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Rapporter et oversættelsesproblem
yes it is possible. but im currently no longer interested in arma 3 due to its lack of progress and the ridiculous direction it is going (aliens). But i've released the mod on bis forums so you can easily make the amends (clothing/pistols) in that for yourself.
I really tried to not bother you with question but there's a problem I can't solve and it getting me crazy: your mod works perfectly in a listen server (the one you start from client) but it doesn't work on a dedicated server. On a dedicated server every soldier get ammo and stuff but no weapons. I wuold really appreciate any hint or suggestion.
Thanks in advance and sorry for the bad english
Basically it checks for the units side and then allocates weapons accordingly.
The easiest way to change it is to the loadSideWeapons2 file and add the weapon types you want each side to use.
If you want all ai to use all the just copy and paste. Note you dont need the full weapon name - just ak will work with ak* - ak47, ak74, etc
I am playing a DayZ Scenario on Tanoa with this mod and they only get AKs, but i want them to use M4s, HKs and others weapons.
All I want is that all AI uses ALL Weapons, even if they are from West or East.
- altered mod load order
- different foldernames, also with spaces, but command line don't likes that, even when i use quotes
- grabbed your mod from armaholic again (tested just an older version before)
... but no luck. there's one curious thing: in this modlist from the rpt [i.imgur.com], your mod is the only one with an "@" under the "name" column, and it doesn't display the correct name from meta.cpp. maybe that would change, if the mod gets initialized correctly.
try look for this in your rpt file. All the weapons initialising at 0. that gives you notification that the mod initialized.
1) [CO16+10] Escape From Tanoa (workshop)
2) [Co10] Escape Vanilla [www.armaholic.com] (armaholic)
i can play both missions, but all-the-weapons don't work.
i again checked it local. either i host ingame or start a local dedicated server, i got no problems at all to get it to work. :'(
i've tried two different ways to put your mod on the server:
1) downloaded it via steamcmd from workshop, symlinked it to arma root and named it "@All-The-Weapons". had no issues this way with other mods.
2) downloaded it from armaholic, moved it in arma root and renamed it to "@All-The-Weapons", cause i don't wanna mess with spaces.
the mod always got loaded which i could see in the console log and when i connect to server via arma launcher it is listed in the "Mods required by server" list.
source is here https://forums.bistudio.com/topic/197733-sharing-my-all-the-weapons-script/
I host a coop mission and play with my friend
Cheers man,
It mgiht be the way the mission makers have defined the units. This mod simply matches unit side with weapon types. so east units will get AKs even if the mission maker gives the unit blufor uniforms. BIS does this a lot in their campiagn (independent made to look like west). it took me weeks to figure what the hell is going on.
CSAT should definitely get aks, etc. they do every time with me. what weapon packs are you using?
All the weapons requires CBA to work. CBA is one of the must have mods for Arma 3 which helps many other mods work.
you can get that here. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=450814997