Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
the mission doesn't do anything for faces specifically except for vanilla civvies where they are pulled specifically from the civilian face array. if you have a faction mod that sets default faces and lacks the randomization array, that's a problem with the faction mod, not the mission. more specifically, there is a function that extracts face in cfgFaces based on the identityTypes configured in the individual units (using BIS_fnc_GetCfgData). if this isn't populated, it'll fall back to whatever the default identity is for the unit as configured in the faction data.
try the mission with just Prarie Fire, ace, and cba_a3 and see if it still happens. maybe something in SOGPF changed somewhere. if you can get me an rpt from a mission that has this issue i can try to debug it.
yes, in the cba_settings.sqf file in the root of the mission, edit the lines
force ace_hearing_disableEarRinging = true;
force ace_hearing_enableCombatDeafness = false;
to
force ace_hearing_disableEarRinging = false;
force ace_hearing_enableCombatDeafness = true;
while a bit of effort was taken to choose the APEX green hescos, the compositions that are randomly spawned are as-is and not period correct. doing so would require creating new compositions entirely unfortunately, which is quite time consuming.
sure thing