kecharles28 197 Posted July 28, 2017 Updated mod v3.2.0 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Royal Eagles 1 Posted July 31, 2017 Hello, thx for you're jobs ! I have some problems with cache system and drone: When the drones are away from the player it become uncontrollable. And I would also like to know how to modify the number of ennemy and vehicles present according to the number of players. Thx and sorry for my bad english ... Share this post Link to post Share on other sites
Royal Eagles 1 Posted August 6, 2017 Bug with the last update of battleyed today, can't boot on any dcg missions, server crash ... Share this post Link to post Share on other sites
Limey1959 0 Posted August 26, 2017 Hi SENSEII, Dont know if this has been asked before but is there a way to blacklist/restrict items from the Armory? Share this post Link to post Share on other sites
ski2060 167 Posted October 27, 2017 So, I am attempting to get this to run on my server with a serverconfig.hpp showing the pool of available units, pulled from EDEN with the DCG Export function. I am also running ALiVE in the background to generate an ambient warzone between multiple factions. When starting the mission with DCG enabled on the -server mod line, we cannot join the mission and get a " 'value/ is not a value' " error sending us back to role selection. Is there anything else we need besides the serverconfig.hpp and DCG running on the server? I set the Mission parameters in EDEN for DCG under the settings tab. EDIT: Got DCG workign with ALiVE . Had a stupid error on my part. somehow my upload of the newest DCG to server didn't take, and I had a version from February on it. Once I fixed that problem it worked right away. No problems running alongside ALiVE, and it helped keep up the constant warfare on the map we were looking for. Share this post Link to post Share on other sites
ski2060 167 Posted October 30, 2017 When using a mapname parameter for setting up DCG pools, is the Map Name Case-Sensitive? As in do I need to spell out FALLUJAH or will Falluja or fallujah work? Share this post Link to post Share on other sites
ski2060 167 Posted October 31, 2017 Sensei: VIP rescue error. Playing on Malden last night. Delivered VIP to area nd he did nothing. I noticed that the Mission marker was in the air about 100 meters. I had to puthte VIP in a Littlebird and get him up to height and then the mission completed. You may want to make sure that the mission is placing markers/trigger areas at ground level. Share this post Link to post Share on other sites
strider42 64 Posted November 15, 2017 (edited) Is there any way of disabling the "Suicide Bombers"? I'm guessing they are part of the civilian module so are in or out depending if that is included. S Edit 4 Dec 17 @1820 Zulu: For information: I'm convinced having hand a hunt around in the code that short of hacking the system there is no way of stopping suicide bombers. It may be possible to remove them by removing the dcg_civilian.pbo file but I don't want to loose all the civilian functionality. For those interested in taking a closer look the file is addons\approval\functions\fnc_spawnHostile.sqf. Edited December 4, 2017 by strider42 to answer my own question - for information Share this post Link to post Share on other sites
ski2060 167 Posted November 15, 2017 5 hours ago, strider42 said: Is there any way of disabling the "Suicide Bombers"? I'm guessing they are part of the civilian module so are in or out depending if that is included. S Yes you can. You just need to change the setting for them, or if you are using the Parameters turn them off there. Share this post Link to post Share on other sites
theace0296 3 Posted November 19, 2017 class dcg_settings { class dcg_main_blacklistLocations { typeName = "ARRAY"; value[] = { }; }; Just wondering what would be placed in the array here, marker names or coordinates? Thanks! Share this post Link to post Share on other sites
lawndartleo 109 Posted December 27, 2017 I don't know that its "dead" but Senseii isn't talking (typing) much,either. Last visited on Saturday, last post was in May. Share this post Link to post Share on other sites
dingos8 24 Posted February 27, 2018 Does anybody have a solution for the "Too close to extraction" problem with Heli Transport? I've tried on multiple maps with as much distance between insertion and extraction points as possible, but I always get this response. Share this post Link to post Share on other sites
keIIy 60 Posted December 8, 2018 Seems likes Sensei's github was active around five days ago on a possible rebuild; is this mod completely dead or is it coming back in the future? Share this post Link to post Share on other sites
SENSEII 104 Posted December 14, 2018 On 12/7/2018 at 7:17 PM, keIIy said: Seems likes Sensei's github was active around five days ago on a possible rebuild; is this mod completely dead or is it coming back in the future? back from the dead 1 2 1 Share this post Link to post Share on other sites
Mr. Rad 27 Posted December 14, 2018 15 hours ago, SENSEII said: back from the dead Wow that timing. I started developing my own mission inspired by DCG and now you decide to come back xD Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted December 15, 2018 Welcome back. I've been looking at this but have been worried about all the reports that it is not compatible with the most recent versions of Arma 3. Will you be updating it soon? Share this post Link to post Share on other sites
SENSEII 104 Posted December 19, 2018 On 12/14/2018 at 4:53 PM, Mr. Rad said: Wow that timing. I started developing my own mission inspired by DCG and now you decide to come back xD What can I say? Timing's everything xD On 12/15/2018 at 4:36 PM, Tuskegee_99th said: Welcome back. I've been looking at this but have been worried about all the reports that it is not compatible with the most recent versions of Arma 3. Will you be updating it soon? Thanks for showing interest. You can check out the progress on the git repo, DCG 4 Project. 1 Share this post Link to post Share on other sites
jonipetteri 11 Posted March 5, 2019 Hey SENSEII, Are you still working on this? Share this post Link to post Share on other sites
SENSEII 104 Posted March 7, 2019 On 3/5/2019 at 4:44 AM, jonipetteri said: Hey SENSEII, Are you still working on this? Yes, I'm still actively working on DCG. You can check the progress, here, on the Github repo. I try to keep the task list up to date, so people can get an idea of what's going on. I know this thread has been quiet for a while, but that's because I'm dedicating my time to updating this project. 2 1 Share this post Link to post Share on other sites
Nichols 243 Posted March 26, 2019 @SENSEII Would you consider looking into a pause functionality similar to what the ALiVE framework has for when players exit a persistent mission? For communities that have a desire to run longer term persistent missions that is a life saver; well not literally but it helps to keep the AI from retaking all the same areas over and over and steam rolling over areas while your teams(s) are sleeping. Share this post Link to post Share on other sites
SENSEII 104 Posted March 27, 2019 On 3/26/2019 at 9:16 AM, Nichols said: @SENSEII Would you consider looking into a pause functionality similar to what the ALiVE framework has for when players exit a persistent mission? For communities that have a desire to run longer term persistent missions that is a life saver; well not literally but it helps to keep the AI from retaking all the same areas over and over and steam rolling over areas while your teams(s) are sleeping. By design, most of DCG's addons don't run unless a player is present. So, this feature is sort of a thing already. However, I'll consider implementing a more robust system. 1 Share this post Link to post Share on other sites
jandrews 116 Posted October 14, 2019 On 3/27/2019 at 5:26 PM, SENSEII said: By design, most of DCG's addons don't run unless a player is present. So, this feature is sort of a thing already. However, I'll consider implementing a more robust system. I know you've been off this for some time. Does it still work? Share this post Link to post Share on other sites
Jannings 1 Posted January 21, 2020 Anyone know what mine detector to use with DCG and ACE for IEDs?? Share this post Link to post Share on other sites
Maff 250 Posted January 21, 2020 I have never played DCG, but there are 2 mine detectors in ACE. Classnames: ACE_VMH3 ACE_VMM3 Either one will take up a pistol slot. If I remember right, you need to activate the mine detector via ACE Self-Interact, and the detection range is ~ 5 - 7 metres. So... Move slow! Share this post Link to post Share on other sites