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'...tSide = [EAST,WEST,RESISTANCE,CIVILIAN] I#Iselect _sideNum;
_unitSide'
Error Zero divisor
File x\fgsv\addons\common\fn_getUnitSide.sqf..., line 5
Дякую!
Vcom AI V3.4.0
LAMBS_Danger.fsm
and this mod, is what I've meant.
JSRS SOUNDMOD
JSRS SOUNDMOD - CUP VEHICLES MOD SOUND SUPPORT
JSRS SOUNDMOD - CUP WEAPONS MOD SOUND SUPPORT
JSRS SOUNDMOD - Dependency Fixes
JSRS SOUNDMOD - Global Mobilization DLC Sounds
JSRS SOUNDMOD - Reloading Sounds
Vcom AI V3.4.0
LAMBS_Danger.fsm
and everything seems fine, so I think there is some kind of conflict with these two:
Vcom AI V3.4.0
LAMBS_Danger.fsm
Probably Vcom AI.
i'm playing regullary on my dedicated Antistasi Ultimate with addons like Cup Units/Weapons, Blastcore, JSRS, Enchanced Movement, Better Inventory, and cosmetics...
Aside from reskins like:
Global Mobilization Extra - Chernarussian Defence Forces
Global Mobilization Extra - Chernarussian Defence Forces 2022
Global Mobilization Extra - Chernarussian Movement of the Red Star
I do use these:
3den Enhancedace
ACSTG AI Cannot See Through Grass
ALiVE
CBA_A3
CUP Terrains - Core
CUP Units
CUP Vehicles
CUP Weapons
Enhanced Movement
Enhanced Movement Rework
JSRS SOUNDMOD
JSRS SOUNDMOD - CUP VEHICLES MOD SOUND SUPPORT
JSRS SOUNDMOD - CUP WEAPONS MOD SOUND SUPPORT
JSRS SOUNDMOD - Dependency Fixes
JSRS SOUNDMOD - Global Mobilization DLC Sounds
JSRS SOUNDMOD - Reloading Sounds
LAMBS_Danger.fsm
STALKER VOICES FOR AI
Vcom AI V3.4.0
voyagerCompass HUD lite (deprecated)
Zeus Enhanced
Zeus Enhanced - ACE3 Compatibility
It is kinda weird that it bugs the Zeus, maybe its one of the addons I use that may conflict with your addon, like LAMBS, which I think does make the vannila unit shouts much louder.
I like experimenting with ALiVE and right now I've decided to mix DUWS and ALiVE on Livonia map.
I do use allmost all the DLC, with the exception of the newest one.
very strange symptoms) really... because the only thing this mode does is adding eventHandlers to Units
what mods/missions you are using?
I can say that I've experienced some of the same issues, like Global Mobilization West Germany jeeps having a desync on starting the engine, Zeus still bugs out (feels like it opens five times).
Also I've noticed that vanilla respawn system bugs out, it just respawns you instantly to a random respawn position (sometimes on the same spot where you died) without allowing you to pick your load out or a spawn position.
I haven't checked if the desync with damage is still present or not.
Now of course this was on a LAN server not a dedicated one.
updated addon logic ... not sure if issue is 100% gone but situation definitely better. Plz tell me if you still have the same issue with server lag on dedicated.
Anywas, I just thought you may want to know this conflict between the mods
However, I don't know why, but this mod when used with ALiVE after 30 mins the game gradually slows down and starts to feel like you are playing with masive desync, like after unloading an entire mag into a hostile, it registers after a min, or Global modilization vehicles engine will only start after 20 seconds, Zeus will start acting weird (starting up and shuting down a few times after activating it) and such.
Now I know it's this mods fault, since after disabling it, the mission works fine without the mentioned problems.
I did play on a LAN server, that I've hosted.
I was wondering if I can use your mod as a base to build an australian ai voice mod?
but there is a way to disable factions
OPTIONALS :
1) How to choose side to activate addon for? / Как включить или отключить голоса для определенных сторон?
place this in server side init (init.sqf or InitServer.sqf):
//Only EAST units will speak (только для красных)
missionNamespace setVariable ["FGSVsides",[EAST]];
//Only Indep and Civs will speak (только нейтралы и цивилы будут говорить)
missionNamespace setVariable ["FGSVsides",[RESISTANCE,CIVILIAN]];
//Possible SIDEs / варианты сторон
[WEST,EAST,RESISTANCE,CIVILIAN]