武装突袭3

武装突袭3

[discontinued] Antistasi - Altis - Community Version
-=AlieN from ur'anus=- 2019 年 9 月 19 日 上午 9:21
Starting with wrong factions?
Hey, me and a group of friends were playing the "official" version which is no longer updated and we have a lot of faction mods in our list, but it will only load the USA as BLUFOR and Russia as OPFOR and we as insurgents as should. We decided to test if this works, but we noticed it loaded the WW2 factions on Altis at first. So we disabled our WW2 related mods and then it loaded BAF and Takistani forces, so we disabled those too. Now it loads the US and Russia as they should, but we spawn as quite advanced rebels and our AT vehicle is a Titan on a truck bed instead of the twin AA gun on a truck bed and our rockets are modern rockets instead of RPGs. We only had 2 faction mods enabled, RHSUSAF and RHSAFRF so I figured we had to also enable GREF but then nothing works.

I figure we have some mods that conflict or we're doing something wrong. What decides which factions are OPFOR and BLUFOR? Do we have to disable everything other than what this scenario requires (also which would those be?) Does anyone know what is going wrong loading the scenario properly? The official mod seems to work just fine with all our mods enabled, which are mostly just CUP related.

Enemy factions should be US and Russia, player faction should be insurgency that has basic AKs and RPGs not modern weaponry. Disabling mods seems to not be enough so might have to ubsubscribe, but before doing that, does anyone know if there is a simpler fix?
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[Meerkat] 2019 年 9 月 19 日 上午 11:31 
The mission detects the mods you have enabled and adjusts the factions appropriately. If you look in the workshop page we link suggested collections for each modset. The modsets are detected in this order:
IFA(WW2) > 3CB > RHS > Vanilla
From first to load to last to load.

Make sure that you don't have any mods that change how say, RHS USAF works as this may have an adverse effect on the mission. Otherwise sticking to the modsets as per the collection should solve your issues here.

If you don't want to manually set up the modlists, we have bare-bones lists on our discord server that we direct people to for them joining the Official Antistasi servers. These take the form of arma launcher export/import html files. While these are not strictly the minimum number of mods for each version, they are a pretty good baseline.
最后由 [Meerkat] 编辑于; 2019 年 9 月 19 日 上午 11:32
-=AlieN from ur'anus=- 2019 年 9 月 19 日 下午 10:02 
Ah, that explains it. I was disabling all the extra mods from the launcher, but somehow they still kept being utilized. For example we disabled ACE on our clients as well as the server, but I somehow loaded in with the effects clientside. And despite disabling the UK forces, they were loaded into this mod. I figure the issue is in Arma itself and sure way to make it work is to unsubscribe from the mods, was just hoping to avoid redownloading huge packs.

Thank you for the insight into load order, I figured this was the case also. Friend of mine had a thought about there being a system of selecting which factions are used during first time game creation if such a thing is worth it or too much hassle for little gain.

An extra question if you happen to know; we wanted to switch from our save on the official version to this one and it seemed to keep our progress. We wanted to switch after hearing horror stories of people playing towards the endgame and during high war level the enemies wouldn't stop attacking an outpost till it was taken, making it practically impossible to defend as enemies would just keep coming to no end. I saw some posts linking to this version as a fix, so do you know if this is infact something that happens on the official version or exaggeration?
[Meerkat] 2019 年 9 月 21 日 上午 11:03 
There should be no way for it to load content you tell the game not to load.
If you had saved the mission with 3CB units present, it would throw an error upon trying to load that save without the units.
-=AlieN from ur'anus=- 2019 年 9 月 22 日 上午 2:45 
引用自 Meerkat
There should be no way for it to load content you tell the game not to load.
If you had saved the mission with 3CB units present, it would throw an error upon trying to load that save without the units.

That's exactly what puzzled me about it, yet it still used units that it shouldn't have been able to use. I'll test it further at some point as there's probably something I was missing or doing wrong.
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