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Personally I'm okay/content with it as I think it's just the nature of Arma. Also I tried it on Vanilla just to make sure that large faction mods weren't making things worse performance wise.
I’ve renamed the .pbo to match the map (GroundBreach.3as_tatooine.pbo) and can load into the mission fine. I spawn into the safe house and can cahnge loadout/mission parameters, but when I try to start the mission by selecting a location on the map, nothing happens. The mission just doesn’t start.
And back when I released Ground Breach I didn't have an automated way of publishing changes, so it'd take be over an hour to push out an updated. That was an hour of 'no fun', so I didn't add maps to the list easily. It's easier now if I just spend the time creating the workshop page.
Final question, u made a mod for the stratis map? i cant seem to find it. Thanks!
[] call GB_fnc_ResetSettings
That will reset all the settings Ground Breach uses back to their defaults. Maybe that will fix it.
As for weapons. It supports weapon mods. There is an option called 'Virtual Arsenal' that adjusts what shows in the arsenal. Set it to 'full' if you want to access all the weapons you have mods for.
Also how can we "import" weapons mods to the arsenal (workshop ones), the offering is very limited, or is it a bug on my end?
C:\Users\<YOURNAME>\AppData\Local\Arma 3\*.rpt
After having it not work, look for the most recent file in that directory that ends in .rpt. If it's something in my mission breaking, hopefully we'd see something in that log.
Or/And, for better, quick access for manual editing whitelist/blacklist weapons. I mean not the interface, but the function in .SQF, where we can block some weapons.
For example, for now, script parse RSP-30 from RHS mod, which technically-cfg a pistol, yeah, but it is signal flare. It's okay when random choose it for us in Escalation mode, we can use the arsenal to change it, but random choose it for enemies, six times in a row, from all pistols, with full restart the scenario .
I'm not demanding that from you, just informing.
Excuse for bothering you.
Or. NMG mod may be the best Opfor weapons-mod in all Workshop. Never. I mean NEVER. Never I see any weapon from this mod in Random Weapons gamemode.
So. I don't know, but it seems like some mods have much more priorities over another, if you load all of them at once.
I use some mods that add weapons: RHS, 3CB Factions, 3CB BAF, Project RACS, you know, that's a lot of weapons, yeah. Did you know, that if you use NIArms Collection - you maybe never see anything except Mauser Pistol in Escalation for first four rounds? Hahaha.
And in Random Weapons mode for 99% of the time you will see HK XM8 and SCAR, maybe some M4 in rare cases.
If you're seeing odd behavior with a specific mod, let me know and I'll see if I can reproduce it.
If you have the virtual arsenal set to 'faction specific' then it looks at all units defined for that faction and collects all their weapons and uses those for the list.
It should be choosing from all weapons. However, some mods may have defined their weapons in a way I didn't anticipate that could mess things up.
I just don't know. Does the scenario have real random or is it "random" out of, say, 10 weapons and 2 attachments, which doesn't care about how many weapon-mods you have?
The only time I've ever seen a player say he has fallen into water when all the other players are fine is when we play on a map (like Cam Lao Nam), but the one player forgot to load that dlc.
I don't think the mission could cause this behavior. At least I've never seen it.
I clearly loaded into Altis, but the client was shown the map as Stratis and I, the host, was shown he skydive from the ground.
Perhaps it could happen if the wrong map name was used, but I'd expect it not to work for either client or host. I've never tried to see what happens.