagine all 5 + CUP are needed at the same time for this single mission.
JGaz-UK  [author] 26 May, 2024 @ 12:44pm 
Quick update enemy have less NV :NATO: :m67:
JGaz-UK  [author] 9 Aug, 2023 @ 4:33am 
NOW 10 PLAYER :Dignity::Honored::Spirit:
JGaz-UK  [author] 9 Aug, 2023 @ 3:06am 
Revamp of this:kill:
JGaz-UK  [author] 10 Apr, 2021 @ 8:07am 
Updates 10/04/21 Green section rearmed extra ammo 100rnd mags included.
JGaz-UK  [author] 25 Mar, 2018 @ 4:06am 
Now one diver is a medic.
JGaz-UK  [author] 9 Mar, 2018 @ 9:20am 
Blow up the towers & it will set off the mines.
JGaz-UK  [author] 21 Feb, 2018 @ 10:48am 
MAJOR UPDATE. Number of bugs fixed & sea mines now all floating as bottom mines now very difficult to get disarm X. Floating mines less buggy at the moment use T or whatever you have foe view target to get disarm option.
JGaz-UK  [author] 21 Feb, 2018 @ 7:25am 
Set in config settings "Reveil Target" first Right shift & the full stop. or default if it works is the T key.
JGaz-UK  [author] 21 Feb, 2018 @ 3:38am 
Try using RIGHT SHIFT & FULL STOP when looking at the mine that can work, might need a few goes. Bis dont seem to think its a problem worth bothering about?
JGaz-UK  [author] 21 Jan, 2018 @ 4:37am 
The Laws OF War DLC with the new mines seem to have broken the ability to defuse the older pre LAW mines! So at the moment this is broken. Bug report submitted to Bis
JGaz-UK  [author] 6 Dec, 2017 @ 7:43am 
Bis patch fix
JGaz-UK  [author] 9 Mar, 2017 @ 2:50pm 
Apex update done.
JGaz-UK  [author] 9 Mar, 2017 @ 3:34am 
I need to do an Apex update on this.
JGaz-UK  [author] 14 Aug, 2016 @ 2:59pm 
Has anyone finished this yet?
JGaz-UK  [author] 11 Feb, 2015 @ 4:11am 
Not got it to work as yet! I have rebreather diving goggles & survival uniform in the unit init (all default equipment) any chance of the line of script needed in there to stop every JIP reloading same to players already in game.
Alwarren 9 Feb, 2015 @ 9:59am 
Doesn't have anything to do with it. You don't need to use the function module, just stick the code into a sqf file and do as I wrote in the forum post.
JGaz-UK  [author] 9 Feb, 2015 @ 9:35am 
Could not get it to work sadly. I dont use FHQ maybe thats the problem. will have to stick with "take your own diving gear"
JGaz-UK  [author] 8 Feb, 2015 @ 4:22am 
OK thanks
Alwarren 7 Feb, 2015 @ 3:58pm 
Yeah, practically all my recent missions make use of it. "Northern Lights" should be using it.
JGaz-UK  [author] 7 Feb, 2015 @ 3:57pm 
is there a mission of yours on the CIA server that has a function module example I could possibly take a look at to see whats what Alwarren?
Alwarren 7 Feb, 2015 @ 12:38pm 
Yeah, I know what you mean. The behavior of the init fields was changed from Arma 2 to Arma 3. In Arma 2, the init was executed exactly once, at the beginning of the mission. Now, it not only executes on the beginning, but every time a player JIP's, too, and not only this player's init, but all players from that side.
JGaz-UK  [author] 7 Feb, 2015 @ 11:14am 
The problems not that JIPs dont get the equipment its that everyone already in the game gets it all again!

Tks for the link I'll take a look.

For the moment. Quick solution; default start equipment for all, players must now take diving gear from crate. You will drown/die if you use the subs without.
Alwarren 7 Feb, 2015 @ 10:22am 
If you add these in the init.sqf or init fields of the units, they will be executed again on JIP. I use a variable on the unit to indicate that it has been given the loadout, check the first post in this thread http://ciahome.net/forum/mission-making/mission-making-tips-and-tricks/msg26116/#msg26116
JGaz-UK  [author] 7 Feb, 2015 @ 4:43am 
Bit of a bug in this if someone JIPs players in game get their rebreathers & goggles back.going to have to find a fix. If anyone knows of one let me know.
JGaz-UK  [author] 11 Jan, 2015 @ 9:31am 
Have done the first part a few times, but follow on tasks needs some careful planing. Should be doable with a full squad. there is a lot of random in the mission so unpredictable as usual
Preferred the river water green as it was before the AiA_TP update, pity they changed it.
Variable 10 Jan, 2015 @ 1:50pm 
Sounds great J-Gaz, will be hosted on the CiA serve!
JGaz-UK  [author] 9 Jan, 2015 @ 3:26am 
Please report any bugs.. Thanks