Arma 3
A3AE - Antistasi Extension for Northern Fronts
80 Comments
Cộnguya 2 Sep @ 3:09am 
Thats great thank you
Malixi  [author] 1 Sep @ 4:48pm 
@Cộnguya Culprit found and a quick hotfix has been published just now, thanks again for the report!
Malixi  [author] 1 Sep @ 11:21am 
Thanks for the report, I've been extremely busy involved in a project within a different game for the last year, so sometimes Arma/Antistasi updates break something within this mod and I fail to notice it in time, I'll start looking for a solution right away.
Cộnguya 1 Sep @ 10:48am 
Hey seems the mod never loads the mission was wondering if maybe it needs to be updated?
Malixi  [author] 4 Feb @ 8:51am 
@ebbebouman This extension by default does not work with Ultimate, as Ultimate has some stuff that's not found in the vanilla Antistasi, such as rival rebel factions, the Arms Dealer and some conflicting things in the faction templates. Some of the custom scripts I have used would probably cause some issues with Ultimate too. I might start working on converting this one to Ultimate at some point, but can't really say when, as I would need a ton of more free time for that, something that I unfortunately don't have that much at the moment.

That said, I believe Antistasi Ultimate has already added Northern Front factions as an official part of their mod, and while they don't include things like Finnish comms and other small details found here, I would still recommend checking them out!
ebbebouman 3 Feb @ 11:16pm 
hello! I am sorry for asking a dumb question, but is this compatible with Antistasi Ultimate aswell?
Malixi  [author] 26 Jan @ 12:54pm 
@Nimmersatt Thank you for the kind comment, it's nice to know that I've managed to build something that people seem to like! For the Github, I have actually so far used a very similar system that is just restricted to the university I'm attending to while building the extension, so migrating it to a public Github should not be too big of a task, I'll look into it during the coming week and let you know when it's done.

The source code itself is not encrypted even at this moment though, just packed into a .pbo file that you can open with a program called PBO Manager if you need to be able to get access to the code right now, here's a link to it: https://github.com/winseros/pboman3/releases
Nimmersatt 26 Jan @ 9:37am 
@Malixi Thank you so much for creating this mod. Can you please open source the mod on Github to allow custom modifications? Thank you so much!
Patrack 18 Jan @ 7:28pm 
perfect man :steamhappy:! Progress is still progress most importantly. I will be sure to ask you questions on stuff that im confused in as well, thanks a lot and keep up the great work!
Malixi  [author] 18 Jan @ 6:13pm 
Malixi  [author] 18 Jan @ 6:12pm 
Hello! Yeah, still working on this, though progress has slowed a bit lately because of many different factors unfortunately, the main time consumer is currently converting the island of Bornholm to a compatible map for the Danish resistance campaign, that is about 75% ready now and coming up slowly but surely.

The AI spawning to the trenches is handled by the function 'functions\CREATE\fn_milBuildings.sqf' where I have basically just declared the names of the new buildings and where I want the AI to spawn in relation to the middlepoint of the said building.

There's a good guide made by the Antistasi devs for those who want to convert new maps for the scenario, a very detailed and useful tool to get started with the process: http://store.steampowered.com

Hope this was useful, I'll be happy to answer with other stuff too if I happen to know anything about it :)
Patrack 18 Jan @ 4:45pm 
Hey man love to see you're working on this extension! I just wanted to ask, how did you make the AI spawn in the trenches and even make the map to work for antistasi to begin with? if there are any vids or references you can guide me to what will be great, thanks!
Hispanvs 12 Jan @ 4:06pm 
Thank you very much, now is working :steamhappy:
Malixi  [author] 12 Jan @ 12:43pm 
Didn't take as long as I originally feared, I just updated the mod :D

The culprit was an old overwrite of a server init file that I used to remove unnecessary UAV bags from the Antistasi loot pool, updating the said file to correspond to latest Antistasi version resolved the issue immediately. The update is already on Steam Workshop, if it doesn't show right away you can manually update it by right-clicking the mod on Arma 3 Launcher and selecting the option "Repair" from there.
Hispanvs 12 Jan @ 11:20am 
Hey, no problem, take your time. Once is fixed I will test it for you :steamhappy:
Malixi  [author] 12 Jan @ 11:13am 
All right, I have managed to replicate the bug, it's a very weird one because every HQ item and map object spawns normally but the player character seems to be stuck in the loop, so it is most likely a conflict between the latest version of the Antistasi Mod and my own custom scripts. I'll try to fix this ASAP but it might take few days or even a week in the worst case scenario for me to find the exact culprit because this mod is a one-man operation and I have only so many hours in a day I can use to this currently. Thanks very much for the bug report, I'll try to get this back to playable state as fast as I can.
Hispanvs 12 Jan @ 8:22am 
No need to apologize, I am thankful you created such mod and you are trying to fix it. I tried using Vanilla and IFA templates for enemies, civilians and rebels. Same problem.
Malixi  [author] 12 Jan @ 8:06am 
Check also with few enemy factions, they can also cause the bug, I'll begin fixing the bug in couple of hours and if I can either draw it down to some particular template or if I know it is a universal problem, it will make the fixing tremendously more easy, thank you very much already and my apologies for the issue.
Hispanvs 12 Jan @ 8:03am 
I also tried all the compatible maps with this mod, how much time it normally takes for the antistasi to generate? For me, the vanilla antistasi takes no time at all to generate. Yesterday, I was waiting like 20 min. My specs are 4070 Ti super 32 GB ram and 5800x. I am trying right now Polish faction with no luck too. Thanks for trying to fix it
Hispanvs 12 Jan @ 7:51am 
I tried starting it as Norwegian and Finnish with no luck, I will check others meanwhile if that helps
Malixi  [author] 12 Jan @ 7:46am 
@Hispanvs I'm gonna start resolving the problem as soon as I have loaded around 50 gigs of updates for my Arma 3, but I know that the forever starting loop is usually caused by an object that has it's name wrongly spelled on some of the faction templates being used. Do you have the bug with only some particular set of factions selected or does it appear in multiple other faction combinations too?
Hispanvs 12 Jan @ 12:02am 
Seems like is stuck, is showing "starting game" forever. I am using essential mods only with the Spearhead 1944 compatibility mod.
JulianSki 27 Oct, 2024 @ 10:40am 
I appreciate the help man I'll try these methods out.
Malixi  [author] 27 Oct, 2024 @ 6:33am 
@JulianSki I've been doing tests and I'm unable to replicate the bug myself, I can see both the Estonian rebel and civilian factions listed on the factions selection screen. If you are playing a winter map or a map outside the list on this page you might need to tick the "Override camo limits" box on the selection screen for the factions to show up. If that does not fix the issue, I'd suggest to repair your Arma and/or mod files through Steam.

If neither of those will fix the problem, I'll try to dig deeper with my testing, so let me know if you are able to see the Estonians with either of the mentioned methods.
Malixi  [author] 27 Oct, 2024 @ 4:27am 
@JulianSki Estonians were not removed on my behalf, but apparently the latest patch for Arma 3 broke some things with Northern Fronts so that could be the culprit. I've been very busy with lots of other stuff so I had not noticed this myself, thanks for reporting, I'll start work on fixing the issue right away.
JulianSki 26 Oct, 2024 @ 5:52pm 
Were the Estonians removed from the mod? I might just be dumb but I can't seem to find them anywhere.
Malixi  [author] 10 Aug, 2024 @ 10:51am 
@DABAKA Nice to hear you like it! No plans currently about that, this Antistasi extension is mostly a one-man operation so just maintaining and updating this one takes quite a lot of time. I'm not saying I won't do it, but it's just not my first priority at the moment.

That said, if anyone happens to be interested in converting this extension to Ultimate themselves, all of my work found here can be used as a basis if necessary, the files are not encrypted in any way, just give me a mention somewhere if you happen to use my files/code :)
DABAKA 7 Aug, 2024 @ 4:29pm 
nice mod do u have plans to add this to antistasi ultimate
Malixi  [author] 1 Jul, 2024 @ 12:23pm 
Update published, replaced Finnish 81mm mortars with captured Soviet 50mm mortars because of a bug that made it impossible for an AI mortar squad to shoot the 81mm ones.
Malixi  [author] 15 Jun, 2024 @ 2:25am 
@Villidodo Sorry for the kind of late reply, and thanks for reporting the bug, I'm able to replicate it myself too. Not sure what causes it atm, but I'm guessing Antistasi does not really like the NF mortars for some reason. I'll see what I can do about it, in worst case scenario I will have to change the mortars for IFA or SPE models as they seem to have no problems at all.
Villidodo 19 May, 2024 @ 12:43am 
Hello, thank you for this extension, it's really great! I am just having a problem with the finnish Krh 81 mortar. Playing as the civil guard, I myself can use the mortar just fine, but the ai mortar teams don't fire when given the orders. The whole Petros dialogue still plays out but nothing happens.
Malixi  [author] 23 Apr, 2024 @ 5:07pm 
Further update published, fixed some stuff, added Soviet Naval Infantry as an enemy faction and couple of German planes when using FL/SW mods.
Malixi  [author] 22 Apr, 2024 @ 9:55am 
Mod extension has been updated, added the new vehicles to various factions and also added the Finnish Civil Guard as a playable faction. Sorry for the delays I had with this update, I had a lot of stuff to do during the last month.
Malixi  [author] 12 Mar, 2024 @ 8:13am 
Norther Fronts has been updated, but unfortunately the update did not include the Danish faction, so I'll have to postpone the release of the final version of the Danish Resistance for now. The update did bring new vehicles, weapons and other stuff that I will implement to this mod extension ASAP, most probably within few days. Some classnames have apparently been changed, so if you encounter any bugs possibly related to that, please consider telling it here so I can fix them as fast as possible.
Malixi  [author] 14 Feb, 2024 @ 9:11am 
@grom1t The naming system was changed when the Antistasi Community edition became a mod in the 3.0 version I think. I don't have much experience with Ultimate so I can't say for sure what system they use to set the NPC identities. The old version of setting identities works using call _fnc_saveToTemplate; so you could try if those work with Ultimate, here is an example of the old system provided by @nKe earlier in the comments: https://pastebin.com/7McXKkN6

I'm guessing you could also make a private variable that has the "NORTH_namesMenFIN" inside it and try calling with both fnc_saveNames and fnc_saveToTemplate, Arma scripting is sometimes very janky and unpredictable :D

I hope this helps!
grom1t 14 Feb, 2024 @ 6:58am 
Thank you for the great implementation of the FDF voice-overs!

I have question about the usage of NF names for rebels. I tried to use the call_fnc_saveNames in Antistasi Ultimate without results. Do you know is it something that is has been added to another version of Antistasi at some point or why doesn't it work in Ultimate?
Patrack 6 Jan, 2024 @ 11:52am 
cool cool, ya im just wondering because its just really good to have a variety of different planes or tanks for the templates, makes it feel more fleshed out and I guess "realistic". Also of course man its a really cool mod, and Ill let you know if I ever encounter any bugs again. Good luck on the update!
Malixi  [author] 6 Jan, 2024 @ 1:49am 
Yeah, I am probably gonna implement more planes from the FL and SW mods, at least the Yak-3 for the late Soviet templates, and I'll see which other planes would be somewhat realistic choices for other templates. I am also contemplating making a Finnish reskin mod for 109-G, Ju-88 and possibly for Hurricane and I-16, but they will be a long way from now if I ever decide to make them.

Always nice to hear that people are liking playing the mod, this project was my first Arma mod ever so I'm quite happy that I mostly did not fuck it up in many ways :D
Patrack 5 Jan, 2024 @ 1:12pm 
ya of course, maybe just replace it with another bomber. Speaking of which, I also I wanted to ask if you will you ever update the German and soviet plane templates with more planes from secret weapons and flying legends, theres some really cool fighters and bombers. Besides that me and my buddy have been loving the mod, you did a fantastic job!
Malixi  [author] 5 Jan, 2024 @ 2:07am 
Thanks for letting me know, my guess is that it might be a problem with the 110 itself, as I can't find anything in the written code that would cause that, and Pe-2 and Stuka have been working just right. I'll test around and if necessary, I'll just disable the 110 in the next update.
Patrack 4 Jan, 2024 @ 4:51pm 
hey man I just wanted to let you know that whenever the Germans want to do a CAS run and it aquires the target, usually with the Bf110, it doesn't drop any bombs.
Malixi  [author] 28 Dec, 2023 @ 1:26am 
Good to hear you got it working!
Patrack 28 Dec, 2023 @ 12:49am 
well nvm I figured it out that wasnt the case lol, I just had to login as admin and type in #missions and pick it, thanks for the help nonetheless and for the fast reply!
Malixi  [author] 28 Dec, 2023 @ 12:26am 
They should be tem_karelia and tem_talvivaara, if I remeber correctly. I am not able to check it myself currently, but you can do it yourself by creating a mission with one playable character on the map and executing the lines

"private _name = worldName;
_name;"

on the command line you see when you press Esc key while playing, just without the quotation marks. You should then see the name of the map you are playing on the output field.

There is also a sever setup guide on the Antistasi community version's webpage, that might also be helpful if the problem persists.

Hope this helps!
Patrack 28 Dec, 2023 @ 12:06am 
hey man, so im currently trying to start a server for me and my buddy and im wondering what the map name is for karelia and talvivaara so I can put it into the server Cfg to run it. cause at the moment I dont think im doing it right as the server is up, but it does say the map and the gamemode antistasi. Thanks!
Malixi  [author] 21 Dec, 2023 @ 1:57am 
Mod extension has been updated, added support for CSA38 and one new "vanilla" faction, further info can be found on the changelog.
Patrack 19 Dec, 2023 @ 12:15pm 
Of course love to see this mod reach its full potential, the more variety the better! But ya add CSA to an existing template to flesh it out or make a new one, like you are planning, it honestly doesn't matter, just wanted to give you more options to work with. Good luck with everything, and thanks again for reading my suggestion!
Malixi  [author] 19 Dec, 2023 @ 5:35am 
Ok, preliminary evaluation for CSA38 is done, and I will implement from its at least the rebel, occupier and civilian factions as an optional mod. Using the Flying Legends in conjunction with CSA38 will give also a quite realistic planeset for the early war Luftwaffe. The map included in the CSA38, Marenice, is unfortunately missing any airfields which are a requirement for an Antistasi scenario so sadly the map won't be playable.

Thank you again @Patrack for the suggestion, otherwise this would have been gone completely under my radar!
Malixi  [author] 19 Dec, 2023 @ 2:45am 
@Patrack Hi and thanks for the high praise! :) Glad you like this little thing! I am indeed working on an update, main focus currently is to implement the Bornholm Revamped as a map for the Danish resistance campaign, but the work has admittedly been kind of slow because I have had a busy time with all sorts of other stuff lately.

Also thanks for suggesting the CSA38, I had not even though about that one yet myself! I will check it out and see if it could be implemented as an optional mod like Flying Legends and Secret Weapons Reloaded.
Patrack 19 Dec, 2023 @ 1:55am 
Yo Malixi you did a great job on this mod! I just wanted to ask are you currently working on a update for the mod and have you thought of using CSA38, as their German vehicles are very nice. Anyways keep up the good work!