Arma 3
LZ X-Ray
SkyDong  [developer] 18 Oct, 2022 @ 6:29pm
Questions
Post any questions you may have here.
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Showing 1-15 of 19 comments
C0ZYNAK 19 Oct, 2022 @ 5:57am 
Is it compitable with AI mods?
SkyDong  [developer] 19 Oct, 2022 @ 6:45am 
Originally posted by Sanaj 1337:
Is it compitable with AI mods?

It is still untested with any AI mods. Some may work, as long as they don't interfere with waypoints.
Culsh 19 Oct, 2022 @ 4:22pm 
With the ability to load Unsung alongside this, is it possible to add the uniforms, beltkit, packs & Bandoleers from Unsung Redux to the historic arsenal?

Edit: Just tested it post update, thank you the OG-107 uniforms and the extra equipment definitely adds to a more authentic look with Unsung added.
I did forget to mention Unsungs helmets too in my initial post, my apologies for forgetting that.
I'm not 100% sure but would the XM16E1 that was added in 1.2 update be more historically accurate seeing as the A1 didn't appear till '67? My guess that might be a bit difficult to sort in the SOGPF only parameter due to the stock loadouts though.
Again thank you, the work you've done here is mind blowing. I'm surprised you havent posted it in SOGPF discord for others to see.
Last edited by Culsh; 21 Oct, 2022 @ 10:31am
SkyDong  [developer] 19 Oct, 2022 @ 4:37pm 
Originally posted by themightyculsh:
With the ability to load Unsung alongside this, is it possible to add the uniforms, beltkit, packs & Bandoleers from Unsung Redux to the historic arsenal?
Ya, sure thing. I'll just have to go through the classes to see what fits.

Edit: Actually, I'll probably make a separate parameter. Something like "Historical with Unsung"

Edit #2: This has been completed. Let me know if there is any other equipment / gear you think I missed. This mission parameter also changes all friendly AI uniforms to the more accurate ones from "Unsung Redux."
Last edited by SkyDong; 21 Oct, 2022 @ 9:10am
SkyDong  [developer] 21 Oct, 2022 @ 5:37pm 
Originally posted by themightyculsh:
Edit: Just tested it post update, thank you the OG-107 uniforms and the extra equipment definitely adds to a more authentic look with Unsung added.
I did forget to mention Unsungs helmets too in my initial post, my apologies for forgetting that.
I'm not 100% sure but would the XM16E1 that was added in 1.2 update be more historically accurate seeing as the A1 didn't appear till '67? My guess that might be a bit difficult to sort in the SOGPF only parameter due to the stock loadouts though.
Again thank you, the work you've done here is mind blowing. I'm surprised you havent posted it in SOGPF discord for others to see.

Thank you, I appreciate your feedback! You're right, I'll see if I can swap out the A1. Should be pretty easy. I didn't realize the XM16E1 was added, thank you.

Also, good call. I'll check out the discord for sure!
Last edited by SkyDong; 21 Oct, 2022 @ 6:32pm
Slime 26 Oct, 2022 @ 1:27pm 
How do I play this mod within the game, I have the Prairie Fire DLC loaded and the Mod?
SkyDong  [developer] 26 Oct, 2022 @ 1:44pm 
Originally posted by Slime:
How do I play this mod within the game, I have the Prairie Fire DLC loaded and the Mod?

It can be found by hosting a local multiplayer server. The mission is then found under the map "Cam Lao Nam."
Last edited by SkyDong; 26 Oct, 2022 @ 1:45pm
werkwhitman 28 Oct, 2022 @ 5:32am 
just a quick dedicated server question: i usually only run antistasi on mine so my knowledge is pretty limited: am i able to set mission parameters in server.cfg the same way i can with antistasi so i don't have to do it from the unit assignment screen every time? if i'm not mistaken i think i would just need the list of parameter names to stick in class Params...

edit: sorry, didn't think to unpack the pbo and poke around before asking but just to clarify: i should just be able to set mission parameters by adding the parameters from XRAY_params.hpp and the values i want them to have to my class Params in server.cfg, right?
Last edited by werkwhitman; 28 Oct, 2022 @ 5:40am
SkyDong  [developer] 28 Oct, 2022 @ 5:47am 
Originally posted by werkwhitman:
just a quick dedicated server question: i usually only run antistasi on mine so my knowledge is pretty limited: am i able to set mission parameters in server.cfg the same way i can with antistasi so i don't have to do it from the unit assignment screen every time? if i'm not mistaken i think i would just need the list of parameter names to stick in class Params...


I'll be honest, I had no idea you could do that.

Here's a link to the parameters:
https://drive.google.com/file/d/1nsa_oSIQXVZzugL_6E_YLgjD5CpoU7w-/view

I haven't tested it yet, but ill see if I can get it to work.
Last edited by SkyDong; 28 Oct, 2022 @ 5:48am
werkwhitman 28 Oct, 2022 @ 5:57am 
just did, works perfectly - you're the man, thank you! for anyone else that wants to do this, when you're setting up your map cycle in your server.cfg, create a class Params entry under the mission name and add whatever parameters you want to change (and their values) from the XRAY_params.hpp file like so:

class Mission1 { template="LZXRAY.Cam_Lao_Nam"; difficulty="Regular"; class Params { (whatever params you want to be the new default go here, ie:) Reinf = 30; Tickets_num = 1000; Player_cobra = 1; Fort_supply = 300; Enemy_skill = 2; Enemy_numbers = 60; };
Last edited by werkwhitman; 28 Oct, 2022 @ 6:04am
CoffeePot 1 Dec, 2022 @ 6:45pm 
Played this last week and absolutely loved it! The performance was spectacular despite everything that was happening! I've got to ask, what script did you use to make the helicopters repeat their flight path? Also, how did you get the flight to be so smooth? I've done prerecorded flights before but they are so jittery for those not inside the aircraft.
SkyDong  [developer] 1 Dec, 2022 @ 7:50pm 
Originally posted by CoffeePot:
Played this last week and absolutely loved it! The performance was spectacular despite everything that was happening! I've got to ask, what script did you use to make the helicopters repeat their flight path? Also, how did you get the flight to be so smooth? I've done prerecorded flights before but they are so jittery for those not inside the aircraft.

Awesome, that's great to hear!

Basically, I have a single looping script that manages all other looping scripts. For the helicopters, it just checks that all ai helicopters have returned to base and that reinforcements are allowed at that specific time. Then it just starts the countdown and spawns all flight paths.

For the flight paths i just used unitCapture, but I made sure that the server owns the helicopter and the script is then only run on the server. Also, I record the paths at 40 fps. Although unitCapture was only intended for singleplayer, I never had major issues with it in a dedicated environment if I run it like that.
IVIemories 28 Jan, 2023 @ 2:08am 
What causes the "mission failed, status of team leader: MIA" message? We're getting it quite often in Co-op, sometimes as soon as the mission is loaded.
SkyDong  [developer] 28 Jan, 2023 @ 8:18am 
Originally posted by IVIemories:
What causes the "mission failed, status of team leader: MIA" message? We're getting it quite often in Co-op, sometimes as soon as the mission is loaded.
Hmm, are you running any other mods? That is definitely not something that I coded. Does that end the mission or is it just a message?
Last edited by SkyDong; 28 Jan, 2023 @ 8:23am
IVIemories 28 Jan, 2023 @ 8:17pm 
It fails the mission, but after disabling the SOG AI mod and Ares it seems to have gone away
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