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been busy with work, to put it in perspective i'm averaging around 75-80 hours a week or more. i don't have much time to do things other than sleep or eat.
when i have some vacation i will try to set aside time to put up some new maps.
Can we have some new DROs please ?
I mean , there's a lot of brand new beautiful maps in the workshop .
i don't test against most faction mods other than really common ones so i can't comment how "compatible" faction mod are with DRO ACE. i'm also not sure what you're referring to DRO ACE other than the hostile civilians that sometimes can spawn and be armed (unless you specifically pick the looter faction as one of the sides) - the hostile civs are not from any faction but are "assembled" from vanilla gear internally, specially from APEX DLC. other gear is added only if the specific addon is loaded (SPE, IFA, et c).
"unable to spawn garrison" can mean a lot of things - can you post a link to an RPT of a mission where this happens so i can try to debug it?
Hey, i am getting alot of the "unable to spawn garrison" units, the looters with the vanilla AK's and what not, they mostly show up with the CFP Factions mod and some other custom factions ones, is there any parameters that could be changed to avoid such ? Since the correct units do Spawn alongside these vanilla units, that cant even be deleted via Zeus.
TY.
it could also be a mod on the server is out of date with your client rather than missing. that's caught me out before. happy shooting :)
I removed all mods and only used the scenario with requirements. It does work not sure which mod was doing it. Thank you for the help!
alright, so it's probably something else then if you're familiar with hosting a mission on a dedicated server. there isn't anything in the ACE update that i can see would be stopping this mission from functioning.
I'm aware about the PBO process for the MPmissions. I had ran multiple of these on different maps. It didn't seem to give issues until after the ace update, but I did not test without mods. I will try that.
generally, you should either export the mission as a pbo, or get the pbo from your steam workshop directory (usually C:\Steam\steamapps\workshop\content\107410\2640199506 but this varies based on where you installed steam).
the mission has no special properties that make it incompatible with hosting, and appearing in the mission list generally means you are missing an addon or map or something if it's missing, or unable to load because you haven't configured your server to host unpacked data. by default, arma 3 mpmissions are packed in "pbo" files.
I may be do something wrong for this. Every time I put it on the server it's not recognized, it just says the title. in the server it says not found. I tried regular DRO and worked.
I'll try to get to it, unfortunately work has been keeping me busy and i have to prioritize that. is there something specifically not working with the ACE update?
sure thing, although be aware that doing so changes the weather and sun/moon cycle a bit since Arma 3 calculates it dynamically.
sure, although i'm not 100% sure when i can get to it. i'm currently extremely busy at work and it's been eating all my time for any arma DRO development. i can change the fade out to "leave the AO" type ending.
Usually when the mission is deemed complete there are still enemies in the area, and I'd like to clear it completely before ending it.
regular DRO does not integrate ACE modules directly in the same way DRO ACE does. please try enabling Stamina in DRO settings.
if you are using ACE Medical, be sure that "Revive" is disabled, and if you are using ACE Advanced Fatigue that "Stamina" is enabled in the DRO options during mission setup prior to generating the mission. these options are intended for groups that use alternatives to ACE Medical and ACE Fatigue.
you can also click the "reset" button on the DRO menu to force default values.
the FOB insert is a failsafe if the way the faction is coded doesn't include any same-side assigned pilots as a group, or the helicopter group is part of a different faction for some reason. i would need to see the RPT log for the mission to trace the issue. i encountered this issue frequently with bad faction coding from ORBAT that isn't validated properly.
@bubbasik
unfortunately support options in ACE DRO needs a re-write when i have a good block of time (i have a working solution) to implement and test. work has been very busy for me lately so it's tough to get back into modding again.
support works via the radio menu when supports are enabled during mission creation, and is limited to singleplayer for now.
But I'm curious, when I choose the insertion type, even if I choose to insert by helicopter, why I'm started at the FOB or dropped by HALO?
I chose a faction that had transport helicopters and proceeded, of course.
yes i've put some thought into it but i'm mostly wanting to concentrate on fixing stuff in DRO-ACE so i'm not forking problems between builds of DRO and DCO. additionally i've been working 5 12's for the last year or so and haven't seen if there's been any changes in DCO since last year so i would want to come up to speed on them.
my plan for halloween is to release like 12 more maps for DRO-ACE and finish the cleanup and fixing of some internal functions so i can finally then fix the support system for multiplayer over xmas (at least that's the plan).
ACE medical ai is built into ACE medical to begin with. you need to disable all the "advanced" options like wound reopening, advanced injuries, use of anything but epinephrine (no blood, no morphine), et c. i do not remember off the top of my head, but the medical AI for ACE only uses very simple "use bandage to heal injuries, use PAK to heal injuries and reset the player/AI, use morphine to revive" type scripting. since ACE did away with the adanced/basic dichotomy the settings are much more fluid now.
sure when i have some free time. work keeps me quite busy unfortunately.
unless the same players are in the same player-slots when the mission is loaded from a save, it probably won't work very well. i only ever tested loading multiplayer saves when invoked by menu in the player 1 slot, when locally hosting the multiplayer session so the save is consistent. it will not work on dedicated servers due to lack of serialization of some parts of the mission since i can't usually write to the profile used on third party hosted servers.
usually what works for me is having everyone join the server i host, then picking "continue" from the mission scenario menu. this ensures that the save from the local profile is the one loaded.
saves are not compatible between addons or only the basic addons. if the save file was made between mission updates it's also possible that something broke (for example if the mission was updated after your last save but before you played again). saves that happen in unusual situations like doing so by console, or before you go to the mission FOB/start area, et c, or if there are config changes like factions or something.
have you made sure your game saves are working properly for your game profile? try a new mission without restoring a save, play a little, then save, and then quit the game, start the game and then reload that same save.
if that still fails, post the RPT of that mission after you try to load the save so i can diagnose the issue from the file.
(IF YOU SPAWN IN THE AIR AND YOU IMMEDIATELY BECOME A SPECTATOR, CHECK IF YOU HAVE THE "International ARMA" MOD)
hi, the mission doesn't use any spectator modes at all. does this happen without any mods but the required ACE and CBA mods? are you using any unusual settings?
https://imgur.com/a/vKyElv8
you need to have Stamina enabled if you are using ACE Advanced Fatigue. if you want to use vanilla Arma 3 stamina system, you need to unload the ACE Advanced Fatigue pbo.
disabling both vanilla stamina and ACE Advanced Fatigue (but not unloading the pbo) will also disable a lot of animation dependent functions and break many things.
i'll test an idea to better detect the settings between mission parameters and loaded pbos and forcibly set the correct stamina settings on each respawn for players and AI.
not sure if it's related, but if you are using ACE Advanced Fatigue, make sure that "Stamina" is enabled in the DRO settings, and if you are using ACE Medical, that "Revive" is disabled (this disables the Sunday Revive system for those units that use KAT medical or other ACE medical alternatives).
Basically every player and every AI from the player group becomes unable to move, unless one uses some workaround. The workaround for players is that each player use the ACE Personal Aid Kit on themselves, and for AI is to individually order each of them to perform the "reset" action. There could also be other workarounds that I am not aware of.
I tested this on all of the 3 insertion types (ground and the 2 air types), and it happened on all 3. I did the tests with only ACE + CBA loaded (no other mod and no optional DLC were loaded during the tests).
if by "your mods" you mean "this mission", the description has a section that informs how to access the ACE Arsenal. i will copy it for you below:
How to Access ACE Arsenal
1. When in the Team Planning area, press the Escape key to exit the menu.
2. You will have a prompt to Open ACE Arsenal via the Action Menu; press your Use Default Action key to open the ACE Arsenal.
3. Create or load your loadout and Close the ACE Arsenal interface.
4. Use the Action Menu (typically Scroll Wheel) and select the Open Team Planning menu action and click Ready in the corner to continue the mission.