武装突袭3

武装突袭3

UKNoppo's THE ASSAULT
335 条留言
uknoppo  [作者] 10 月 22 日 下午 1:00 
Hi hongdino. I definitely like the idea of different outposts to the bunker and adding more variety in the final missions. I'll look into both for future updates. Thanks for the suggestion.
uknoppo  [作者] 10 月 19 日 下午 2:02 
Hi HBAOplus, I used to include IFA and FoW but the content in Spearhead is so good now, I've replaced them with it. With a few exceptions (e.g. RHS and CUP) I am trying to avoid including multiple mods that do the same thing, so I don't plan to add them back.
hongdino 10 月 10 日 上午 6:26 
Hi! Playing your mod for years and greatly enjoying it. One suggestion: what do you think about adding an option to choose a type of enemy outpost as rescue survivors mission? It would give more immersion if we see an outpost other than ww2 era concrete bunker.
HBAOplus 10 月 3 日 下午 7:10 
Hello, for the WW2 QUICK FACTIONS part, is there plans to add some for standalone IFA3 or standalone FOW?
uknoppo  [作者] 7 月 26 日 下午 2:23 
Hi itsniko. I am glad you are enjoying THE ASSAULT. I don't know if it is possible to save player's presets as no data is saved between games - it's certainly beyond my coding skills. If anyone does know how it might be done I would be interested.

One work around might be to save the game as a Scenario before you launch it. But that would mean always using the same map.
PᄂΛYBӨY ЩIƬΉ Λ GЦП 7 月 10 日 上午 1:40 
i love this mission but its annoying to click 20 times everytime cant you give us an option where we can save presets and start them with all our selected settings without doing everything over and over
uknoppo  [作者] 2 月 16 日 下午 12:40 
Hi Jack Ruby, I've just put an update out with some Fallout units. Let me know if there are any other Fallout Quick Factions you would like to see included.
Jack Ruby 1 月 13 日 下午 8:37 
No worries! I'm really enjoying the WWI presets right now and there's plenty to do in your mod already. The most popular FO mod on the workshop is "(totally not) AFTERMATH" (am hoping i'm not the final domino tipping dcma) and there's an updated one you can find through the aftermath discord/friend me and I'll dm (also bc dcma lol)
uknoppo  [作者] 1 月 13 日 下午 2:59 
Hi Jack Ruby, thanks for your kind words. I am glad you are enjoying the mod.

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.
Jack Ruby 1 月 11 日 下午 10:22 
just started playing and love the mod -- any chance to get fallout factions added as a quick faction?
uknoppo  [作者] 2024 年 7 月 29 日 下午 2:59 
Hi Unofficial Status,

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.
Unofficial Status 2024 年 7 月 28 日 上午 2:10 
uh i see in notes JM´s Effect but link error, instead theres a "JM´s Mass Effect" so i use that?
Unofficial Status 2024 年 7 月 28 日 上午 1:57 
hey i see a mass effect canibbal there, what mod name is that? i want to play as my lovely reaper forces >:D
uknoppo  [作者] 2024 年 7 月 27 日 上午 10:24 
I've just put a new update out. When testing it I noticed games continued to run after the ending sequence. There appears to be something wrong with "BIS_fnc_endMission". I'll check my code again during the week. But if it is a general issue, hopefully it will get patched.
uknoppo  [作者] 2024 年 7 月 27 日 上午 6:58 
Is this the mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2052502998&searchtext=alienz ?

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.
Muggyman 2024 年 7 月 20 日 下午 1:17 
Here's one thing I noticed. when playing with Alienz mod. They aliens start to spawn with a human face/head. They have the alien body still though.
Muggyman 2024 年 7 月 20 日 下午 12:50 
Well it appears that it works. I must have been dreaming. I just played a map and the custom units worked with the vehicle. Thanks again this is fun to play and mess around with.
Muggyman 2024 年 7 月 20 日 上午 11:08 
Hey thanks for the response. I was using global mobilization DLC and some mod addons for it from the workshop. I made the units and vehicles. The units spawn as they should. But when a vehicle comes to help it has the original configured units inside. Maybe I messed up on something but I'm not sure. I'll try again and see how it goes.
uknoppo  [作者] 2024 年 7 月 15 日 下午 2:39 
Hi Zov, thanks for the compliment. Units in vehicles should definitely not appear as Vanilla units if you made changes to them. I'm working on an update and I will look into it. Is it a particular mod where you have this issue? I don't have as much time as I would like for gaming nowadays though. So, please bear with me :)
uknoppo  [作者] 2024 年 7 月 15 日 下午 2:35 
Hi WW2ISGOOD, I hope you got THE ASSAULT up and running OK.
WW2ISGOOD 2024 年 7 月 10 日 下午 4:00 
I am extremely stupid i downloaded it and didn't read the instructions and did not figure out it was in editor
Muggyman 2024 年 6 月 1 日 上午 4:52 
Hello. Thanks for making this great mod, lots of fun with it. But I have a question about units that spawn in vehicles. When I make my enemies, (uniforms, guns, etc) the ones in the vehicles spawn like vanilla. Is there a way to make it so they spawn with the units you created? Thanks again!
uknoppo  [作者] 2024 年 3 月 1 日 上午 8:16 
Hi Nacho. I don't use ACE. I can see if there is an easy way of adding it in the future.
uknoppo  [作者] 2024 年 3 月 1 日 上午 8:11 
Hi Bendy, Yep, this is just single player.
Bendy 2024 年 2 月 26 日 下午 5:25 
is this only singleplayer?
Nacho 2024 年 2 月 22 日 下午 7:28 
Can we get an option to use ACE arsenal when editing loadouts at some point? I often have loadouts I want to use stored there
uknoppo  [作者] 2024 年 2 月 7 日 下午 2:47 
atlanticgamer89, Chechen wars are still in the game. I just tried with CUP and it worked fine. I had to move conflicts after the Falklands into the Change Notes as I used up the max number of words in the Description.
atlanticgamer89 2024 年 2 月 3 日 上午 5:11 
Where did the chechen wars go?
uknoppo  [作者] 2024 年 1 月 13 日 上午 8:13 
Hi grunt

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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1515249845
grunt 2024 年 1 月 12 日 上午 9:38 
can you use sog ai with this?
uknoppo  [作者] 2024 年 1 月 6 日 上午 9:00 
Happy 2024!
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.
M&M man 2023 年 12 月 14 日 下午 6:44 
Is it possible to heighten the amount units or adding more squad in this?
hongdino 2023 年 11 月 16 日 上午 5:35 
@uknoppo No no what I meant was the the pop-up text when I turn on or off 'adjust max size of enemy&Indep' option is swaped. You know, the option on the lobby screen that allows the player to choose whether to increase the maximum size of enemy&Indep when their vehicles spawn.
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.
DRA60N 2023 年 11 月 14 日 下午 6:41 
Okay turns out i am stupid. i had many hud elements hidden and i was just hitting space on support options but once i had gui elements restored i could see the prompt to hold space for support or reinforcements i am very glad it was an issue on my end. This mod is god tier my friend it makes Arma 3 so much more enjoyable for singleplayer thank you very much for your hard work on this it is top ten a3 mods easy. :steamthumbsup::steamthumbsup:
DRA60N 2023 年 11 月 13 日 下午 3:28 
thanks for the response i use many mods so perhaps one is causing issues i will attempt to troubleshoot, the mod is really good otherwise thanks for the hard work and trying to help :steamthumbsup:
uknoppo  [作者] 2023 年 11 月 13 日 下午 3:24 
hongdino, I'll look into that and see if I can replicate the issue. So, you have selected to have independents present, but when you try to change the size of them it says "Independents are not present"?
uknoppo  [作者] 2023 年 11 月 13 日 下午 2:39 
Hi N64. I'm sorry you are having problems. The only time I have experienced a problem like that is when my frames have been really low. Maybe 15 or less. The rest of the time it works fine, and I was playing just yesterday. I'm not sure what else would cause the issue. Some mods cause conflicts. But I've not found one that stops hold action from working yet.
DRA60N 2023 年 11 月 13 日 下午 1:57 
awesome mod but everytime i try to call in support of any kind with space in the menu it does nothing idk what the issue is sorry if im dumb but im hoping u can clarify how to call in support
hongdino 2023 年 11 月 10 日 下午 12:19 
Although this is a minor problem, I think the description of option to adjust max size of enemy&Indep at the lobby screen is reversed. It says the option is disabled though it is on.
uknoppo  [作者] 2023 年 10 月 20 日 上午 2:24 
igorpc,

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
uknoppo  [作者] 2023 年 10 月 20 日 上午 2:07 
Thanks Chatling76, I appreciate it :)
igorpc 2023 年 10 月 8 日 上午 5:28 
Thanks for details, but I was curious more about how you detect when player leave the helicopter (or any vehicle for that matter). I was thinking about eventHandler player out or something like that, can't remember.
Besides, I want to do it for our small group to have pilot heli insert, but egress by ai, just for information.
Clocker 2023 年 10 月 7 日 下午 7:35 
THANK YOU SO MUCH, this is what i needed to continue this game
uknoppo  [作者] 2023 年 9 月 4 日 下午 2:30 
Part 1 of 2

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;
uknoppo  [作者] 2023 年 9 月 4 日 下午 2:30 
Part 2 of 2

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,
uknoppo  [作者] 2023 年 9 月 4 日 下午 1:43 
Thanks `_'
igorpc 2023 年 9 月 1 日 上午 7:45 
Just curious of inner working: could you tell how you made so after everyone left helicopter AI spawns there?
uknoppo  [作者] 2023 年 8 月 28 日 上午 9:55 
Hi BOLT, I increased the chances of enemy units staying in buildings in the latest update. Thanks for your comment :)
BOLT 2023 年 8 月 22 日 下午 6:35 
anyway to make opfor units in objective to stay in building until cleared?
uknoppo  [作者] 2023 年 7 月 26 日 上午 8:19 
Hi Nacho, I got in touch with the maker of SOG AI, and tried it out with THE ASSAULT. Unfortunately, all the team switching in THE ASSAULT breaks it, and there does not seem to be a way around it. It's a shame as it is a great mod.