After watching back through to make sure YT's compression didn't break anything I just realised how much I referred to "context menus". In case that caused any confusion, I just wanted to clarify what I mean by this: A "context menu" is a menu specific to a certain action, so for example selecting mortar ammo is specific to firing mortars. It makes no sense in any other context. (Recruit unit> HE shell?) A "quick context menu" is the quick select option which the game gives you depending on what you're looking at, so for example telling a unit to target a specific enemy. That would make no sense in any other context either. (Leventis, target that move 100m, front?)
To add a bit more in terms of your own squad: When you have a unit selected, you can hold the left alt key to bting up some other options: Watch position (to avoid your AI awkwardly looking at any position) and suppressive fire, forcing your LMG's to use suppressive fire In terms of tageting, when you have an unit selected you can press 2 to bring the target menu, allowing you to order your men to target units from cover When it comes down to vehicles, using the number 4 will bring up the vehicle menu. There, you can select a specific vehicle you want them to mount and a specific seat you want them to take Since AI kinda bugs in many situations, you can select an unit or squad, press Y, go to AI management and then Temp. Control AI. This will give you direct control over the selected unit or the squad leader for one minute or until that unit takes damage. Useful to manually fix any situation where your AI just gets stuck
If I need to know anything about this game or I don't understand something I just watch your video and I learn things I didn't know I needed to..Great stuff.
Thank you for that overview. I started playing Antistasi but haven't really played Arma itself so I was really struggeling with the AI commands. Also I really like your chill voice.
@@JackArden This very informative videos are invaluable for new players like me! If you have the time (and the will), maybe you can consider making a new video covering all the features of Antistasi Ultimate...things have changed a bit and I'm struggling to find a clear video like this one showcasing all the features as I only play solo and get my ass kicked all the time lol (probably because I'm not using half of the stuff). Your playthrough series also helped a lot!
I haven't actually played ultimate yet, so if I did make a guide it would be after I've given the mission a proper go. I don't like making informative content on a topic I don't actually understand fully! At some point I'm planning on giving ultimate a try though
These are so good dude, i just got the game like a week ago and i'm already pulling off attacks and stuff purely based on the first few campaign missions and then all these, great stuff
@@JackArden in still just driving around in a ute getting wrecked every time I come across more than like 3 NATO guys at once, but at least I'm not losing every firefight lol. Onwards and upwards
@@JackArden I just started too recently. Im trying to figure out if i have a HC inf squad in a vehicle, Antistasi is ONLY giving me the "Waypoints" option. So if i give them a waypoint on enemy sea port, lets say, will they auto get out, or just drive up to it and die? I think i saw them die one...not sure if user error...hmm nvm I see an "attack" command when i have an HC squad selected, and hover over flag :)
You can make changes to the waypoints you set for them in high command. First, set a waypoint then right click it to get a series of options. You can change their movement speed, state of readiness etc, so you can tell them they are going to that location to attack for example. The unit itself will always make their own decisions about dismounting, engagement priority etc so you just have to tell them where to go, why and how fast.
I'm glad to hear this video is still holding up with how old it is! The mission has gone through a fair few changes since I made this so I'm surprised it's still helpful.
@@JackArden yea I’m still fairly new and the one part about the structures with the toolkit and the move there to cover thing was a big help especially because my guys would just be out in the open and get gunned down
hey I know this is an older video but it holds up basically perfectly, I managed to get a really old preset to work correctly then this guide showed me so much crucial stuff for the AI cheers :)
Thanks for this, for myself solo and as well as me and my friends. It's a bit confusing and watching them die over dumb stuff makes me feel like I'm doing it wrong. The AI works smooth I would like to do the same. This is fun as hell.
I appreciate the comment and I'm glad I could help you have fun with the mission! I don't think it's a case of you doing anything wrong, the AI are just a tad dumb unless you babysit them and it's not best explained how to do this in the game.
Great tutorial! Has helped me immensely with garrisons and controlling areas. I'm having one problem I keep running into this and I figured that's how it just was, but any time I construct a bunker or any fortification, the next time I load the game up it's just gone. I'm still really early in the game so it isn't a huge deal, but when I get further into the game I don't want to have to start every night by rebuild a ton of stuff. Thanks in advance for any help!
Thanks, I'm glad the video helped you! As it stands the only fortifications I know remain after a reload are the concrete bunkers (which teleport into random places every load, often destroying buildings) and anything that has a weapon a garrisoned unit is manning. Everything else like barricades, sandbags, fences etc will be deleted often when you leave the area and the garrison despawns, not just when you reload the game.
hi, I would like to see a HOW TO tutorial (From the start of the game to the first enemy contact). Unfortunately there is none on UA-cam. This mod offers so many possibilities, but nowhere is it shown how to use them.
What sort of things do you need to know? I do have a quick-start guide for this mission on my channel as well as this AI guide, but it's from an old version of the mission so may not be 100% compatible.
@@botchy6047 it should work with everything. Only mode I had issues with was arma commander. Because it already has its own method to control team mates
@@justinunger3526 is there another step you have to do to make it work, cause I loaded the mod launched Arma and got on antistasi and it was the normal high command. Also with this mod is there a way to make the medics actually revive you when you are down?
I'm glad this old tutorial was helpful. Believe me, it will definitely take some getting used to. Even in perfect conditions, clunky is an understatement!
The garrison mortars are capable of firing independently and will defend their position, though as far as I've seen the HC mortar teams only fire on support requests
When I add AI units on a map I want them to stay in the positions I dropped them (within my squad) but as soon as I launch the game they all rearrange themselves. I want the AR and AAR to stay together and the MG and AMG to stay together, etc. Any thoughts?
It's not possible in this mission. The mission doesn't "save" like a normal mission, it persistantly saves which means all the details are logged into a file and then the mission spawns those same details back in when you load from the file. If a detail isn't saved into the file, then it can't ever be loaded in the same way and there are omissions like specific AI positioning which help keep this file small to prevent it corrupting.
@@JackArden Sorry. I should have specified that I am using a standard Livonia map within Editor. From scratch just placing a squad on the map. *I probably should have posted this somewhere else.
Ah, okay. I just assumed you meant this mission since you posted on a guide video. The only thing I can think of to suggest would be to add them to the squad in the specific order you want and then have them move in formation. I haven't really used the editor enough to know a surefire solution to your problem though, sorry!
I'd strongly recommend using the garage. The mission is "supposed to" save any vehicle within 50m of your base flag, though whether or not this works and which vehicles it saves seems to be very inconsistent.The only consistent way I've seen this work is vehicles which your garrison uses all the time, for example AA emplacements. Even then, their positioning can and will change often, so placing static MGs behind sandbags may see them completely exposed on the next load in, or your AA nest could clip into whatever rock or ditch you've set them in/near for cover. TLDR- use the garage for anything other than AA at your base, otherwise things can disappear or randomly teleport.
@@JackArden Sorry a bit fast written. I mean my Ai it spawns all with the same weapons they dont care if i trained them. Do I need to have good weapons in the Ammobox ? How can i get infinite Weapons from an better weapon than just the default ones. I would appreciate some tipps. Sorry for my awful english.
No problem, I'd rather check than just assume you meant one thing when you could mean something completely different! To equip your units with better weapons on spawning them, you want to have enough of a weapon for them to be stocked in unlimited supply in your arsenal box. This doesn't force them to take better weapons, they can still take the old world war rifles- but there's one exception to this where the anti-tank troops will always use the same launcher. If your squadmates spawn with bad weapons even when you've got plenty of good ones, you can use the control AI feature to directly swap out their equipment after dropping the loadout you want them to have on the floor. The way you get an infinite supply of a weapon is to just collect a lot of them. The numbers differ between weapons, but once each one reaches a certain quantity you'll get a notification (which comes with the next resource tick) that it has been "unlocked".
Very informative, much appreciated. This has helped me out a lot, however I think it’s a shame how overpowered your opponent is. For example if I take over a outpost the AI spawns 6 helicopters and a airplane, just in the first few hours or min of playing. Is there a way to change this? I play solo too.
I'm glad the video helped you! I haven't found any options in the mission file where you can change the difficulty, AI difficulty is managed by the generic AI skill level you set in the game and the difficulty option on launching the mission only influences your starting resources. This means your difficulty depends entirely on the way you play the mission. The way you ideally want to respond to the enemy and the resources they deploy against you changes a lot depending on how far into your playthrough you are. This is going to be a long comment, but I'll explain how the enemy combat strength can be influenced: The enemy are limited by resources in a similar way to you. Access to HR (which comes from towns) can influence the number of soldiers deployed as well as how large garrisons in outposts are and access to money (which comes from resource dumps and is multiplied by factories) is pooled to give the enemy access to a larger number of better vehicles as well as better training and equipment. There is a further limit on enemy resources which is your aggression rating. This modifies the amount of resources the enemy will be willing to expend in any one instance- higher aggression means larger and more powerful QRFs and counterattacks. So in short, you need to find a way to limit their access to resources while at the same time keeping aggression low to stop yourself from getting overwhelmed. For the first 20/30 hours of your playthrough, you'll want to use missions spawned via Petros in your HQ to lower enemy support in surrounding towns and to bolster your own. Being the faction a town supports will give you HR every resource tick as well as a small amount of money. Regularly moving your HQ to access missions in other towns will let you develop a good network of support to get your own resources pooling up while limiting enemy access to HR. Keep an eye on your aggression, you'll gain +5 for every town that supports you which needs to be mitigated through completing certain mission types or by releasing surrendered enemy soldiers. A really easy way to get soldiers to surrender is to aim exclusively for the legs when you're in a firefight and then revive them afterwards- they immediately surrender if you revive them. It's not as stupid as it sounds, the legs are always unarmoured meaning it's actually quicker to kill than shooting the chest (assuming they wear vests) and the revival time depends entirely on where you shoot someone. The arms and legs can revive in 15-30 seconds whereas the chest or head take upwards of a minute. It's much safer to go for the legs than the arms as you can easily miss the arms and add 45 seconds or so to your revive time if you hit the chest. Going prone behind a car and shooting a whole squad's feet is a very viable tactic. Eventually, you'll want to start working on the enemy access to money too. Resource dumps are the easier target between them and factories as they're always lightly guarded and are mostly in the middle of nowhere, as opposed to factories which are often on main roads near other outposts. As they are lightly guarded, you can often capture them before a QRF turns up, meaning you can simply take the flag and fast travel away so that the QRF despawns. Again, you get +5 aggression for each map element you capture so keep an eye on this value. You can often mitigate this aggression gain by reviving downed soldiers in the outpost but spending too long there will mean the QRF will catch you off-guard. As for factories, if you're unable to safely capture one, you can use placed explosives to destroy the yellow factory buildings to prevent that particular factory from providing any bonus to the enemy economy. From this point on, large enemy attacks are inevitable. You'll struggle to hold land in the beginning but as you gain money you can increase the training level of your AI using your HQ flag. Easily the most powerful way the AI can be used at high training levels is as anti-air gunners. Spawning AA guns from the military vehicles menu and leaving them within 50m of any flag will see the garrison of that area use them. AI training level increases their accuracy and spotting range, turning them into serious counters to the air-based attacks. If you want to see how powerful they are, my latest antistasi video has a situation where a counterattack flew over 3 of my anti aircraft-guns. With just 3 guns, an entire air attack wave was destroyed in a matter of seconds. Eventually, as you limit enemy access to resources and drain their existing pool by destroying vehicles, things will start to get easier. In my solo playthrough, I rarely see more than one vehicle in a QRF on war level 10 aggression 100 and counterattacks are rarely more than 2 waves of aircraft.
Thank you very much for taking your time to respond me. I will definitely follow your advice. I have started watching your Antistasi series, and I really appreciate the work and effort you put into your videos. Not a lot of unnecessary waiting time, and I enjoy your down to earth approach. Please keep it up. //Drago.
You're very welcome and best of luck with your playthrough! Thank you for your support, it feels very rewarding to know that people appreciate the time I put into making a video I'm satisfied with.
Thank you for subscribing! I haven't played much of this mission file in multiplayer, I don't really know of any good servers and seeing how serious people get over this kind of thing makes me hesitant to try joining random ones. I'd be willing to play on a server where it's more laid-back though.
If anything, I'd add timestamps to the video. I'm looking for one specific thing (how to set up a roadblock) and your video was the first thing that came up. I'm not watching a 40-minute video covering everything else.
Using a mod called "Enhanced Movement". It allows all kinds of things like that, climbing buildings, fast vaulting low walls, taking running jumps etc. steamcommunity.com/sharedfiles/filedetails/?id=333310405
You can always stop by our community discord server - discord.gg/X8WxsYt I'm not the best source of info on the plus version of the mission but there's plenty of people on there who will likely have an answer for you.
I just use spcm mod and use zues and ace to place a plane and sync it to me and then just command it to attack. I know its cheating but its more fun and you get to see more random battles
I doubt this would do much, but how would you alter a units rank? Also, for me, when I open the map, I can't see where I am and have to use topographical mapping to figure it out, but I'd prefer not to. Any fix for that?
As far as I know, you can't change the rank of a unit once they have been spawned by the game, unless you use something like zeus or some cheat utility to do it. As for the map, I believe that is tied to a difficulty setting, so check through that to see if you can toggle it.
@@JackArden Thanks mate, I'll give that a go soon and see if I can get myself to show up. I have military training IRL, so I'm fairly good with a map and using monuments around me, but it's a game and I want to enjoy it rather than revise on telling my distance and direction based on a mountain or a tree haha. Thanks for your help mate.
As far as I know you have to tell them to move somewhere once they're mounted in a vehicle. If you tell everyone to move to the same location they'll stagger out into a convoy so all you'd have to do would be drive near them. Results will vary depending on the size of your convoy though, I've tried to move large armour columns only to find APCs flipped over in ditches, wedged across bridges and blown up in buildings.
No, I have exactly the same mods as I'm using in my solo series. Are you still using the same mission file version you were before? I remember you commented before about having AI troubles on 1.2.5
@@JackArden No I built the newest mission file which is 1.4 but went back to the Steam mission 1.3.5 because 1.4 seems a lot harder. But I noticed in your very first EP you played Golias' version, while I always used Barbolanis.
@@juras3143 I'm also using Barbolani's version for this playthrough. In the first video I loaded into Golias' version first as I intended to play that version (the greater variety of missions was quite appealing) though changed versions in that same video about 3 minutes in due to an issue with respawning reloading the last save, not keeping the playthrough consistent.
How do I make a high command team dismount a vehicle and advance on foot. Or even better when i select a high command unit I can only set a waypoint, how can I access the other options available. Any help would be appreciated.
That's because the game doesn't save the units unless they're part of a garrison. Because the default A3 save system is broken and bloats save files very quickly, the mission saves to a text log that is read on load to bring you back to the same game state as before. Adding every single entity to that such as soldiers and their specific loadouts would bloat this file and defeat the purpose. Best thing I can recommend to do is to create a loadout with the gear you want them to have in your arsenal and then drop that for a unit to pick up, preferably stored in a bag to make it quicker for you. You can use ai control in the Y menu to make them take the bag and equip the gear inside.
How can I complete the arsenal, man? Cause we only start with 3 guns, that's it. And you have to collect guns to make them infinity in your arsenal, but I don't know if I can change that, or how many I have to get? Cause I see yours and you have it all completed.
You just need to collect a lot of everything. The best ways to get this done fast would be to do the ammo vehicle missions by stealing them instead of destroying them and offloading the equipment into your arsenal or by stealing the ammo boxes in enemy outposts. There are some items like the titan launchers which you can never unlock completely, but every item has a different number needed to be unlocked in an unlimited supply. Some items don't need much but others are high enough that you'll generally have more than you could realistically use on your own before they are unlimited.
All my troops have the same weapon no matter what unit type i pick, when i choose AT it dose a rifleman when i do AA it dose a rifleman when i do sniper it dose rifleman ect, any reason for that? I'm very new to this gamemode
Are you recruiting basic units to your own squad (as in ones that appear on the bottom bar and you control with F1, F2 etc) or high command units (as in ones you need to open the HC menu to control)? If it's high command units they should appear with their own gear already, but your own squad can only use gear that's in your arsenal box. You need to find weapons that their class will use before they will take them. Easiest way to get started with that is to take supplies from an outpost by loading their box into a vehicle and unloading it at base.
There's two main ways you'll want to do this. One is to press the function key that corresponds to that unit (F2 for example) and then use the quick-interact menu to tell them to rearm at a container/body. The second, and arguably most useful, is to fill a bag with gear from your arsenal, drop it on the ground and then use AI control to have the unit pick everything up. This gets around the problem of them sometimes only taking starter guns so you can have a team carrying whatever you want. Also keep in mind quick-interact menu rearming will often see them prioritise taking utility gear, like coloured smoke grenades. This leaves less room for ammo, meaning the second method is by far the best, then you can carry extra ammo in a car and have them rearm from that.
i know its been a year lol. but maybe someone who sees this could please explain how ammunition for suqads work? do they just run out and they become paperweights? how about mortars - they for sure cant fire infinetly, right? what about the AI vehicles? does any of it regenerate with ticks or something? ty in advance. & ty jack, i have been binge watching all your antistasi videos and i even prefer this mission over vindicta
Thanks for watching so many of my videos! It's no different to normal AI supplies I believe. They carry ammo depending on their loadout and run out as they fire it. I'm pretty sure they only carry a small amount, but you can control the AI to make them pick up more ammo by either giving orders as a squad leader for someone to resupply from an enemy or container, or by directly controlling a member of your own team to pick something up. Vehicle ammo works in the same way, though the only way to resupply is to either garage the vehicle and give it back to the team, or to use some kind of resupply vehicle like an ammo transport to directly reload it. Enemy units and vehicles have things a bit easier, since the ones you fight only ever appear in that one engagement. They despawn and fresh units take their place if you were to retreat then come back, meaning they have a full loadout again.
@@JackArden seems to be a bit of a hassle to have garrisons run out of ammo... but neverminding any of this; you are an insanely talented creator and i love your videos. i hope i can enjoy your other content as much as i am enjoying the antistasi stuff!
Ah, my bad- I only mentioned your active teams. Garrisons despawn the same as enemies, so they should resupply automatically! I'm glad you're enjoying my content, thanks a lot!
I am really stuck letting any other player do anything, only the host can be the commander even if they dont choose the commander role, even when you resign as commander and it says welcome X as the new commander, they are not actually commander and cannot do anything, when players other than the host make a group they are unable to hire AI troops for their group, it charges them and says the AI has spawned but none actually spawn and they don't appear in the group as controllable. What am I missing here, the mod is great but it sucks that only the commander can do anything. (NOTE I also disabled members just in case and I also made everyone a member also just in case)
Honestly I don't know the answer to this. I don't play this mod multiplayer and didn't really play around with the commander settings too much when we had a server, it just worked as intended. Which version of the mission are you playing? In terms of both release date and branch?
@@JackArden I will need to work that out, i am just using Antistarsi and antistarsi plus mod form the workshop, I am playing the missions that come with antistarsi plus. P.S thanks for helping me out on all these questions, there arent many good info sources around
That's mainly why I asked about which version you were playing, the resources around it are really lacking and any good ones are for old versions of the mission! A lot of what I've got in my guides still applies thankfully, but there are loads of little changes in different versions of different branches that people don't realise work differently so picking out good info is understandably hard.
Not really. If you assign a unit which has a vehicle attached, that vehicle will get deleted. If you leave static emplacements around the base, these often get manned by the garrison, which is the closest thing you can get. Only problem being that their locations aren't saved exactly, so your nest of AA guns might suddenly end up on the other side of the building and unable to cover the main avenue of air travel or something.
When one of my tanks or a soldier getslodt or left behind,it asks for my current position, but i cant seem to find out how to give them my exact location,can anybody help me?
You can report your position if you press F1 and search through that menu if I remember right, but that never seemed to fix the ai pathing in my experience. Best thing to do is to give them a move order to where you're headed so you don't have to stop and you can meet the lost unit there.
Do the menus appear when you try to use mortar teams or does it immediately ask for a target? Since these menus are custom, if you don't get them appearing properly you could simply delete and redownload the mission file and that could fix it (don't forget to back up your save if you've made decent progress). If you go through the menus normally but they just don't fire, it might be worth checking to make sure you don't have any AI mods enabled as these can break the custom AI scripting easily.
Are you looking for vehicles or launchers? You can get AA launchers from enemy soldiers sometimes, but primarily they will be in the gear boxes inside outposts. You can also buy AA turrets/vehicles from the flag in your base. Depending on the unit packs you're using (as in vanilla gear vs RHS gear) your mileage may vary as to how effective this is.
It's been a while since I played this mission but I believe 12? If you want to invest in AI, you need to remember that the enemy has the exact same situation as you, they'll steadily upgrade their AI as time goes on, so it's a good idea to invest in it gradually through the game to avoid getting left behind. Your AI is bad at defense without things like AA emplacements, so you'd want to level them more if you plan on using them on attacks.
sir i have know some of my friends use this mod but they got something make npc ai alive if you know anything about it pls tell me cuz they wouldn't tell me, and also what mods are you using in this video thank you
I know there's an AI mod called "Alive" which can be used to create custom missions/groups of orders for units, but it's generally not advised to use any AI mods alongside this mission due to custom AI scripting which can conflict with certain actions. In this video I'm using RHS units and enhanced movement. I don't think I really had anything else installed at that time.
Does the base radio not work for recruiting squads? I’m getting an error that I need a radio in my inventory to recruit but I have one in my backpack/rig/clothes
The base game radios always worked fine for me. The only thing I could think of would be if you've added it to your inventory via the arsenal and put it in a container rather than on your toolbelt? It needs to be in the slot to function.
How do you get IEDs I noticed in the arsenal there is a cellphone that says it can be used to detonate bombs? I could of sworn I saw them used in one of womble's videos but I may be wrong.
The ZF guys play with ACE, which is where I'm assuming this mobile phone detonator came from. The base game doesn't have dedicated detonators for bombs- if you place one you "just have" the detonator till you die or touch off. I'm pretty sure the videos Womble made with explosives in came from the sketchy Irishman mission (not in the version of Antistasi I played, they used the far less stable mission, hence why their server broke). As for where I found bombs- they're in the ammunition boxes you can steal from outposts and also in bags of explosives specialists. If you see anyone with a big bag, chances are they're either a medic or explosives specialist so focus on those bodies if you're short on bombs.
@@JackArden ok thanks man. I'm honestly surprised you don't have more subscribers I mean you reply to comments on old videos like this And you pump out tons of content that is high quality.
I'm glad you like my videos! I don't really advertise my content anywhere nor do I bandwagon on whatever's getting people noticed at the time so it's not overly surprising that the channel hasn't "taken off" so to speak. My sub count is still climbing steadily though, so we'll see where the channel ends up!
lets say i assign a mortar team a artillery piece.. 1. can i use it like a normal mortar team but from further away? 2. once I'm done with them is there a way to get back the vehicle or is it lost?
I can't really answer for more modern versions of this mission as I haven't played them, but so long as the artillery you assign them functions as a mortar in the same way the one they spawn with does, they should be able to use it. To get the vehicle back you'd have to steal it from them and garage it up again.
Dude how do you initially place the “Mortor Squad”? Is it a Mortar Emplacement ordered through from the command menu? Or do I buy a mortar emplacement from the vehicles and tell my squad to man it?
You buy it through the command menu, that way the team will automatically disassemble and load their mortar into a vehicle when you order them to move. If you want to do it via your squad you can, but you'll have to manually build the mortar and move it yourself every time.
i have a bit of a trouble using HC to get AI out of there cars and stay out. They always keep getting in. I have tried it with the Y or Z menu, Direct controll and with waypoints, they always get in there car.
By the sounds of it the squad leader is ordering them to embark because they're assigned to that vehicle. If you want them to get out and stay out you'll probably have to take the vehicle off them like by putting it in the garage or assigning them a different one.
You should be able to order him to move to specific locations like a regular soldier. Either look at the floor and give him a move order or aim at something like a window that works as a location a unit can be posted in to get him to move towards it, then set up the base wherever you want as he moves inside.
Great video for someone new to arma and Antistasi like me. So if you take over a 'Resource' location would you typically assign High Command unit teams instead of like 10 individuals like I have?
That depends what you're using them for. If you mean to garrison at a resource dump, the only difference between using HC units as garrisons and using the flag to buy units is that the flag gives you more control over which unit types you buy, whereas HC units are predetermined based on the squad type you pick. For example, a standard squad might give you a squad leader, a rifleman, a marksman and a machine gunner- let's say you don't want marksmen at base because they fire out too far and attract attention. You just use the flag to recruit the individual soldiers instead, excluding the marksman. The costs work out the same and you always end up paying for any vehicles or static weapons they spawn with too. If you're wondering if it's worth it to use HC units when you have the funds for them, that's more of a tactical choice. Having a unit independent from your own on the HC menu opens a lot of tactical possibilities, like flanking outposts from several angles or crushing a roadblock and drawing attention in one direction while you and your own team ambush the reinforcements. You can also build a much larger active army using HC, as well as mount units in vehicles outside your own squad. If it's worth the added effort of babysitting several teams at once is your choice, however. Smaller ops may only really need a couple soldiers alongside yourself to be successful.
@@JackArden Yeah I have 2 resource locations under my control each with 10 Individual soldiers at them. They generate me some good money so looking to protect them. Think I will dismiss them and just put a HC squads there. Also do you know if you have AI already spawned do they get the upgrade to training to level 2/3 etc? Or does it only apply to newly spawned AI?
Make sure you add those squads to the garrison otherwise they'll despawn when you reload the game. Training only applies to newly spawned AI if you upgrade it while they're on the map, however your garrisons cache your AI when you move 1/2KM away and respawn them when you go back, so it's only ever an issue for AI you can see basically right in front of you. Just fast travel away to a different outpost and back again, they'll be the new training level when they reappear
In regards to the watch posts, Do the troops have a viewing distance? if we place them high can they see further? thanks Also, tried to remove a watch post, but i cannot click on it and the option is no longer in the flag. Any ideas please? thanks
As far as I can remember, they're basically just units who are set to "stealth and observe" which means they are hard to detect and are better at spotting enemies than a regular unit in combat stance. Giving them a good line of sight is a nice way to spot patrols coming out of an outpost, but they can't see further than a regular unit, they'll just make the distinction between "a vehicle, unknown faction" to "enemy vehicle" faster. Because of this I only really found them useful for fast travel points because friendly towns can spot vehicles anyway. If you can't delete an outpost through your own base, you can always delete it with bullets or explosions. Either set off an explosive charge in the middle of it to take everyone out or just headshot all your troops and wait for their revive timers to expire and it should delete the post so long as you don't travel far enough out for it to despawn before everyone is gone.
@@JackArden ouccchh remind me to never play the game with you. Lol. Good idea though thanks. No worries on the watch posts. Also u can’t quick travel road blocks or look outs now. :( only outposts and HQ
Are you playing the same verison of the mission as me? I used Barbolani's version for all my Antistasi videos except for the newer MP series. There's a lot of different versions of this mission kicking around. If that's just an update that was done to Barbolani's though, that sucks. It was one of the most convenient ways to get around the map.
@@JackArden I’m using the most recent version from the GitHub. I was gutted. One of the main reasons I put up checkpoints lol. Ohh well. Either way thanks for the vids.
I think most versions of this mission have their own github, so I'd double check the author if you want to find a version that lets you use the fast travelling. No worries though, thanks for stopping by!
You don't. The best you can do is add static weapons which will automatically get manned when the garrison loads in (think MG positions or AA nests) or some buildings come with pre-marked "guard points" which will occasionally be manned.
You can't. There is no workaround, the way the mission is saved does not include any persistancy for AI. They'll respawn around map markers they are assigned to as a garrison, but you can't leave HC or personal units laying around.
Hey man its me again. I just need help with repairing vehicles in antistasi plus. I got ACE downloaded and i do know that it does mess something up so you cant repair in garages. Is there any way to fix that. I just really need to fix a f22 that i kinda almost destroyed on the first flight.
I've never played plus, but I imagine it works the same way as most other missions using ACE- you'll need a toolkit and a role which includes the repair skill (like commander or engineer). Get up close to the vehicle and hold the windows key, you'll see an interaction for each part that's damaged. Hover over that, then go to repair to fix that part. If you're near a repair source, like a repair offroad, you can interact with the vehicle itself and you should get a repair all option. Without the source you'll only be able to partially repair things. I'm sure that can be configured in the ACE settings though.
@@JackArden Ive made a loadout for Mechanic only for repairing things and when i do and put them into the garage the "health" of said vehicle stays the same. Where can you change the ACE settings ive been trying to figure that out but i dont find it.
It sounds like you don't have a repair source like I mentioned then, the health you're repairing it up to will be the maximum you're able to with just a toolkit. ACE settings are in the configure extensions menu as with other mods.
@@JackArden I do have repair sources. Ive tried 2. One being M977A4-B (Repair) and the other one Ural-4320 (Repair) I also went into the ace settings and found the repair section and i tried to turn on/off anything that even slightly resembled a full health repair and im in arma right now and it did not work.
Generally, it would be one of these things. 1. You're not playing an engineer class, which you seem to be if you've repaired it in any capacity so far. 2. You don't have/aren't close enough to a repair source which I trust you've tried in a number of ways or 3. That specific version of the mission or your ACE config has changed how this works in a setting. I get that it's frustrating but it's one of those things I can't help you with further without actually seeing your game if you've already tried everything I've said. Sorry!
I cover garrisons at 14:00. As mentioned in the video the first method also works with high command. I also cover getting HC units into vehicles at 30:15.
Do you have any more specific information than that? It's difficult to suggest much if I don't know what does and doesn't work, what you've already tried, etc. For starters, you need to make sure you actually have a HC unit recruited and the default keybind to open HC is ctrl+space. Make sure you haven't changed this and if you have, take a look through your options. If you're playing Antistasi on a multiplayer server keep in mind not everyone has access to high command, only the person elected commander (as far as I know, some custom servers may have other ranks with access to HC).
@@goldenfalcon4284 High command is a base game feature. Advanced AI command is a full replacement for high command, therefore it conflicts with how Antistasi interacts with high command. Disable your AI mod and it should work fine. As a general rule of thumb, if one mod or mission file has custom AI mechanics it will not be compatible with any other AI mod (other than those it may depend on) without some issues.
Why can't I build anything? It says: you need an engineer in your squad, but I have already chosen an engineer. I’ve tried with commandor, tried to buy an engineer, i don’t know what to do 😢
Does the engineer/commander have a toolkit in their inventory? You usually need one to use features exclusive to engineer roles. If that doesn't solve your issue, can you tell me which version of antistasi you're playing? There's some differences between each version that might be causing your problem too.
Your AI units have icons at the bottom left corner of your screen, with names, team responsibilities or functions, etc. Is this only with antistasi? I'm trying to learn how to command AI using editor, and I can spawn a fire team as an example, and be the team leader, and the other units respond to me commands, but there's no icons at the bottom left of my screen. I also want to split the team up into two sub-teams, like a Red Team or Blue Team, of two men per team, so that I can command them separately of each other, even though we're still one big team. I can select the 2 units I want to team up into a sub-team, and can highlight which team I want them to be assigned to, but when I select them and then hit "Enter", nothing happens. The 2 units that I had highlighted to be joined up as sub-teams, goes back to being de-selected. I cannot figure it out...
This should appear in all game modes if you're the team leader, though certain difficulty settings hide elements of the UI. It's been long enough since I've played that I don't have a sure answer to that part. As for the teams, are you using any AI mods that may be interfering at all?
@@JackArden Yes, I found the problem. It lies with the "ace" mod that comes as a required "dependent" mod to the CBA_A3 mod. I can't load ace without CBA_A3, but can load CBA_A3 without ace. And I should have realized that this would remove the command bar at the bottom, because CBA_A3 replaces the vanilla AI command functions with its own. But I am just starting out and am learning everything as I stumble forward playing this game. The good thing is, I only have about 6-7 total mods loaded, so it wasn't too hard for me to unload them, and then one by one reload them, and see which one(s) took away the vanilla command bar and command functions. So once I figured out what the "ace" mod did, I just chose to unload the mods for now so I can learn more about the vanilla command bar. Thanks for your response!
I don't play that version of the mission but the logical thing to do would be to find an ammo source would it not? Does your base have an ammo source or the option to build one? Do factories/certain outposts have an ammo source or the option to build one? Perhaps you require a certain vehicle to do this? Look around a bit in likely places, you'll find it I'm sure.
Sounds like convoy missions might be your best bet in that case. Can you create a mission from your base like you can in the standard version of the mission?
Since they've updated it, a lot of the menus that you used are no longer present. I'm trying to get high command to work and they didn't really explain how to use it that well in the logs. I'm just about to quit lol
Which part of using high command are you having trouble with? I can try and help through here. If any of the menus are different it's likely because you're using a different branch of the mission to me. I recently did a playthrough of "the mod" branch of antistasi which is based on the one shown in this video. Basically everything was the same.
The only way you can control individual members of other units is with the AI control feature in the Y menu, but other than that your only option for teams which aren't your own squad is to recruit via high-command.
What is it you're struggling with? If you want to pick gear for them, I'd recommend just sticking with whatever you have an unlimited supply of, so that you don't feel forced to go back and loot any bodies if you lose them. If you want them to pick up specific gear you can either drop it in a bag and order them to pick it up/use AI control to manually do that, or better yet, save a loadout in the arsenal and use AI control to open the arsenal as the controlled AI and load that saved loadout.
No, not really. They'll automatically take a selection of gear you have an unlimited quantity of, influenced by their role. Because of this you could specifically recruit a marksman if you want them to take a longer range weapon or recruit an autorifleman if you want them to pack a SAW or something. Past this, you're going to need to use AI control to further customise what they carry
I can't say I've encountered that one, however if it's a control, you can go into your control layout, double click on the name of the action and then delete that keybind from the list it gives you.
Yo how do you get the modified weapons like M type assault rifles and the modified cars like the jeep, Humvee,etc? In my game there are just normal MX weapons and basic cars like Prowler or HEMMT...
There are 3 RHS mods compatible with this version of the mission file: USAF, AFRF and GREF. All of the modified weapons and vehicles I used in this playthrough and my guides on it are from those mods. You can subscribe to them on the steam workshop at this link- steamcommunity.com/workshop/filedetails/?id=843770737
Which type of unit are you recruiting? This can influence the weapon types they can select. Also, it's still a random selection from every weapon that unit is allowed to use. You could be better armed than a 1st world country and still have a full team of Kar98k-wielding cavemen.
Any of them none of them they only use the CP7 I’ve tried marksman rifleman autorifleman all of them and all of them only use 1 gun the looting doesn’t seem to work either they will only pick up vests and nothing else
If you take a bag you can open your inventory and drag the gun into the bag (as in click and drag the weapon icon over the icon of the bag) and you'll store it in there. Just be aware that larger guns sometimes can't be stored (like sniper rifles, LMGs and launchers) unless you have one of the biggest bags, even then you won't be able to pack any ammo. A rifle, SMG or pistol is all you can realistically expect to take like that. As for the night, there's two ways you can go about this. First, attacking any enemy position at night will likely cause the garrison to spawn in with NVGs, so you can take these from them. Second, you can use the lamp in your HQ to rest for 8 hours at a time, allowing you to skip night altogether if you want- just keep in mind that if you have any tasks currently on the map, this will fail them. If you've just started out you might find my quick start guide for this mission file useful- ua-cam.com/video/3iA1-RR9iuo/v-deo.html
I was curious, is it possible to add a HMG car to a garrison? i was trying to add a squad from the high command to a garrison and they just stayed in my high command and i could still set them way points and such.
According to the mission, any vehicles kept within 50m of a flagpole you control will be saved and the garrison AI will mount any weapons, though in practice this can be quite temperamental. I've had cases of vehicles vanishing even if they're within the 50m range and also where the AI don't notice there's a usable weapon- even when under attack. Basically, I wouldn't recommend trying it with any vehicle you want to keep.
@@JackArden no dramas, cheers! i was also wondering what mods are you using for your solo run? obviously enhanced movement, but those AA guns and whatnot looked a lot better than this vanilla stuff... Keep up the good work with these videos by the way, your tutorial videos have really helped a lot since i only bought Arma 3 purely for antistasi and it's good to know how this stuff works. sad to say i haven't watched your antistasi series because i just kinda lose interest (not your fault) but i'm gonna try to watch it all since it's only like 19 parts and i think it would be cool seeing how you deal with certain scenarios, i feel like i could learn a lot
I'm using the three compatible RHS mods, which are USAF, AFRF and GREF. You can subscribe to them on the steam workshop here- steamcommunity.com/workshop/filedetails/?id=843770737 The Serbian mod on here isn't compatible, so don't worry about subscribing to the entire collection, it's a rather large pack. I'm glad you're enjoying the videos, but don't force yourself to watch through a series that you lose interest in! I know I bumble about a bit in the first few videos while I'm learning the mission file, but from #12 onwards things get a bit more interesting where I start putting the things I've learned to use and actively work towards completing the mission. Personally I think the second half of the series was a lot more interesting than the start.
@@JackArden cheers, i didn't even realise this was your first time playing it. From the tutorial videos and the clips i have seen from videos i thought you must have played it abit more.
@@MickelJE I'd played a fair bit before I made the AI guide, there were so many hours I had to spend off camera to keep the playthrough at a steady rate of progression with the overbearing USAF attacks. I definitely wouldn't have tried making that kind of video if I hadn't put a lot of hours in already.
That one can be quite tricky, you can create high command units and garrison those, meaning anything they were assigned to (vehicles, weapons etc) will go into the garrison, you can do the same with your personal squad (you have greater control over their loadout but can't assign them vehicles) or you can gather enough of a weapon that it unlocks in unlimited supply and then they'll randomly take those from the arsenal box if it matches their class. The tricky part is that it doesn't always work, or occasionally it'll reroll their gear.
@@JackArden right, a bit cumbersome but I guess I can work with that, so they will never be hired with better gear? i was hoping as I upgraded their level it might upgrade there kit as well
Like I mentioned in an earlier comment, if you have a weapon in a high enough supply you'll get it unlocked in an unlimited amount and then they have a chance to take those. From what I remember it's based on a certain pool of weapon types that each individual class is able to pick from, but there's no guarantee your soldiers will take anything good. You might have a full kit of modern gear waiting to go and they'll still run around with WW2 bolt actions sometimes.
I don't know if anyone can help me with this, but I am having a hard time using the flagpole or interacting with the officer in the base. I was able to interact with the officer and get to his missions page only once throughout the many times I remade the game, and that was right after I died. I think did it by pressing the spacebar but I am not too sure because I was slammed my hand against the keyboard out of rage because I was ran over by a truck. Is there a separate key I need to press to interact with the officer and flagpole or am I completely missing something?
You interact with them via the quick-action menu. Pressing space bar as you did will give you whichever is the first option in that list contextually without having to open it, which is why it'll have worked that one time. If you want to check all the options, look at the flagpole or commander and use your scroll wheel. You can then left click, press space bar or press middle click to select whatever you've scrolled over.
@@JackArden thank you for the quick response, and thank you for telling me how to properly do this. But sorry for asking you of this so soon after you respond, do you also know how to properly set up a server with antiatasi in it? My friends and I have been trying for the past several hours and couldn't get it to work. Again, sorry for asking you of this so soon after the first question, I really am asking for a lot here.
Just to confirm that's hosted yourself, not rented? Talk me through what you have set up already and if I can spot anything you're doing wrong I'll point it out. If you'd prefer you can hop on our discord server and send me the info through DMs if that's easier
I know this is old but if anyone sees this im having a problem where my bunkers dont save and i have to re buy them and build them after i load in every time they just dont save
That's normal for this mission, almost every type of building you can create isn't saved. The only building I found did save was the largest concrete pillbox-looking bunkers. Even then, those had their positions randomised within the outpost so often went missing still anyway.
They usually stay in place and your garrison will automatically man them. This is Antiatasi though and you'll occasionally find they disappear or spawn in at weird locations when the garrison is loaded. It's worth keeping in mind they won't help in battles that are automatically resolved or when aircraft pass over outposts they're stationed in unless you're close enough to have the garrison spawned.
@@JackArden thank you for answering my questions I just have one more, can you explain how the Train AI thing works and how the AI decides to equip it's self
No problem! Train AI just makes your AI marginally better per level. If you go into singleplayer scenarios and try to customise the AI difficulty you'll notice there's a few main stats they have. At the start of your playthrough all of those stats are basically at 0, with every level of AI training moving the bars up somewhat to make them faster, more accurate and smarter. When equipping themselves, the AI just take a random weapon from the ones in the box that fits their role. You'll see snipers take a random sniper rifle from one you have selected and generic infantry can take any of your unlocked assault rifles, etc.
No this is Altis, which is sort of the "flagship" map of A3 as quite a lot of the campaigns take place there. Antistasi is playable both singleplayer (though it's not recommended on your own due to the difficulty) and in multiplayer. If you're new to the game I'd definitely recommend playing the East Wind campaign before Antistasi to get used to the game in a relatively tutorial-rich environment.
@@JackArden Roger that Jack. Thanks for the Intel. So I have been building maps and trying to learn Eden, Zeus, and the million other mods I am testing out, as I am running into some like Acers/Achilleas that pops error codes and in the workshop some comments are stating they are out of date and will not be updated. That's a Bad sign in LSPDFR/GtaV lol. Anyways im looking around, what is the mod you are using that gives you the menu box that is grey w. the red lettering 11:45 ? is that from the Antistasi Mod? I am somewhat familiar with Altis as I like to pilot rotary aircraft and go to the salt flats to practice and get the mechanics of flight in A3. It is also the Map in my auto rotation trainer. So I would just download the Antistasi Mod and open it in multiplayer, i prefer single player for now until I can run with someone that know wtf they are doing. I am not afraid to research as I find its all I have been doing since I started playing. Always nice to have someone help ya out along the pipe-line. Thanks again for the assist.
If an error doesn't crash your game in A3, you're generally fine. Usually they'll be something along the lines of "something.cfg" not found, which is basically just a file something pointed to not being in the exact location one script thinks it should be. The menu isn't a mod, that's a GUI from Antistasi, accessed by pressing Y. Always is good to get some help when trying something new, feel free to ask anytime you're not sure of something!
@@JackArden Roger that Jack. Thanks man. Joined the Discord, might hit ya up in there if thats cool. So when I am getting an error it does not happen every time and when it does, does not not crash my game (not even once) so I am just giving it up to the .configs being squirrelly, not so much affecting the script. Thanks again for the assistance. Stay safe out there.
After watching back through to make sure YT's compression didn't break anything I just realised how much I referred to "context menus". In case that caused any confusion, I just wanted to clarify what I mean by this:
A "context menu" is a menu specific to a certain action, so for example selecting mortar ammo is specific to firing mortars. It makes no sense in any other context. (Recruit unit> HE shell?)
A "quick context menu" is the quick select option which the game gives you depending on what you're looking at, so for example telling a unit to target a specific enemy. That would make no sense in any other context either. (Leventis, target that move 100m, front?)
Dude this was super helpful. Ever need a team mate to play with feel free to hit me up.
@@shylo132 I'm glad I could help you out!
4 years later and still a solid guide. Thanks Jack!
Glad to hear it helped, thanks for watching!
5 years later and still a solid guide.
To add a bit more in terms of your own squad:
When you have a unit selected, you can hold the left alt key to bting up some other options: Watch position (to avoid your AI awkwardly looking at any position) and suppressive fire, forcing your LMG's to use suppressive fire
In terms of tageting, when you have an unit selected you can press 2 to bring the target menu, allowing you to order your men to target units from cover
When it comes down to vehicles, using the number 4 will bring up the vehicle menu. There, you can select a specific vehicle you want them to mount and a specific seat you want them to take
Since AI kinda bugs in many situations, you can select an unit or squad, press Y, go to AI management and then Temp. Control AI. This will give you direct control over the selected unit or the squad leader for one minute or until that unit takes damage. Useful to manually fix any situation where your AI just gets stuck
I'm new and learning, this has to be the best and clearest guide I've seen, thank u
You're very welcome, I'm glad this video helped you
ive been struggling in my play through of antistasi. This video helps a lot, thanks for another great video!!
You're welcome and I'm glad it helped you out!
If I need to know anything about this game or I don't understand something I just watch your video and I learn things I didn't know I needed to..Great stuff.
Glad I could help
Thank you for that overview. I started playing Antistasi but haven't really played Arma itself so I was really struggeling with the AI commands. Also I really like your chill voice.
Always nice to see these older videos helping people out still!
@@JackArden This very informative videos are invaluable for new players like me! If you have the time (and the will), maybe you can consider making a new video covering all the features of Antistasi Ultimate...things have changed a bit and I'm struggling to find a clear video like this one showcasing all the features as I only play solo and get my ass kicked all the time lol (probably because I'm not using half of the stuff). Your playthrough series also helped a lot!
I haven't actually played ultimate yet, so if I did make a guide it would be after I've given the mission a proper go. I don't like making informative content on a topic I don't actually understand fully! At some point I'm planning on giving ultimate a try though
@@JackArden Man I can't wait on your take on that!!
I definitely can, the mission is a big mental commitment to learn and play through
5 years on and this is still a valuable guide. Thank you @Jack Arden! Even though some things have changed :)
I'm glad it's still useful! No doubt some things have definitely changed, especially with so many branches of the mission available now.
Thanks I'm new and I couldn't figure out how to Garrison my troops. This got me rolling I appreciate it
Hey! Good tutorial, even after 4 years. Thanks a lot.
I'm glad this is still helping people! Thanks for watching
These are so good dude, i just got the game like a week ago and i'm already pulling off attacks and stuff purely based on the first few campaign missions and then all these, great stuff
I'm glad you found these videos useful, they're a bit old now but I think everything is still accurate! How is your playthrough going?
@@JackArden in still just driving around in a ute getting wrecked every time I come across more than like 3 NATO guys at once, but at least I'm not losing every firefight lol. Onwards and upwards
💯Thanks for this, really helpful. Answers a lot of questions and explains where I fcuked up.
Thanks a lot! I'm glad this extremely old video is still helping people out.
just started antistasi and this video still applies. solid!! 🙌
Glad to hear it helped!
@@JackArden I just started too recently. Im trying to figure out if i have a HC inf squad in a vehicle, Antistasi is ONLY giving me the "Waypoints" option. So if i give them a waypoint on enemy sea port, lets say, will they auto get out, or just drive up to it and die? I think i saw them die one...not sure if user error...hmm
nvm I see an "attack" command when i have an HC squad selected, and hover over flag :)
You can make changes to the waypoints you set for them in high command. First, set a waypoint then right click it to get a series of options. You can change their movement speed, state of readiness etc, so you can tell them they are going to that location to attack for example. The unit itself will always make their own decisions about dismounting, engagement priority etc so you just have to tell them where to go, why and how fast.
Just started out playing antistasi and this is the most helpful video iv watched
I'm glad to hear this video is still holding up with how old it is! The mission has gone through a fair few changes since I made this so I'm surprised it's still helpful.
@@JackArden yea I’m still fairly new and the one part about the structures with the toolkit and the move there to cover thing was a big help especially because my guys would just be out in the open and get gunned down
Oh yep the AI is useless unless you babysit them sometimes!
hey I know this is an older video but it holds up basically perfectly, I managed to get a really old preset to work correctly then this guide showed me so much crucial stuff for the AI
cheers :)
Glad to hear it! Always nice to know some of this older content is still useful
@@JackArden I reckon this video still useful in the next 2 decades! Chur!
Thanks for this, for myself solo and as well as me and my friends. It's a bit confusing and watching them die over dumb stuff makes me feel like I'm doing it wrong. The AI works smooth I would like to do the same. This is fun as hell.
I appreciate the comment and I'm glad I could help you have fun with the mission! I don't think it's a case of you doing anything wrong, the AI are just a tad dumb unless you babysit them and it's not best explained how to do this in the game.
@@JackArden helping big time, we are putting in work now. Got a HETT loaded with armor and weapons as we speak
Awesome, put them to good use!
Great tutorial! Has helped me immensely with garrisons and controlling areas. I'm having one problem I keep running into this and I figured that's how it just was, but any time I construct a bunker or any fortification, the next time I load the game up it's just gone. I'm still really early in the game so it isn't a huge deal, but when I get further into the game I don't want to have to start every night by rebuild a ton of stuff. Thanks in advance for any help!
Thanks, I'm glad the video helped you! As it stands the only fortifications I know remain after a reload are the concrete bunkers (which teleport into random places every load, often destroying buildings) and anything that has a weapon a garrisoned unit is manning. Everything else like barricades, sandbags, fences etc will be deleted often when you leave the area and the garrison despawns, not just when you reload the game.
@@JackArden Damn, shame that happens like that.. Well, thanks for the reply, cheers man! Have a good one
No worries, good luck with your playthrough!
hi, I would like to see a HOW TO tutorial (From the start of the game to the first enemy contact). Unfortunately there is none on UA-cam. This mod offers so many possibilities, but nowhere is it shown how to use them.
What sort of things do you need to know? I do have a quick-start guide for this mission on my channel as well as this AI guide, but it's from an old version of the mission so may not be 100% compatible.
I've been playing Arma since Cold War assault😂 and I didn't know that t spotted cheers on this informal video good shit!
Thank you, I'm glad you learned something new!
Humanoid military units are intelligent
Been playing years myself and also did not know about the T key. Good video very useful.
Glad I decided to join you're Discord, lotta knowledgeable and friendly ppl there. cool beans.
Hope you enjoy your time there! The discord server definitely has some great people on it
@@JackArden special shout out to @Grace for the hello and @Elth for the problem solve!
This video actually helped me a lot, thanks you for the content and you make some great videos
I'm glad it helped you out, thank you for the support!
I would highly recommend advanced AI command for this, and any scenario where you're primarily playing solo with AI
Does that work with antistasi?
@@botchy6047 it should work with everything. Only mode I had issues with was arma commander. Because it already has its own method to control team mates
@@justinunger3526 is there another step you have to do to make it work, cause I loaded the mod launched Arma and got on antistasi and it was the normal high command. Also with this mod is there a way to make the medics actually revive you when you are down?
@@botchy6047 you click the units on the map
to open the advanced command
Fantastic tutorial! (no need to worry...you're good!)
Much appreciated!
Thank you! A lot of this stuff is pretty clunky, so this was very helpful. Though im sure it will take a lot of getting used to
I'm glad this old tutorial was helpful. Believe me, it will definitely take some getting used to. Even in perfect conditions, clunky is an understatement!
please make more tutorials! i love this
Is there anything in particular you'd want a tutorial on?
Thank you so much for this guide!
What about artillery positions like mortars? The AI get in them, but do they know how to use them?
The garrison mortars are capable of firing independently and will defend their position, though as far as I've seen the HC mortar teams only fire on support requests
Excellent guide, thanks
This video was really helpful, thank you!
Glad it was helpful!
When I add AI units on a map I want them to stay in the positions I dropped them (within my squad) but as soon as I launch the game they all rearrange themselves. I want the AR and AAR to stay together and the MG and AMG to stay together, etc. Any thoughts?
It's not possible in this mission. The mission doesn't "save" like a normal mission, it persistantly saves which means all the details are logged into a file and then the mission spawns those same details back in when you load from the file. If a detail isn't saved into the file, then it can't ever be loaded in the same way and there are omissions like specific AI positioning which help keep this file small to prevent it corrupting.
@@JackArden Sorry. I should have specified that I am using a standard Livonia map within Editor. From scratch just placing a squad on the map. *I probably should have posted this somewhere else.
Ah, okay. I just assumed you meant this mission since you posted on a guide video. The only thing I can think of to suggest would be to add them to the squad in the specific order you want and then have them move in formation. I haven't really used the editor enough to know a surefire solution to your problem though, sorry!
Hey man, how does saving vehicles work? Do I have to put them in the garage or can I sit them at my base for quick use?
I'd strongly recommend using the garage. The mission is "supposed to" save any vehicle within 50m of your base flag, though whether or not this works and which vehicles it saves seems to be very inconsistent.The only consistent way I've seen this work is vehicles which your garrison uses all the time, for example AA emplacements. Even then, their positioning can and will change often, so placing static MGs behind sandbags may see them completely exposed on the next load in, or your AA nest could clip into whatever rock or ditch you've set them in/near for cover.
TLDR- use the garage for anything other than AA at your base, otherwise things can disappear or randomly teleport.
Im playing the Blufor version they are all spwaning with shitty weapons what can i do against that ?
Who would "they" be and which weapons are they spawning with?
@@JackArden Sorry a bit fast written.
I mean my Ai it spawns all with the same weapons they dont care if i trained them.
Do I need to have good weapons in the Ammobox ?
How can i get infinite Weapons from an better weapon than just the default ones.
I would appreciate some tipps.
Sorry for my awful english.
No problem, I'd rather check than just assume you meant one thing when you could mean something completely different!
To equip your units with better weapons on spawning them, you want to have enough of a weapon for them to be stocked in unlimited supply in your arsenal box. This doesn't force them to take better weapons, they can still take the old world war rifles- but there's one exception to this where the anti-tank troops will always use the same launcher. If your squadmates spawn with bad weapons even when you've got plenty of good ones, you can use the control AI feature to directly swap out their equipment after dropping the loadout you want them to have on the floor.
The way you get an infinite supply of a weapon is to just collect a lot of them. The numbers differ between weapons, but once each one reaches a certain quantity you'll get a notification (which comes with the next resource tick) that it has been "unlocked".
@@JackArden Okay thank you.
Very informative, much appreciated. This has helped me out a lot, however I think it’s a shame how overpowered your opponent is. For example if I take over a outpost the AI spawns 6 helicopters and a airplane, just in the first few hours or min of playing. Is there a way to change this? I play solo too.
I'm glad the video helped you! I haven't found any options in the mission file where you can change the difficulty, AI difficulty is managed by the generic AI skill level you set in the game and the difficulty option on launching the mission only influences your starting resources. This means your difficulty depends entirely on the way you play the mission. The way you ideally want to respond to the enemy and the resources they deploy against you changes a lot depending on how far into your playthrough you are. This is going to be a long comment, but I'll explain how the enemy combat strength can be influenced:
The enemy are limited by resources in a similar way to you. Access to HR (which comes from towns) can influence the number of soldiers deployed as well as how large garrisons in outposts are and access to money (which comes from resource dumps and is multiplied by factories) is pooled to give the enemy access to a larger number of better vehicles as well as better training and equipment.
There is a further limit on enemy resources which is your aggression rating. This modifies the amount of resources the enemy will be willing to expend in any one instance- higher aggression means larger and more powerful QRFs and counterattacks. So in short, you need to find a way to limit their access to resources while at the same time keeping aggression low to stop yourself from getting overwhelmed.
For the first 20/30 hours of your playthrough, you'll want to use missions spawned via Petros in your HQ to lower enemy support in surrounding towns and to bolster your own. Being the faction a town supports will give you HR every resource tick as well as a small amount of money. Regularly moving your HQ to access missions in other towns will let you develop a good network of support to get your own resources pooling up while limiting enemy access to HR.
Keep an eye on your aggression, you'll gain +5 for every town that supports you which needs to be mitigated through completing certain mission types or by releasing surrendered enemy soldiers. A really easy way to get soldiers to surrender is to aim exclusively for the legs when you're in a firefight and then revive them afterwards- they immediately surrender if you revive them. It's not as stupid as it sounds, the legs are always unarmoured meaning it's actually quicker to kill than shooting the chest (assuming they wear vests) and the revival time depends entirely on where you shoot someone. The arms and legs can revive in 15-30 seconds whereas the chest or head take upwards of a minute. It's much safer to go for the legs than the arms as you can easily miss the arms and add 45 seconds or so to your revive time if you hit the chest. Going prone behind a car and shooting a whole squad's feet is a very viable tactic.
Eventually, you'll want to start working on the enemy access to money too. Resource dumps are the easier target between them and factories as they're always lightly guarded and are mostly in the middle of nowhere, as opposed to factories which are often on main roads near other outposts. As they are lightly guarded, you can often capture them before a QRF turns up, meaning you can simply take the flag and fast travel away so that the QRF despawns. Again, you get +5 aggression for each map element you capture so keep an eye on this value. You can often mitigate this aggression gain by reviving downed soldiers in the outpost but spending too long there will mean the QRF will catch you off-guard. As for factories, if you're unable to safely capture one, you can use placed explosives to destroy the yellow factory buildings to prevent that particular factory from providing any bonus to the enemy economy.
From this point on, large enemy attacks are inevitable. You'll struggle to hold land in the beginning but as you gain money you can increase the training level of your AI using your HQ flag. Easily the most powerful way the AI can be used at high training levels is as anti-air gunners. Spawning AA guns from the military vehicles menu and leaving them within 50m of any flag will see the garrison of that area use them. AI training level increases their accuracy and spotting range, turning them into serious counters to the air-based attacks. If you want to see how powerful they are, my latest antistasi video has a situation where a counterattack flew over 3 of my anti aircraft-guns. With just 3 guns, an entire air attack wave was destroyed in a matter of seconds.
Eventually, as you limit enemy access to resources and drain their existing pool by destroying vehicles, things will start to get easier. In my solo playthrough, I rarely see more than one vehicle in a QRF on war level 10 aggression 100 and counterattacks are rarely more than 2 waves of aircraft.
Thank you very much for taking your time to respond me. I will definitely follow your advice. I have started watching your Antistasi series, and I really appreciate the work and effort you put into your videos. Not a lot of unnecessary waiting time, and I enjoy your down to earth approach. Please keep it up.
//Drago.
You're very welcome and best of luck with your playthrough! Thank you for your support, it feels very rewarding to know that people appreciate the time I put into making a video I'm satisfied with.
This video and this super old comment response have been very valuable to me as a new Antistasi player, thank you!
Love this antistasi series, been binging the solo series, subscribed :)
Btw. do you ever play multiplayer antistasi?
Thank you for subscribing! I haven't played much of this mission file in multiplayer, I don't really know of any good servers and seeing how serious people get over this kind of thing makes me hesitant to try joining random ones. I'd be willing to play on a server where it's more laid-back though.
If anything, I'd add timestamps to the video. I'm looking for one specific thing (how to set up a roadblock) and your video was the first thing that came up. I'm not watching a 40-minute video covering everything else.
Finally, I can be a proper Captain.
How did u climbed on the building at 36:35 ?
Using a mod called "Enhanced Movement". It allows all kinds of things like that, climbing buildings, fast vaulting low walls, taking running jumps etc. steamcommunity.com/sharedfiles/filedetails/?id=333310405
@@JackArden thanks man nice vid helped me a lot
@@nci129 Thank you for the support and you're welcome!
Hey Jack. Anyway I can get ahold of you to pick your brain about Antistasi Plus?
You can always stop by our community discord server - discord.gg/X8WxsYt
I'm not the best source of info on the plus version of the mission but there's plenty of people on there who will likely have an answer for you.
How do you use air support?
I just use spcm mod and use zues and ace to place a plane and sync it to me and then just command it to attack. I know its cheating but its more fun and you get to see more random battles
Great video, thanks a ton for the help
Glad it helped!
I doubt this would do much, but how would you alter a units rank? Also, for me, when I open the map, I can't see where I am and have to use topographical mapping to figure it out, but I'd prefer not to. Any fix for that?
As far as I know, you can't change the rank of a unit once they have been spawned by the game, unless you use something like zeus or some cheat utility to do it. As for the map, I believe that is tied to a difficulty setting, so check through that to see if you can toggle it.
@@JackArden Thanks mate, I'll give that a go soon and see if I can get myself to show up. I have military training IRL, so I'm fairly good with a map and using monuments around me, but it's a game and I want to enjoy it rather than revise on telling my distance and direction based on a mountain or a tree haha.
Thanks for your help mate.
This is a great tutorial still hold up but is there a way you can get ai to follow you in a vehicle?
As far as I know you have to tell them to move somewhere once they're mounted in a vehicle. If you tell everyone to move to the same location they'll stagger out into a convoy so all you'd have to do would be drive near them. Results will vary depending on the size of your convoy though, I've tried to move large armour columns only to find APCs flipped over in ditches, wedged across bridges and blown up in buildings.
@@JackArden right on thanks dude sick vid
When you used the mortar you disable RHS, right? Because I can't get HC groups to use them in RHS.
No, I have exactly the same mods as I'm using in my solo series. Are you still using the same mission file version you were before? I remember you commented before about having AI troubles on 1.2.5
@@JackArden No I built the newest mission file which is 1.4 but went back to the Steam mission 1.3.5 because 1.4 seems a lot harder. But I noticed in your very first EP you played Golias' version, while I always used Barbolanis.
@@juras3143 I'm also using Barbolani's version for this playthrough. In the first video I loaded into Golias' version first as I intended to play that version (the greater variety of missions was quite appealing) though changed versions in that same video about 3 minutes in due to an issue with respawning reloading the last save, not keeping the playthrough consistent.
How do I make a high command team dismount a vehicle and advance on foot. Or even better when i select a high command unit I can only set a waypoint, how can I access the other options available. Any help would be appreciated.
Any idea why my units de spawn once I re load my game? 😩 kitted them all up for them to de spawn after ages of gameplay, happens every time
That's because the game doesn't save the units unless they're part of a garrison. Because the default A3 save system is broken and bloats save files very quickly, the mission saves to a text log that is read on load to bring you back to the same game state as before. Adding every single entity to that such as soldiers and their specific loadouts would bloat this file and defeat the purpose.
Best thing I can recommend to do is to create a loadout with the gear you want them to have in your arsenal and then drop that for a unit to pick up, preferably stored in a bag to make it quicker for you. You can use ai control in the Y menu to make them take the bag and equip the gear inside.
Thank u man
I have multiple Squads in HC and they have some heavy losses. Can the troops replenish somehow?
How can I complete the arsenal, man? Cause we only start with 3 guns, that's it. And you have to collect guns to make them infinity in your arsenal, but I don't know if I can change that, or how many I have to get? Cause I see yours and you have it all completed.
You just need to collect a lot of everything. The best ways to get this done fast would be to do the ammo vehicle missions by stealing them instead of destroying them and offloading the equipment into your arsenal or by stealing the ammo boxes in enemy outposts. There are some items like the titan launchers which you can never unlock completely, but every item has a different number needed to be unlocked in an unlimited supply. Some items don't need much but others are high enough that you'll generally have more than you could realistically use on your own before they are unlimited.
@@JackArden Wow. Thank you so much. I'm gonna do it with my partne
THX for this vid dude!
No problem!
All my troops have the same weapon no matter what unit type i pick, when i choose AT it dose a rifleman when i do AA it dose a rifleman when i do sniper it dose rifleman ect, any reason for that? I'm very new to this gamemode
Are you recruiting basic units to your own squad (as in ones that appear on the bottom bar and you control with F1, F2 etc) or high command units (as in ones you need to open the HC menu to control)? If it's high command units they should appear with their own gear already, but your own squad can only use gear that's in your arsenal box. You need to find weapons that their class will use before they will take them. Easiest way to get started with that is to take supplies from an outpost by loading their box into a vehicle and unloading it at base.
Hey great tutorial ! but i was thinking how do I rearm my unti
s when they have no ammo?
There's two main ways you'll want to do this. One is to press the function key that corresponds to that unit (F2 for example) and then use the quick-interact menu to tell them to rearm at a container/body. The second, and arguably most useful, is to fill a bag with gear from your arsenal, drop it on the ground and then use AI control to have the unit pick everything up. This gets around the problem of them sometimes only taking starter guns so you can have a team carrying whatever you want.
Also keep in mind quick-interact menu rearming will often see them prioritise taking utility gear, like coloured smoke grenades. This leaves less room for ammo, meaning the second method is by far the best, then you can carry extra ammo in a car and have them rearm from that.
@@JackArden ohh ok thank you so much! It realy helped out thank you.
i know its been a year lol. but maybe someone who sees this could please explain how ammunition for suqads work? do they just run out and they become paperweights? how about mortars - they for sure cant fire infinetly, right? what about the AI vehicles? does any of it regenerate with ticks or something?
ty in advance.
& ty jack, i have been binge watching all your antistasi videos and i even prefer this mission over vindicta
Thanks for watching so many of my videos!
It's no different to normal AI supplies I believe. They carry ammo depending on their loadout and run out as they fire it. I'm pretty sure they only carry a small amount, but you can control the AI to make them pick up more ammo by either giving orders as a squad leader for someone to resupply from an enemy or container, or by directly controlling a member of your own team to pick something up.
Vehicle ammo works in the same way, though the only way to resupply is to either garage the vehicle and give it back to the team, or to use some kind of resupply vehicle like an ammo transport to directly reload it.
Enemy units and vehicles have things a bit easier, since the ones you fight only ever appear in that one engagement. They despawn and fresh units take their place if you were to retreat then come back, meaning they have a full loadout again.
@@JackArden seems to be a bit of a hassle to have garrisons run out of ammo...
but neverminding any of this; you are an insanely talented creator and i love your videos. i hope i can enjoy your other content as much as i am enjoying the antistasi stuff!
Ah, my bad- I only mentioned your active teams. Garrisons despawn the same as enemies, so they should resupply automatically!
I'm glad you're enjoying my content, thanks a lot!
@@JackArden tysm man!
I can’t believe they turned Arma into an RTS
Haha, there's missions even more RTS-like than this where you fight larger scale battles by literally point and click moving squads around the map.
I am really stuck letting any other player do anything, only the host can be the commander even if they dont choose the commander role, even when you resign as commander and it says welcome X as the new commander, they are not actually commander and cannot do anything, when players other than the host make a group they are unable to hire AI troops for their group, it charges them and says the AI has spawned but none actually spawn and they don't appear in the group as controllable. What am I missing here, the mod is great but it sucks that only the commander can do anything. (NOTE I also disabled members just in case and I also made everyone a member also just in case)
Honestly I don't know the answer to this. I don't play this mod multiplayer and didn't really play around with the commander settings too much when we had a server, it just worked as intended. Which version of the mission are you playing? In terms of both release date and branch?
@@JackArden I will need to work that out, i am just using Antistarsi and antistarsi plus mod form the workshop, I am playing the missions that come with antistarsi plus. P.S thanks for helping me out on all these questions, there arent many good info sources around
That's mainly why I asked about which version you were playing, the resources around it are really lacking and any good ones are for old versions of the mission! A lot of what I've got in my guides still applies thankfully, but there are loads of little changes in different versions of different branches that people don't realise work differently so picking out good info is understandably hard.
Is there any way to add vehicles to a garrison? I want to add a crewed HMG truck to my HQ garrison, but I can't figure out how or if I can.
Not really. If you assign a unit which has a vehicle attached, that vehicle will get deleted. If you leave static emplacements around the base, these often get manned by the garrison, which is the closest thing you can get. Only problem being that their locations aren't saved exactly, so your nest of AA guns might suddenly end up on the other side of the building and unable to cover the main avenue of air travel or something.
When one of my tanks or a soldier getslodt or left behind,it asks for my current position, but i cant seem to find out how to give them my exact location,can anybody help me?
You can report your position if you press F1 and search through that menu if I remember right, but that never seemed to fix the ai pathing in my experience. Best thing to do is to give them a move order to where you're headed so you don't have to stop and you can meet the lost unit there.
I'm trying to shoot artillery, I select the team, press shift+Y click where I want to shoot and nothing happens.
Do the menus appear when you try to use mortar teams or does it immediately ask for a target? Since these menus are custom, if you don't get them appearing properly you could simply delete and redownload the mission file and that could fix it (don't forget to back up your save if you've made decent progress). If you go through the menus normally but they just don't fire, it might be worth checking to make sure you don't have any AI mods enabled as these can break the custom AI scripting easily.
I figured it out. I was playing on this community version and the artillery on it broke. I switched to the one you're using it works fine.
@@nathanielmoore5342 Ah, okay. Glad you got it figured out!
Giod Video, but how can i get antiaircraft?
Are you looking for vehicles or launchers? You can get AA launchers from enemy soldiers sometimes, but primarily they will be in the gear boxes inside outposts. You can also buy AA turrets/vehicles from the flag in your base. Depending on the unit packs you're using (as in vanilla gear vs RHS gear) your mileage may vary as to how effective this is.
Thanks for tutorial!
My question is how many levels can Ai be trained to? Also would it be ideal to tackle this first?
It's been a while since I played this mission but I believe 12? If you want to invest in AI, you need to remember that the enemy has the exact same situation as you, they'll steadily upgrade their AI as time goes on, so it's a good idea to invest in it gradually through the game to avoid getting left behind. Your AI is bad at defense without things like AA emplacements, so you'd want to level them more if you plan on using them on attacks.
sir i have know some of my friends use this mod but they got something make npc ai alive if you know anything about it pls tell me cuz they wouldn't tell me, and also what mods are you using in this video thank you
I know there's an AI mod called "Alive" which can be used to create custom missions/groups of orders for units, but it's generally not advised to use any AI mods alongside this mission due to custom AI scripting which can conflict with certain actions. In this video I'm using RHS units and enhanced movement. I don't think I really had anything else installed at that time.
Does the base radio not work for recruiting squads? I’m getting an error that I need a radio in my inventory to recruit but I have one in my backpack/rig/clothes
By base radio I mean “base game” radio, I’ve heard of some mods having their own radios or something like that
The base game radios always worked fine for me. The only thing I could think of would be if you've added it to your inventory via the arsenal and put it in a container rather than on your toolbelt? It needs to be in the slot to function.
How do you get IEDs I noticed in the arsenal there is a cellphone that says it can be used to detonate bombs? I could of sworn I saw them used in one of womble's videos but I may be wrong.
The ZF guys play with ACE, which is where I'm assuming this mobile phone detonator came from. The base game doesn't have dedicated detonators for bombs- if you place one you "just have" the detonator till you die or touch off. I'm pretty sure the videos Womble made with explosives in came from the sketchy Irishman mission (not in the version of Antistasi I played, they used the far less stable mission, hence why their server broke).
As for where I found bombs- they're in the ammunition boxes you can steal from outposts and also in bags of explosives specialists. If you see anyone with a big bag, chances are they're either a medic or explosives specialist so focus on those bodies if you're short on bombs.
@@JackArden ok thanks man. I'm honestly surprised you don't have more subscribers I mean you reply to comments on old videos like this And you pump out tons of content that is high quality.
I'm glad you like my videos! I don't really advertise my content anywhere nor do I bandwagon on whatever's getting people noticed at the time so it's not overly surprising that the channel hasn't "taken off" so to speak. My sub count is still climbing steadily though, so we'll see where the channel ends up!
lets say i assign a mortar team a artillery piece..
1. can i use it like a normal mortar team but from further away?
2. once I'm done with them is there a way to get back the vehicle or is it lost?
I can't really answer for more modern versions of this mission as I haven't played them, but so long as the artillery you assign them functions as a mortar in the same way the one they spawn with does, they should be able to use it. To get the vehicle back you'd have to steal it from them and garage it up again.
Dude how do you initially place the “Mortor Squad”? Is it a Mortar Emplacement ordered through from the command menu? Or do I buy a mortar emplacement from the vehicles and tell my squad to man it?
You buy it through the command menu, that way the team will automatically disassemble and load their mortar into a vehicle when you order them to move. If you want to do it via your squad you can, but you'll have to manually build the mortar and move it yourself every time.
@@JackArden thank you for your reply, means a ton. buddies and I couldnt figure out artillery support earned my sub
No problem, good luck with your playthrough
i have a bit of a trouble using HC to get AI out of there cars and stay out. They always keep getting in. I have tried it with the Y or Z menu, Direct controll and with waypoints, they always get in there car.
By the sounds of it the squad leader is ordering them to embark because they're assigned to that vehicle. If you want them to get out and stay out you'll probably have to take the vehicle off them like by putting it in the garage or assigning them a different one.
Is there any way i can move petros insibe a building because he isnt really fond of the Idea
You should be able to order him to move to specific locations like a regular soldier. Either look at the floor and give him a move order or aim at something like a window that works as a location a unit can be posted in to get him to move towards it, then set up the base wherever you want as he moves inside.
Thanks man i appreciate it
Have the default keybinds for antistasi changed? Like Y doesn't do anything for me anymore it doesn't open that antistasi window.
Not that I know of, in my most recent playthrough Y was the key for the menu.
Great video for someone new to arma and Antistasi like me.
So if you take over a 'Resource' location would you typically assign High Command unit teams instead of like 10 individuals like I have?
That depends what you're using them for. If you mean to garrison at a resource dump, the only difference between using HC units as garrisons and using the flag to buy units is that the flag gives you more control over which unit types you buy, whereas HC units are predetermined based on the squad type you pick.
For example, a standard squad might give you a squad leader, a rifleman, a marksman and a machine gunner- let's say you don't want marksmen at base because they fire out too far and attract attention. You just use the flag to recruit the individual soldiers instead, excluding the marksman. The costs work out the same and you always end up paying for any vehicles or static weapons they spawn with too.
If you're wondering if it's worth it to use HC units when you have the funds for them, that's more of a tactical choice. Having a unit independent from your own on the HC menu opens a lot of tactical possibilities, like flanking outposts from several angles or crushing a roadblock and drawing attention in one direction while you and your own team ambush the reinforcements. You can also build a much larger active army using HC, as well as mount units in vehicles outside your own squad.
If it's worth the added effort of babysitting several teams at once is your choice, however. Smaller ops may only really need a couple soldiers alongside yourself to be successful.
@@JackArden Yeah I have 2 resource locations under my control each with 10 Individual soldiers at them.
They generate me some good money so looking to protect them.
Think I will dismiss them and just put a HC squads there.
Also do you know if you have AI already spawned do they get the upgrade to training to level 2/3 etc? Or does it only apply to newly spawned AI?
Make sure you add those squads to the garrison otherwise they'll despawn when you reload the game.
Training only applies to newly spawned AI if you upgrade it while they're on the map, however your garrisons cache your AI when you move 1/2KM away and respawn them when you go back, so it's only ever an issue for AI you can see basically right in front of you. Just fast travel away to a different outpost and back again, they'll be the new training level when they reappear
In regards to the watch posts, Do the troops have a viewing distance? if we place them high can they see further? thanks Also, tried to remove a watch post, but i cannot click on it and the option is no longer in the flag. Any ideas please? thanks
As far as I can remember, they're basically just units who are set to "stealth and observe" which means they are hard to detect and are better at spotting enemies than a regular unit in combat stance. Giving them a good line of sight is a nice way to spot patrols coming out of an outpost, but they can't see further than a regular unit, they'll just make the distinction between "a vehicle, unknown faction" to "enemy vehicle" faster. Because of this I only really found them useful for fast travel points because friendly towns can spot vehicles anyway.
If you can't delete an outpost through your own base, you can always delete it with bullets or explosions. Either set off an explosive charge in the middle of it to take everyone out or just headshot all your troops and wait for their revive timers to expire and it should delete the post so long as you don't travel far enough out for it to despawn before everyone is gone.
@@JackArden ouccchh remind me to never play the game with you. Lol. Good idea though thanks.
No worries on the watch posts.
Also u can’t quick travel road blocks or look outs now. :( only outposts and HQ
Are you playing the same verison of the mission as me? I used Barbolani's version for all my Antistasi videos except for the newer MP series. There's a lot of different versions of this mission kicking around. If that's just an update that was done to Barbolani's though, that sucks. It was one of the most convenient ways to get around the map.
@@JackArden I’m using the most recent version from the GitHub. I was gutted. One of the main reasons I put up checkpoints lol. Ohh well. Either way thanks for the vids.
I think most versions of this mission have their own github, so I'd double check the author if you want to find a version that lets you use the fast travelling. No worries though, thanks for stopping by!
how can you command the AI once they are garrisoned?
You don't. The best you can do is add static weapons which will automatically get manned when the garrison loads in (think MG positions or AA nests) or some buildings come with pre-marked "guard points" which will occasionally be manned.
How can I order my squads "Patrol" mission?
Anybody know how to get the ai to stay whenever I leave and load the save the ai get sent back
You can't. There is no workaround, the way the mission is saved does not include any persistancy for AI. They'll respawn around map markers they are assigned to as a garrison, but you can't leave HC or personal units laying around.
Hey man its me again. I just need help with repairing vehicles in antistasi plus. I got ACE downloaded and i do know that it does mess something up so you cant repair in garages. Is there any way to fix that. I just really need to fix a f22 that i kinda almost destroyed on the first flight.
I've never played plus, but I imagine it works the same way as most other missions using ACE- you'll need a toolkit and a role which includes the repair skill (like commander or engineer). Get up close to the vehicle and hold the windows key, you'll see an interaction for each part that's damaged. Hover over that, then go to repair to fix that part.
If you're near a repair source, like a repair offroad, you can interact with the vehicle itself and you should get a repair all option. Without the source you'll only be able to partially repair things. I'm sure that can be configured in the ACE settings though.
@@JackArden Ive made a loadout for Mechanic only for repairing things and when i do and put them into the garage the "health" of said vehicle stays the same.
Where can you change the ACE settings ive been trying to figure that out but i dont find it.
It sounds like you don't have a repair source like I mentioned then, the health you're repairing it up to will be the maximum you're able to with just a toolkit.
ACE settings are in the configure extensions menu as with other mods.
@@JackArden I do have repair sources. Ive tried 2. One being M977A4-B (Repair) and the other one Ural-4320 (Repair)
I also went into the ace settings and found the repair section and i tried to turn on/off anything that even slightly resembled a full health repair and im in arma right now and it did not work.
Generally, it would be one of these things. 1. You're not playing an engineer class, which you seem to be if you've repaired it in any capacity so far. 2. You don't have/aren't close enough to a repair source which I trust you've tried in a number of ways or 3. That specific version of the mission or your ACE config has changed how this works in a setting.
I get that it's frustrating but it's one of those things I can't help you with further without actually seeing your game if you've already tried everything I've said. Sorry!
Hey how do you assign squads to garrisons and vehicles using high command?
I cover garrisons at 14:00. As mentioned in the video the first method also works with high command. I also cover getting HC units into vehicles at 30:15.
Jack Arden Thanks , is there anyway you can help me the high command isn’t working?
Do you have any more specific information than that? It's difficult to suggest much if I don't know what does and doesn't work, what you've already tried, etc. For starters, you need to make sure you actually have a HC unit recruited and the default keybind to open HC is ctrl+space. Make sure you haven't changed this and if you have, take a look through your options. If you're playing Antistasi on a multiplayer server keep in mind not everyone has access to high command, only the person elected commander (as far as I know, some custom servers may have other ranks with access to HC).
Jack Arden I have advanced ai command and I press control + space and nothing happens , do I need a mod or is it built in?
@@goldenfalcon4284 High command is a base game feature. Advanced AI command is a full replacement for high command, therefore it conflicts with how Antistasi interacts with high command. Disable your AI mod and it should work fine. As a general rule of thumb, if one mod or mission file has custom AI mechanics it will not be compatible with any other AI mod (other than those it may depend on) without some issues.
Why can't I build anything? It says: you need an engineer in your squad, but I have already chosen an engineer. I’ve tried with commandor, tried to buy an engineer, i don’t know what to do 😢
Does the engineer/commander have a toolkit in their inventory? You usually need one to use features exclusive to engineer roles.
If that doesn't solve your issue, can you tell me which version of antistasi you're playing? There's some differences between each version that might be causing your problem too.
Your AI units have icons at the bottom left corner of your screen, with names, team responsibilities or functions, etc. Is this only with antistasi? I'm trying to learn how to command AI using editor, and I can spawn a fire team as an example, and be the team leader, and the other units respond to me commands, but there's no icons at the bottom left of my screen. I also want to split the team up into two sub-teams, like a Red Team or Blue Team, of two men per team, so that I can command them separately of each other, even though we're still one big team. I can select the 2 units I want to team up into a sub-team, and can highlight which team I want them to be assigned to, but when I select them and then hit "Enter", nothing happens. The 2 units that I had highlighted to be joined up as sub-teams, goes back to being de-selected. I cannot figure it out...
This should appear in all game modes if you're the team leader, though certain difficulty settings hide elements of the UI. It's been long enough since I've played that I don't have a sure answer to that part.
As for the teams, are you using any AI mods that may be interfering at all?
@@JackArden Yes, I found the problem. It lies with the "ace" mod that comes as a required "dependent" mod to the CBA_A3 mod. I can't load ace without CBA_A3, but can load CBA_A3 without ace. And I should have realized that this would remove the command bar at the bottom, because CBA_A3 replaces the vanilla AI command functions with its own. But I am just starting out and am learning everything as I stumble forward playing this game. The good thing is, I only have about 6-7 total mods loaded, so it wasn't too hard for me to unload them, and then one by one reload them, and see which one(s) took away the vanilla command bar and command functions.
So once I figured out what the "ace" mod did, I just chose to unload the mods for now so I can learn more about the vanilla command bar. Thanks for your response!
No worries, glad you got it sorted out!
I'm playing Antistasi Plus and I'm not sure how to rearm vehicles it says I'm lacking an ammo source could you help me
I don't play that version of the mission but the logical thing to do would be to find an ammo source would it not? Does your base have an ammo source or the option to build one? Do factories/certain outposts have an ammo source or the option to build one? Perhaps you require a certain vehicle to do this? Look around a bit in likely places, you'll find it I'm sure.
@@JackArden to my understanding were supposed to find ammo trucks but the issue is none have yet to spawn but maybe we have been unlucky
Sounds like convoy missions might be your best bet in that case. Can you create a mission from your base like you can in the standard version of the mission?
@@JackArden Yeah but the type of convoy is random we just have to get lucky
That sounds extremely annoying, a bit of a rushed attempt to nerf armed vehicles.
Since they've updated it, a lot of the menus that you used are no longer present. I'm trying to get high command to work and they didn't really explain how to use it that well in the logs. I'm just about to quit lol
Which part of using high command are you having trouble with? I can try and help through here. If any of the menus are different it's likely because you're using a different branch of the mission to me. I recently did a playthrough of "the mod" branch of antistasi which is based on the one shown in this video. Basically everything was the same.
@@JackArden You are right. I went back and I completely missed the menu option I was supposed to select. Everything is working. Sorry.
No worries, good to hear it's working!
I have one question, am i able to control more than one squad of troops which maxes out at 9 ai units
The only way you can control individual members of other units is with the AI control feature in the Y menu, but other than that your only option for teams which aren't your own squad is to recruit via high-command.
Hi! I am not sure if you still reply to comments but I was struggling about how to make a custom loadout for the AI
What is it you're struggling with? If you want to pick gear for them, I'd recommend just sticking with whatever you have an unlimited supply of, so that you don't feel forced to go back and loot any bodies if you lose them. If you want them to pick up specific gear you can either drop it in a bag and order them to pick it up/use AI control to manually do that, or better yet, save a loadout in the arsenal and use AI control to open the arsenal as the controlled AI and load that saved loadout.
@@JackArden Is there any way for them to equip a loadout which I made specifically for them without controlling them?
No, not really. They'll automatically take a selection of gear you have an unlimited quantity of, influenced by their role. Because of this you could specifically recruit a marksman if you want them to take a longer range weapon or recruit an autorifleman if you want them to pack a SAW or something. Past this, you're going to need to use AI control to further customise what they carry
@@JackArden Oh thanks for the help!
Hey man can u tell me how to disable EDIT MOD (SHIFT + Y) I Hate this thing please help
I can't say I've encountered that one, however if it's a control, you can go into your control layout, double click on the name of the action and then delete that keybind from the list it gives you.
Jack Arden thank you bro ❤️❤️😘
No problem, best of luck
Hi I don't have a gun when I start does anyone know why
Have you looked in the arsenal box at your base? You need to take equipment out of there, but through the arsenal mode, not the inventory itself.
Does high command squad save theri position and status when you reload the game?
No they get deleted, so it's best to disband all units to be refunded the resources for the remaining troops before saving.
What faction mods do you use?
I'm using RHS in this video.
Anyone know any bug like cant select your units i had it for a really long now and dont know how to fixxx id really appreciate da hellpp❤
Yo how do you get the modified weapons like M type assault rifles and the modified cars like the jeep, Humvee,etc? In my game there are just normal MX weapons and basic cars like Prowler or HEMMT...
RHS: BLUFOR.
There are 3 RHS mods compatible with this version of the mission file: USAF, AFRF and GREF. All of the modified weapons and vehicles I used in this playthrough and my guides on it are from those mods. You can subscribe to them on the steam workshop at this link- steamcommunity.com/workshop/filedetails/?id=843770737
Ok I’ve been trying to recruit people and they won’t use anything but pdws even though I have rifles
Which type of unit are you recruiting? This can influence the weapon types they can select. Also, it's still a random selection from every weapon that unit is allowed to use. You could be better armed than a 1st world country and still have a full team of Kar98k-wielding cavemen.
Any of them none of them they only use the CP7 I’ve tried marksman rifleman autorifleman all of them and all of them only use 1 gun the looting doesn’t seem to work either they will only pick up vests and nothing else
@@Kio-Fox you might need to train your AI level up a bit before they start picking the better weapons
@@Gofaw that’s all it was
Very useful thanks 🙏 new subscriber
how do i open the flagpole though?
Look at it then scroll your mouse wheel, you'll get the different flag menus appearing there.
@@JackArden ah thanks, now to figure out how to put my gun away to go undercover and for it to not be pitch black at night :D
If you take a bag you can open your inventory and drag the gun into the bag (as in click and drag the weapon icon over the icon of the bag) and you'll store it in there. Just be aware that larger guns sometimes can't be stored (like sniper rifles, LMGs and launchers) unless you have one of the biggest bags, even then you won't be able to pack any ammo. A rifle, SMG or pistol is all you can realistically expect to take like that.
As for the night, there's two ways you can go about this. First, attacking any enemy position at night will likely cause the garrison to spawn in with NVGs, so you can take these from them. Second, you can use the lamp in your HQ to rest for 8 hours at a time, allowing you to skip night altogether if you want- just keep in mind that if you have any tasks currently on the map, this will fail them.
If you've just started out you might find my quick start guide for this mission file useful- ua-cam.com/video/3iA1-RR9iuo/v-deo.html
I was curious, is it possible to add a HMG car to a garrison?
i was trying to add a squad from the high command to a garrison and they just stayed in my high command and i could still set them way points and such.
According to the mission, any vehicles kept within 50m of a flagpole you control will be saved and the garrison AI will mount any weapons, though in practice this can be quite temperamental. I've had cases of vehicles vanishing even if they're within the 50m range and also where the AI don't notice there's a usable weapon- even when under attack. Basically, I wouldn't recommend trying it with any vehicle you want to keep.
@@JackArden no dramas, cheers!
i was also wondering what mods are you using for your solo run? obviously enhanced movement, but those AA guns and whatnot looked a lot better than this vanilla stuff...
Keep up the good work with these videos by the way, your tutorial videos have really helped a lot since i only bought Arma 3 purely for antistasi and it's good to know how this stuff works. sad to say i haven't watched your antistasi series because i just kinda lose interest (not your fault) but i'm gonna try to watch it all since it's only like 19 parts and i think it would be cool seeing how you deal with certain scenarios, i feel like i could learn a lot
I'm using the three compatible RHS mods, which are USAF, AFRF and GREF. You can subscribe to them on the steam workshop here- steamcommunity.com/workshop/filedetails/?id=843770737 The Serbian mod on here isn't compatible, so don't worry about subscribing to the entire collection, it's a rather large pack.
I'm glad you're enjoying the videos, but don't force yourself to watch through a series that you lose interest in! I know I bumble about a bit in the first few videos while I'm learning the mission file, but from #12 onwards things get a bit more interesting where I start putting the things I've learned to use and actively work towards completing the mission. Personally I think the second half of the series was a lot more interesting than the start.
@@JackArden cheers, i didn't even realise this was your first time playing it. From the tutorial videos and the clips i have seen from videos i thought you must have played it abit more.
@@MickelJE I'd played a fair bit before I made the AI guide, there were so many hours I had to spend off camera to keep the playthrough at a steady rate of progression with the overbearing USAF attacks. I definitely wouldn't have tried making that kind of video if I hadn't put a lot of hours in already.
How do i spawn a dead unit?
how do you give the garrisoned men better weapons?
That one can be quite tricky, you can create high command units and garrison those, meaning anything they were assigned to (vehicles, weapons etc) will go into the garrison, you can do the same with your personal squad (you have greater control over their loadout but can't assign them vehicles) or you can gather enough of a weapon that it unlocks in unlimited supply and then they'll randomly take those from the arsenal box if it matches their class. The tricky part is that it doesn't always work, or occasionally it'll reroll their gear.
@@JackArden ahh gotcha, is there a way to outfit your squad AI without looting from dead enemies, like from your HQ somehow?
You can drop gear and order them to pick it up or use AI control to outfit them yourself.
@@JackArden right, a bit cumbersome but I guess I can work with that, so they will never be hired with better gear? i was hoping as I upgraded their level it might upgrade there kit as well
Like I mentioned in an earlier comment, if you have a weapon in a high enough supply you'll get it unlocked in an unlimited amount and then they have a chance to take those. From what I remember it's based on a certain pool of weapon types that each individual class is able to pick from, but there's no guarantee your soldiers will take anything good. You might have a full kit of modern gear waiting to go and they'll still run around with WW2 bolt actions sometimes.
I don't know if anyone can help me with this, but I am having a hard time using the flagpole or interacting with the officer in the base. I was able to interact with the officer and get to his missions page only once throughout the many times I remade the game, and that was right after I died. I think did it by pressing the spacebar but I am not too sure because I was slammed my hand against the keyboard out of rage because I was ran over by a truck. Is there a separate key I need to press to interact with the officer and flagpole or am I completely missing something?
You interact with them via the quick-action menu. Pressing space bar as you did will give you whichever is the first option in that list contextually without having to open it, which is why it'll have worked that one time. If you want to check all the options, look at the flagpole or commander and use your scroll wheel. You can then left click, press space bar or press middle click to select whatever you've scrolled over.
@@JackArden thank you for the quick response, and thank you for telling me how to properly do this. But sorry for asking you of this so soon after you respond, do you also know how to properly set up a server with antiatasi in it? My friends and I have been trying for the past several hours and couldn't get it to work. Again, sorry for asking you of this so soon after the first question, I really am asking for a lot here.
What kind of server are you hosting? One locally (either LAN+hamachi or upnp) or are you renting/hosting a dedicated server?
@@JackArden I am trying to host a dedicated server. I have tried many different tutorials but none seem to work probably.
Just to confirm that's hosted yourself, not rented? Talk me through what you have set up already and if I can spot anything you're doing wrong I'll point it out. If you'd prefer you can hop on our discord server and send me the info through DMs if that's easier
I know this is old but if anyone sees this im having a problem where my bunkers dont save and i have to re buy them and build them after i load in every time they just dont save
That's normal for this mission, almost every type of building you can create isn't saved. The only building I found did save was the largest concrete pillbox-looking bunkers. Even then, those had their positions randomised within the outpost so often went missing still anyway.
@@JackArden Oh ok I assumed it was one of my other mods conflicting with the saves thank you the information tho!
No problem, good luck with the playthrough!
where did you get those AA gun emplacements?
If you have RHS installed you can buy them from the vehicle shop and outpost flags.
@@JackArden do they remain if manned or do they get refunded?
They usually stay in place and your garrison will automatically man them. This is Antiatasi though and you'll occasionally find they disappear or spawn in at weird locations when the garrison is loaded.
It's worth keeping in mind they won't help in battles that are automatically resolved or when aircraft pass over outposts they're stationed in unless you're close enough to have the garrison spawned.
@@JackArden thank you for answering my questions I just have one more, can you explain how the Train AI thing works and how the AI decides to equip it's self
No problem! Train AI just makes your AI marginally better per level. If you go into singleplayer scenarios and try to customise the AI difficulty you'll notice there's a few main stats they have. At the start of your playthrough all of those stats are basically at 0, with every level of AI training moving the bars up somewhat to make them faster, more accurate and smarter.
When equipping themselves, the AI just take a random weapon from the ones in the box that fits their role. You'll see snipers take a random sniper rifle from one you have selected and generic infantry can take any of your unlocked assault rifles, etc.
Greetings, just started playing Arma3. I am very Intrigued. The Map you are playing on is this a mod? is this multiplayer? thanks.
No this is Altis, which is sort of the "flagship" map of A3 as quite a lot of the campaigns take place there. Antistasi is playable both singleplayer (though it's not recommended on your own due to the difficulty) and in multiplayer. If you're new to the game I'd definitely recommend playing the East Wind campaign before Antistasi to get used to the game in a relatively tutorial-rich environment.
@@JackArden Roger that Jack. Thanks for the Intel. So I have been building maps and trying to learn Eden, Zeus, and the million other mods I am testing out, as I am running into some like Acers/Achilleas that pops error codes and in the workshop some comments are stating they are out of date and will not be updated. That's a Bad sign in LSPDFR/GtaV lol. Anyways im looking around, what is the mod you are using that gives you the menu box that is grey w. the red lettering 11:45 ? is that from the Antistasi Mod? I am somewhat familiar with Altis as I like to pilot rotary aircraft and go to the salt flats to practice and get the mechanics of flight in A3. It is also the Map in my auto rotation trainer. So I would just download the Antistasi Mod and open it in multiplayer, i prefer single player for now until I can run with someone that know wtf they are doing.
I am not afraid to research as I find its all I have been doing since I started playing.
Always nice to have someone help ya out along the pipe-line.
Thanks again for the assist.
If an error doesn't crash your game in A3, you're generally fine. Usually they'll be something along the lines of "something.cfg" not found, which is basically just a file something pointed to not being in the exact location one script thinks it should be. The menu isn't a mod, that's a GUI from Antistasi, accessed by pressing Y.
Always is good to get some help when trying something new, feel free to ask anytime you're not sure of something!
@@JackArden Roger that Jack. Thanks man. Joined the Discord, might hit ya up in there if thats cool.
So when I am getting an error it does not happen every time and when it does, does not not crash my game (not even once) so I am just giving it up to the .configs being squirrelly, not so much affecting the script.
Thanks again for the assistance.
Stay safe out there.
like how do you open battle menu noone tells u this stuff
Wait so if I click on an airport will the troops garrison the whole airport?
Units patrol a range around the flag, so they may not patrol the entire area, but they'll cover a good deal of it
@@JackArden ok cool, thank you so much
@@crazzed1786 You're welcome!
My fortifications like Bunkers and trenches don’t save, does anyone know why??
That's pretty normal for this mission, they just don't save 90% of the time and when they do- they teleport around at random
@@JackArden Oh that sucks, but thank you for the response, I really appreciate it!
what fucking button do i press to open that menu he shows at 0:40?
It should be Y if I remember correctly.