Jump to content

Recommended Posts

Hallo

Habe folgendes Problem habe in der serverconfig.hpp die Einträge für RHS und Cup Units eingetragen , auf dem Server sind folgende mods -mod=@RHS;@Cup;@Ace3;@cba_a3;@dcg aber egal was ich mache als gegner kommen immer die standard Einheiten der Russen. Was mache ich fals , der Headlessclient lädt die mods auch mit , außer @dcg ! oder muss der headlessclient auch @dcg mit laden ?

in Englisch:
Hello
Have the following problem checked the server entries for RHS and Cup Units serverconfig.hpp registered on the server are the following mods -mod=@cba_a3;@RHS;@Cup;@Ace3;@dcg
But in the battle zones are not RHS units ?
Have as you entered the bottom of the see serverconfig.hpp can everything! Use the standart mission dcg_west.altis, I have in this mission and what change so RHS units spwanen as enemies?


Sorry my English is not so good ;-)









/*
Author:
Nicholas Clark (SENSEI)

Description:
handles server side DCG settings, this file only has an effect on the server
__________________________________________________________________*/
class dcg_main_debug {
	typeName = "SCALAR";
	typeDetail = "";
	value = 0;
};
class dcg_main_loadData {
	typeName = "BOOL";
	typeDetail = "";
	value = 1;
};
class dcg_main_baseName {
	typeName = "STRING";
	typeDetail = "";
	value = "MOB Dodge";
};
class dcg_main_baseRadius {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1800;
};
class dcg_main_baseSafezone {
	typeName = "BOOL";
	typeDetail = "";
	value = 1;
};
class dcg_main_blacklistLocations {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
	};
};
class dcg_main_simpleWorlds {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		"Chernarus",
		"Chernarus_Summer"
	};
};
class dcg_main_unitPoolEast {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhs_vdv_des_at","rhs_vdv_des_at","rhs_vdv_des_marksman_asval","rhs_vdv_des_junior_sergeant","rhs_vdv_des_RShG2","rhs_vdv_des_LAT","rhs_vdv_des_grenadier","rhs_vdv_des_rifleman_asval","rhs_vdv_des_rifleman","rhs_vdv_des_medic","rhs_vdv_des_machinegunner","rhs_vdv_des_aa","rhs_vdv_des_at","rhs_vdv_des_driver_armored","rhs_vdv_des_crew","rhs_vdv_des_combatcrew","rhs_vdv_des_crew_commander","rhs_vdv_des_efreitor","rhs_vdv_des_grenadier_rpg","rhs_vdv_des_strelok_rpg_assist","rhs_vdv_des_engineer"}
	};
};
class dcg_main_vehPoolEast {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhs_tigr_3camo_vmf","rhs_tigr_sts_3camo_vmf","rhs_gaz66_ammo_vmf","RHS_Ural_Fuel_VMF_01","rhs_btr70_vmf","rhs_btr60_vmf","rhs_zsu234_aa","rhs_bmp1_vv","rhs_prp3_vv","rhs_sprut_vdv","rhs_bmp1d_vdv","rhs_t80u","rhs_t72ba_tv","rhs_t90_tv","rhs_t80um","rhs_btr80a_msv","RHS_Ural_Fuel_MSV_01","rhs_btr60_vmf"}
	};
};
class dcg_main_airPoolEast {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","RHS_Mi8AMTSh_UPK23_vvs","RHS_Ka52_vvs","RHS_Su25SM_vvs"}
	};
};
class dcg_main_sniperPoolEast {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhs_vdv_des_marksman"}
	};
};
class dcg_main_officerPoolEast {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhs_vdv_des_officer","rhs_vdv_des_officer_armored"}
	};
};
class dcg_main_unitPoolInd {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","CUP_I_PMC_Soldier_TL","CUP_I_PMC_Soldier_AA","CUP_I_PMC_Sniper_KSVK","CUP_I_PMC_Soldier_GL","CUP_I_PMC_Soldier","CUP_I_PMC_Soldier_M4A3","CUP_I_PMC_Engineer","CUP_I_PMC_Soldier_AT","CUP_I_PMC_Soldier_MG_PKM","CUP_I_PMC_Soldier_MG","CUP_I_PMC_Medic","CUP_I_PMC_Sniper","CUP_I_PMC_Bodyguard_M4","CUP_I_PMC_Bodyguard_AA12","I_G_Soldier_SL_F","I_G_Soldier_TL_F","I_G_Soldier_exp_F","I_G_Sharpshooter_F","I_G_Soldier_M_F","I_G_Soldier_LAT_F","I_G_Soldier_lite_F","I_G_Soldier_F","I_G_medic_F","I_G_officer_F","I_G_Soldier_A_F","I_G_engineer_F","I_G_Soldier_GL_F","I_G_Soldier_AR_F"}
	};
};
class dcg_main_vehPoolInd {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhs_uaz_ags_chdkz","rhs_uaz_dshkm_chdkz","rhs_uaz_spg9_chdkz","CUP_I_SUV_Armored_ION","I_G_Offroad_01_armed_F","CUP_I_Datsun_PK","CUP_I_Ural_ZU23_NAPA","CUP_I_T34_NAPA","CUP_I_T72_NAPA","CUP_I_BRDM2_NAPA","CUP_I_BRDM2_ATGM_NAPA","CUP_I_T72_RACS"}
	};
};
class dcg_main_airPoolInd {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","RHS_Mi8amt_chdkz","I_Plane_Fighter_03_CAS_F","I_Plane_Fighter_03_AA_F","CUP_I_Mi24_D_ION","CUP_I_UH1H_TK_GUE"}
	};
};
class dcg_main_sniperPoolInd {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhs_g_Soldier_M_F"}
	};
};
class dcg_main_officerPoolInd {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhs_g_Soldier_SL_F"}
	};
};
class dcg_main_unitPoolWest {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhsusf_army_ucp_teamleader","rhsusf_army_ocp_medic","rhsusf_usmc_marpat_d_engineer","rhsusf_army_ucp_medic","CUP_B_US_Soldier_AR","rhsusf_army_ocp_marksman","rhsusf_usmc_marpat_d_machinegunner_ass","rhsusf_army_ucp_javelin","rhsusf_army_ocp_rifleman"}
	};
};
class dcg_main_vehPoolWest {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhsusf_m1025_d_m2","rhsusf_m1025_d_Mk19","rhsusf_M1078A1P2_B_M2_d_flatbed_fmtv_usarmy","rhsusf_rg33_d","rhsusf_rg33_m2_d"}
	};
};
class dcg_main_airPoolWest {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","RHS_CH_47F_10","RHS_CH_47F_light","RHS_UH60M_d","RHS_UH60M_MEV_d","CUP_B_GR9_CAP_GB","CUP_B_AH1_MR_BAF","CUP_B_Wildcat_Unarmed_RN_Blackcat","CUP_B_Merlin_HC4_GB","CUP_B_C130J_Cargo_GB"}
	};
};
class dcg_main_sniperPoolWest {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhsusf_army_ucp_sniper"}
	};
};
class dcg_main_officerPoolWest {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","rhsusf_army_ucp_officer"}
	};
};
class dcg_main_unitPoolCiv {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_hunter_1_F","C_man_p_beggar_F","C_man_p_beggar_F_afro","C_man_p_fugitive_F","C_man_p_shorts_1_F","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_6_F","C_man_shorts_1_F","C_man_shorts_2_F","C_man_shorts_3_F","C_man_shorts_4_F","C_man_w_worker_F"}
	};
};
class dcg_main_vehPoolCiv {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","C_Offroad_01_F","C_SUV_01_F","C_Van_01_box_F","C_Van_01_fuel_F","C_Van_01_transport_F","CUP_C_SUV_CIV"}
	};
};
class dcg_main_airPoolCiv {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL","C_Heli_Light_01_civil_F","CUP_C_Mi17_Civilian_RU","CUP_C_MI6A_RU"}
	};
};
class dcg_occupy_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_occupy_cooldown {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1200;
};
class dcg_occupy_locationCount {
	typeName = "SCALAR";
	typeDetail = "";
	value = 2;
};
class dcg_occupy_infCountCapital {
	typeName = "SCALAR";
	typeDetail = "";
	value = 30;
};
class dcg_occupy_vehCountCapital {
	typeName = "SCALAR";
	typeDetail = "";
	value = 2;
};
class dcg_occupy_airCountCapital {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_occupy_infCountCity {
	typeName = "SCALAR";
	typeDetail = "";
	value = 15;
};
class dcg_occupy_vehCountCity {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_occupy_airCountCity {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_occupy_infCountVillage {
	typeName = "SCALAR";
	typeDetail = "";
	value = 8;
};
class dcg_occupy_vehCountVillage {
	typeName = "SCALAR";
	typeDetail = "";
	value = 0;
};
class dcg_occupy_airCountVillage {
	typeName = "SCALAR";
	typeDetail = "";
	value = 0;
};
class dcg_patrol_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_patrol_cooldown {
	typeName = "SCALAR";
	typeDetail = "";
	value = 500;
};
class dcg_patrol_groupsMaxCount {
	typeName = "SCALAR";
	typeDetail = "";
	value = 25;
};
class dcg_patrol_vehChance {
	typeName = "SCALAR";
	typeDetail = "";
	value = 0.30;
};
class dcg_radio_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_radio_tfar_command {
	typeName = "STRING";
	typeDetail = "";
	value = "tf_anprc152";
};
class dcg_radio_tfar_support {
	typeName = "STRING";
	typeDetail = "";
	value = "tf_rt1523g_big";
};
class dcg_radio_tfar_squad {
	typeName = "STRING";
	typeDetail = "";
	value = "tf_rf7800str";
};
class dcg_radio_acre_command {
	typeName = "STRING";
	typeDetail = "";
	value = "ACRE_PRC152";
};
class dcg_radio_acre_support {
	typeName = "STRING";
	typeDetail = "";
	value = "ACRE_PRC117F";
};
class dcg_radio_acre_squad {
	typeName = "STRING";
	typeDetail = "";
	value = "ACRE_PRC343";
};
class dcg_radio_commandNet {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		"plt_co",
		"a_sl",
		"b_sl"
	};
};
class dcg_radio_supportNet {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		"plt_sgt",
		"r_1",
		"r_2",
		"r_3",
		"r_4",
		"rh1_co"
	};
};
class dcg_radio_squadNet {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		{"plt_co","plt_sgt","plt_med","plt_eng"},
		{"a_sl","a_med","a1_ftl","a1_ar","a1_aar","a1_at","a1_ab","a1_eng","a2_ftl","a2_ar","a2_aar","a2_at","a2_ab","a2_eng"},
		{"b_sl","b_med","b1_ftl","b1_ar","b1_aar","b1_at","b1_ab","b1_eng","b2_ftl","b2_ar","b2_aar","b2_at","b2_ab","b2_eng"},
		{"rh1_co","rh1_driver","rh1_gunner"},
		{"r_1","r_2","r_3","r_4"}
	};
};
class dcg_task_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_task_cooldown {
	typeName = "SCALAR";
	typeDetail = "";
	value = 900;
};
class dcg_task_primaryTasks {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		"dcg_task_fnc_pVip",
		"dcg_task_fnc_pCache",
		"dcg_task_fnc_pOfficer",
		"dcg_task_fnc_pDefend"
	};
};
class dcg_task_secondaryTasks {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		"dcg_task_fnc_sDeliver",
		"dcg_task_fnc_sRepair"
	};
};
class dcg_transport_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_transport_maxCount {
	typeName = "SCALAR";
	typeDetail = "";
	value = 5;
};
class dcg_transport_cooldown {
	typeName = "SCALAR";
	typeDetail = "";
	value = 300;
};
class dcg_weather_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_weather_season {
	typeName = "SCALAR";
	typeDetail = "";
	value = -1;
};
class dcg_weather_time {
	typeName = "SCALAR";
	typeDetail = "";
	value = -1;
};
class dcg_weather_mapData {
	typeName = "ARRAY";
	typeDetail = "POOL";
	value[] = {
		{"ALL",0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5},
		{"ALTIS",0.67,0.65,0.56,0.52,0.44,0.34,0.26,0.27,0.33,0.47,0.54,0.62},
		{"STRATIS",0.67,0.65,0.56,0.52,0.44,0.34,0.26,0.27,0.33,0.47,0.54,0.62},
		{"TAKISTAN",0.54,0.6,0.55,0.46,0.32,0.19,0.15,0.15,0.12,0.15,0.25,0.41},
		{"KUNDUZ",0.54,0.6,0.55,0.46,0.32,0.19,0.15,0.15,0.12,0.15,0.25,0.41},
		{"MOUNTAINS_ACR",0.54,0.6,0.55,0.46,0.32,0.19,0.15,0.15,0.12,0.15,0.25,0.41},
		{"CHERNARUS",0.98,0.96,0.93,0.9,0.86,0.84,0.84,0.86,0.88,0.94,0.96,0.98},
		{"CHERNARUS_SUMMER",0.98,0.96,0.93,0.9,0.86,0.84,0.84,0.86,0.88,0.94,0.96,0.98}
	};
};
class dcg_cache_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_cache_dist {
	typeName = "SCALAR";
	typeDetail = "";
	value = 2000;
};
class dcg_civilian_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_civilian_spawnDist {
	typeName = "SCALAR";
	typeDetail = "";
	value = 800;
};
class dcg_civilian_countCapital {
	typeName = "SCALAR";
	typeDetail = "";
	value = 18;
};
class dcg_civilian_countCity {
	typeName = "SCALAR";
	typeDetail = "";
	value = 10;
};
class dcg_civilian_countVillage {
	typeName = "SCALAR";
	typeDetail = "";
	value = 8;
};
class dcg_civilian_hostileChance {
	typeName = "SCALAR";
	typeDetail = "";
	value = 0.3;
};
class dcg_civilian_vehMaxCount {
	typeName = "SCALAR";
	typeDetail = "";
	value = 9;
};
class dcg_civilian_vehCooldown {
	typeName = "SCALAR";
	typeDetail = "";
	value = 800;
};
class dcg_fob_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};
class dcg_fob_name {
	typeName = "STRING";
	typeDetail = "";
	value = "FOB Pirelli";
};
class dcg_fob_range {
	typeName = "SCALAR";
	typeDetail = "";
	value = 200;
};
class dcg_fob_rangeRecon {
	typeName = "SCALAR";
	typeDetail = "";
	value = 2500;
};
class dcg_fob_cooldownRecon {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1800;
};
class dcg_fob_flagTexturePath {
	typeName = "STRING";
	typeDetail = "";
	value = "\A3\Data_F\Flags\flag_nato_co.paa";
};
class dcg_fob_addons {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		"A3_Characters_F_BLUFOR",
//		"A3_Soft_F_MRAP_01",
//		"A3_Soft_F_HEMTT",
		"CUP_B_HMMWV_M2_GPK_ACR",
		"CUP_B_LR_Transport_CZ_W",
		"rhsusf_m1025_d_m2",
		"CUP_B_HMMWV_Ambulance_USA",
		"CUP_B_HMMWV_Terminal_USA",
		"rhsusf_m998_d_s_2dr",
		"A3_Structures_F_Mil_Cargo",
		"A3_Structures_F_Mil_Fortification",
		"A3_Structures_F_Mil_Helipads",
		"A3_Structures_F_Mil_Shelters",
		"A3_Structures_F_Civ_Lamps",
		"A3_Structures_F_Mil_BagBunker",
		"A3_Structures_F_Mil_BagFence",
		"A3_Structures_F_Civ_Camping",
		"ace_medical"
	};
};
class dcg_fob_placingMultiplier {
	typeName = "SCALAR";
	typeDetail = "";
	value = -0.025;
};
class dcg_fob_deletingMultiplier {
	typeName = "SCALAR";
	typeDetail = "";
	value = 0.025;
};
class dcg_ied_enable {
	typeName = "SCALAR";
	typeDetail = "";
	value = 1;
};


gruß

 

tartar

  • Like 1

Share this post


Link to post
Share on other sites

Thanks for your answer. It will try again.

 

Do you have an idea to modify mod to desactive death in ace ? With the lastest version (3.09), it was possible to change it, and now, i search in different script and I don't find this parameters...

ACE has its own userconfig file that's part of the ACE download. You'll have to edit that file in order to adjust ACE settings. 

 

Senseii,

 

First off I wanted to thank you for this mission. It is probably one of the most played missions my little group has.

 

Our only problem with it at the moment, is that the vehicle spawns are too far away for our liking and that we don't spawn with our last selected kit (We die a lot.)

 

I've tried going into the Eden editor and copying over the scripts, but I think I may have done something wrong.

 

I'll try to figure it out, but if you have any suggestions how to fix, it would be greatly appreciated.

 

Thanks! 

In order to edit the player spawns all you need to do is move the game logics for each respawn area. In the editor they're the blue icons with white flags. To edit the vehicle spawns, move the empty markers. For example, the land vehicle marker is named dcg_depotLand.

 

My most resent .rpt

 

http://pastebin.com/UeYWhTL4

Send me an rpt file with the debug mission parameter running.

 

Hallo

Habe folgendes Problem habe in der serverconfig.hpp die Einträge für RHS und Cup Units eingetragen , auf dem Server sind folgende mods -mod=@RHS;@Cup;@Ace3;@cba_a3;@dcg aber egal was ich mache als gegner kommen immer die standard Einheiten der Russen. Was mache ich fals , der Headlessclient lädt die mods auch mit , außer @dcg ! oder muss der headlessclient auch @dcg mit laden ?

in Englisch:
Hello
Have the following problem checked the server entries for RHS and Cup Units serverconfig.hpp registered on the server are the following mods -mod=@cba_a3;@RHS;@Cup;@Ace3;@dcg
But in the battle zones are not RHS units ?
Have as you entered the bottom of the see serverconfig.hpp can everything! Use the standart mission dcg_west.altis, I have in this mission and what change so RHS units spwanen as enemies?


Sorry my English is not so good ;-)

gruß

 

tartar

 

I didn't see anything wrong with the way you're serverconfig is set up. Send me an rpt file with the debug mission parameter running.

Share this post


Link to post
Share on other sites

hey there,

 

DCG doesnt work anymore with the latest update is there a fix?

Share this post


Link to post
Share on other sites

Hey, also running into the problem, can load into the game and mission fine. I renamed the dsg-master to @dsg. Spawned in, ai were around but no objectives. Here is pastebin with debug on. http://pastebin.com/d4qYePmu

Share this post


Link to post
Share on other sites

Hey, also running into the problem, can load into the game and mission fine. I renamed the dsg-master to @dsg. Spawned in, ai were around but no objectives. Here is pastebin with debug on. http://pastebin.com/d4qYePmu

 

Thanks, I'll take a look. However, if you had to rename dcg-master that means you didn't download from the release section. You should be using the latest version on this page.

Share this post


Link to post
Share on other sites

Hello, frist - Thanks for your work, I really like DCG (as well as my whole milsim group) and we were really said that old DCG was no longer supported. To my question - Is it possible to definy what will the enemy faction be ? Instead of having CSAT x NATO, i would like to have US x RUSSA (RHS). Is it possible ? Thanks ! (: 

  • Like 1

Share this post


Link to post
Share on other sites

Hello, love your addon. Found this through finding your original DCG script version. One of the most amazing dynamic unit zone spawners I've seen, plus the random tasks give it alot more replayability. Hoping to see more types of tasks soon :D

 

I have a question though, is it possible to rebind the key used for FOB construction? It (obviously) conflicts when playing as a Zeus-enabled unit so it doesn't work.

Share this post


Link to post
Share on other sites

With the latest changes to filePatching, the old method isn't viable anymore. But, I am working on a way to customize per mission. 

 

EDIT: https://github.com/nicholasclark-artist/DCG/issues/18

 

When it comes to editing scripts, much less scripting... I'm about as sharp as a basketball.

 

So does this mean there is a way to get unit pools that are island/map specific or we have to edit the serverconfig.hpp, still?

 

And while on that subject, is there any reason to believe that if the unit pools are edited to Tanoa units that there will be any other issues that might be encountered when using DCG on tanoa?

  • Like 1

Share this post


Link to post
Share on other sites

I would also be interested in a way to be able to have the enemy as the Syndikat on Tanoa if that is possible.

 

Great mission so far..really enjoying it.

 

DIESEL

Share this post


Link to post
Share on other sites

Not sure if it is as easy as replacing class names in the east pool... But it might be. I know that I didn't have much of an issue with making units specific to east, west and independent for apex classes. Wish I understood some of the previous post on unit pools, better. It would make life much easier. Hope Senseii is still developing this, DCG is such a great mission making tool. I probably don't use a quarter of its features and find it to be more than enough to keep things interesting. Adding ACE complicates things a bit but it's still great fun.

  • Like 1

Share this post


Link to post
Share on other sites

Last night on my server I switched the enemy in the options to "Independent" and noticed and a huge drop in enemy infantry..barely any enemy at the objectives..strange..then switched back to EAST Csat and everything was fine...seemed odd that the AAF infantry wasn't as prominent as the CSAT.

Share this post


Link to post
Share on other sites

To this point I can't say that we've noted any issues related to Tanoa. I've edited the unit pools to use the tropic variants, unit for unit.. No objective has been uncompleteable. Locations have Ben a bit wonky with repair objectives being deep in the jungle... Just exactly how did you get a hunter to this location, private? Aside from that,.... Success.

How exactly to get independent forces into the action is my next task and I will happily share mission files and things I have learned, JC. If you come up with anything interesting as well, please post here.

  • Like 1

Share this post


Link to post
Share on other sites

To this point I can't say that we've noted any issues related to Tanoa. I've edited the unit pools to use the tropic variants, unit for unit.. No objective has been uncompleteable. Locations have Ben a bit wonky with repair objectives being deep in the jungle... Just exactly how did you get a hunter to this location, private? Aside from that,.... Success.

How exactly to get independent forces into the action is my next task and I will happily share mission files and things I have learned, JC. If you come up with anything interesting as well, please post here.

So when you say the tropic variants..are you meaning the CSAT with different uniforms? All I can get to work is the CSAT for enemy..like I said tried the Independent AAF and everything seemed really off for some reason..was very odd.

Share this post


Link to post
Share on other sites

Hello, love your addon. Found this through finding your original DCG script version. One of the most amazing dynamic unit zone spawners I've seen, plus the random tasks give it alot more replayability. Hoping to see more types of tasks soon :D

 

I have a question though, is it possible to rebind the key used for FOB construction? It (obviously) conflicts when playing as a Zeus-enabled unit so it doesn't work.

I'm implementing CBA's keybinding system for 3.1.0.5. So, you'll be able to rebind the FOB key.

 

When it comes to editing scripts, much less scripting... I'm about as sharp as a basketball.

 

So does this mean there is a way to get unit pools that are island/map specific or we have to edit the serverconfig.hpp, still?

 

And while on that subject, is there any reason to believe that if the unit pools are edited to Tanoa units that there will be any other issues that might be encountered when using DCG on tanoa?

In 3.1.0.5 I haven't seen any Tanoa specific issues, but I can't speak to the stability of the current release. 
 
The unit pools can be map and mission specific. This is done by editing the serverconfig.hpp.
The first element in the unit pool determines how the pool is used. See below.
Also, I'm still updating the wiki with information like this. 
{"ALL","O_soldier_AR_F","O_medic_F","O_soldier_exp_F","O_soldier_GL_F"} // this unitpool is used for ALL maps and missions
{"ALTIS","O_Soldier_AA_F","O_support_MG_F","O_soldier_M_F"} // this unitpool will only be used on Altis
{"DCG_WEST","O_Soldier_AA_F","O_soldier_M_F"} // this unitpool will only be used in missions named dcg_west

 

I would also be interested in a way to be able to have the enemy as the Syndikat on Tanoa if that is possible.

 

Great mission so far..really enjoying it.

 

DIESEL

The Syndikat is a new faction, but it's part of the independent side, so placing those units in the independent unit pool will do it. However, there is a bug in 3.1.0.4 that may stop the serverconfig.hpp from working, see issue #32.

 

Currently, I'm wrapping up 3.1.0.5. Lot's of bug fixes. Plus, I've implemented the approval system and made some big updates to the task and fob addons. 

More info soon  :)

  • Like 1

Share this post


Link to post
Share on other sites

Very cool Senseii.  Thank you for your effort.

 

If you happen to make a new template... any chance I can convince you to make it DCG only (no extra scripts).  Makes it easier to learn how mission is put together with all the intended DCG stuff.  Then users can add desired scripts.

Share this post


Link to post
Share on other sites

Question...

 

Is ACE a dependancy or an enhancement?  I've forgotten to remove @dcg from the server string a time or two when playing other missions and had tasks littered in.  It's understood that the extra ace menu items are unavailable, but as far as mission generation it seemed to be working just fine.

Share this post


Link to post
Share on other sites

ACE, as well as ACRE2 and TFAR are supported but not required. The ACE interaction menu items will show up in the vanilla action menu if the mod isn't detected. 

 

The only dependency is CBA.  :)

  • Like 2

Share this post


Link to post
Share on other sites

Thanks for all your hardwork..really enjoy this Mod.

 

 

Diesel

Share this post


Link to post
Share on other sites

Hello.

Great mod. My small group of friends is having a blast.

 

I have an issue with cfgParams.hpp

Changing it does nothing. 

Just for double proof in case my ace3 is not working at all I have changed the "Time of Day" text. 

R9CY2LO.png

Lhi9sp9.png

Share this post


Link to post
Share on other sites

Hello!

 

Found this mod today and just starting try it out.

 

Encountered a "Repair-vehicle task" today, and tried everything but cant figure out how to repair the broken vehicle, can sombody help me?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×