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Anyone?

 

I was also told that the transport option disappears from the menu once you get killed inside an air transport and respawn. I don't know any other details because the guy reporting the issue to me only gave me the info I posted.

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I am sorry but where did the vehicle spawner go?

 

I went to the old position of it, near the hangars, but it's not there?

Regarding the mission templates, the vehicle spawners are at the depots marked on the map.

 

Anyone?

 

I was also told that the transport option disappears from the menu once you get killed inside an air transport and respawn. I don't know any other details because the guy reporting the issue to me only gave me the info I posted.

You're probably referring to the transport cooldown. After each transport request, there's an amount of time you'll need to wait before calling another. You can set the cooldown through the settings framework. 

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Hey.

 

i am playing arount with this great mod but as sson i but op the fob and requis control i cant do eny thing more.

 

I cant remove it ore build eny thing.

 

I tryede to change the keys but no luck

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Strange mission outcome.... running ace, cba and tfr... mission was retrieve intel. Engauged enemy from an advantaged position and eliminated them very quickly from range, about 200 meters. Mission completed.. We never got even close to the building they were patrolling around nor did we even ever search a body because they were 200 meters away. Fluke? Were we supposed to search bodies or was it enough to just kill everyone?

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Hey.

 

i am playing arount with this great mod but as sson i but op the fob and requis control i cant do eny thing more.

 

I cant remove it ore build eny thing.

 

I tryede to change the keys but no luck

I'm looking into the fob issue.

 

Strange mission outcome.... running ace, cba and tfr... mission was retrieve intel. Engauged enemy from an advantaged position and eliminated them very quickly from range, about 200 meters. Mission completed.. We never got even close to the building they were patrolling around nor did we even ever search a body because they were 200 meters away. Fluke? Were we supposed to search bodies or was it enough to just kill everyone?

You should have to search the bodies, so probably a fluke. Regardless, 3.1.0.7 will include a lot of task fixes. 

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We've been playing the snot out of DCG and have a few other issues to present for your review...

 

  • Helo transport with the Hummingbird... picks up and drops off at the prescribed locations but seems to hang up on departing after dropping off.  Get in and out of it a few times and it finally departs.  Sometimes we just delete with Zeus.
  • Helo transport in general... can you tweak the altitude a bit lower or advise where this could be found in the PBO for changing.
  • Hostage rescue... they never follow.  Talk to them and get a side mission but no resolution even after completion.

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We've been playing the snot out of DCG and have a few other issues to present for your review...

 

  • Helo transport with the Hummingbird... picks up and drops off at the prescribed locations but seems to hang up on departing after dropping off.  Get in and out of it a few times and it finally departs.  Sometimes we just delete with Zeus.
  • Helo transport in general... can you tweak the altitude a bit lower or advise where this could be found in the PBO for changing.
  • Hostage rescue... they never follow.  Talk to them and get a side mission but no resolution even after completion.

 

 

Thanks for the feedback

  • This is a known bug. Sometimes the transport takes off after dropping players, sometimes it doesn't. I'm looking into it.
  • You can change it here.
  • At the moment, the rescue task should only spawn with ACE enabled. Using ACE you can move the hostage after restraining them with cable ties. 
  • Like 1

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Hello, I don't understand how use your mission, it's a mods ?

 

How just play on classic version like:

 

description.ext

init.sqf

mission.sqf

....

 

Like Dynamic Combat Generator 3.0.9 ? It's for add on dedicated server, and we play with various mission. We can't add a mod for play your mission and if we change mission have problème ... no ?

 

Sorry for my bad english...

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DCG is a server side mod.  Clients do not have the mod installed or enabled.  The mod will run only on the machine that is hosting the mission.  DCG is used to populate the map with objectives.  There would be no reason to add it to a premade mission.  All that would do is add more missions.  In the past I have forgotten that DCG is running on our server and then loaded something else up and it populates even more missions which turns into a mess.

 

Basically with DCG you create a base (player units, vehicles, facilities, etc).  Then make the necessary to the mission files and configs to run DCG as you want. Start the server and DCG then populates the map with objectives. It's about the easiest way to make a dynamic mission that I can think of.

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Ok thank's  I have succeeded to install on my server, but I have some problem,

 

1)i go to liberate city and i don't have ennemi vehicles & civils patrols (vehicle and persons).I have desactivated ennemi patrol on settings for another script.

 

2) I do not have a message saying that the task is validate or not.

 

3) How i can translat task ?

 

4)On find GPS Intel Civil die when they spawn

 

5) How to disable @dcg when i play other mission on dedicated server without restart the server ?

 

Can you help me ?

 

PS and how to add ennemy vehcile on defend task, or it's the same problem ?

 

Sorry for my bad english

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I understand DCG's documentation and some of the features could be more user-friendly. Fixing this issue is a primary focus of the next release. 

 

On 12/5/2016 at 10:02 PM, lawndartleo said:

... There would be no reason to add it to a premade mission.  All that would do is add more missions.  In the past I have forgotten that DCG is running on our server and then loaded something else up and it populates even more missions which turns into a mess....

3

This is incorrect. DCG was built to be modular, meaning it will function will all types of coop scenarios. For example, if you have a mission that already has a task system, but you'd like to add DCG's patrol component you can do this by disabling the task addon in the userconfig. Also, the setting dcg_main_init, allows server admins to only enable DCG for certain missions or maps. Place mission or map names in the array and DCG will only initialize for those scenarios.

 

On 12/6/2016 at 7:36 AM, Royal Eagles said:

Ok thank's  I have succeeded to install on my server, but I have some problem,

 

1)i go to liberate city and i don't have ennemi vehicles & civils patrols (vehicle and persons).I have desactivated ennemi patrol on settings for another script.

 

2) I do not have a message saying that the task is validate or not.

 

3) How i can translat task ?

 

4)On find GPS Intel Civil die when they spawn

 

5) How to disable @dcg when i play other mission on dedicated server without restart the server ?

 

Can you help me ?

 

PS and how to add ennemy vehcile on defend task, or it's the same problem ?

 

Sorry for my bad english

 
 
 

I don't understand all of your questions, but I'll answer what I can. 

 

1. Units that spawn in villages, cities, etc are part of the occupy addon. Make sure it's enabled

4. This behavior is intended. Check out the task description

5. Read my note above about using the dcg_main_init setting. Also, have a look at the wiki

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So after playing around with DCG, I have a question regarding the roadside IEDs. Is it not possible to disarm them, or place down explosives to detonate them? So far all tests I've done, ends with me dying. Testing includes:

- Driving over it in a vehicle (It seems that if you go fast enough, the IED does not detonate)

- Driving over it slowly in a vehicle (BOOM!)

- Walking/crawling/crouching up to an IED (This has been done several times, to try and see if the ACE interact menu would give me an option, but the IED explodes before I've gotten close enough, also placing down a demo block within a couple of meters of the IED, or firing a .50 cal at it does nothing. Same goes for lobbing grenades or HE rounds at it.

 

So naturally my question is, am I doing something wrong, or are the IEDs buggy?

 

Otherwise a great mod, with a lot of potential :-)

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I am tired and punchy so my response may be nonsense... Using ACE?  Get an EOD specialist and disarm?

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14 hours ago, lawndartleo said:

I am tired and punchy so my response may be nonsense... Using ACE?  Get an EOD specialist and disarm?

Yeah, tried it with ACE, without ACE, as an explosive specialist etc. but even if I get to around 2-3 meters proximity of the IED and place down explosives, it does not trigger the IED. Trying to crawl any closer, and BOOM goes the specialist ;-)

I'm just trying to figure out, if it's intentional, that the IEDs can't be triggered by explosives, firing high caliber rounds at it, or lobbing grenades at it. Although having an option to disarm would be cool as well.

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Does anyone have an example, working mission setup on one of the stock terrains, Altis, Stratis, or Tanoa configured for DCG? It might help me figure out how to set this up. Also I'm hoping to deploy this on my groups dedicated server but am unclear where the userconfig\dcg folder should go since, on my dedicated server there is no userconfig folder in the root, but there is a 'config' folder in the root. Any help would be much appreciated.

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Great mod!!! Been using it for a few weeks now using the framework.  

 

Have one question, can you explain how the "scaling enemy strength" works?

 

Thanks

Eric

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****FIXED****

Question: We are running your mod on our sever and have made a servercfg file with the following edit for takistan and other mapsd4d217241e.png

The problem is everything works great until a random patrol comes along as it's composition is of the Vanilla Arma OPF_F and not these LOP_ISTS_OPF_xxx. Anything we are missing to force DCG to call only the ServerCFG defined units?

 

The issue was that someone was running DCG mod with their modpack instead of just the server. gonna leave this here just for info.

Edited by Jake Henry
FIXED

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I can't figure out what I am doing wrong here...

 

I have no TFR modules down

All units on map are named

Everybody gets a 152 but only those in command net should if I understand this correctly

 

 

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_commandNet {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		"plt_co",
		"sl_1",
		"sl_2",
		"hp_1",
		"av_1",
		"sn_1",
		"tl_1"
	};
};
class dcg_radio_supportNet {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
	};
};
class dcg_radio_squadNet {
	typeName = "ARRAY";
	typeDetail = "";
	value[] = {
		{
		"plt_co",
		"hp_1",
		"av_1"
		},
		{
		"sl_1",
		"sm_11",
		"sm_12",
		"sm_13",
		"sm_14",
		"sm_15",
		"sm_16",
		"sm_17"
		},
		{
		"sl_2",
		"sm_21",
		"sm_22",
		"sm_23",
		"sm_24",
		"sm_25",
		"sm_26",
		"sm_27"
		},
		{
		"sn_1",
		"sp_1"
		},
		{
		"tl_1",
		"tm_11",
		"tm_12"
		}
	};
};

 

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Okey, finally figured it out, I had to bind some controlls to the FOB builder, so the mission included is a basic base with nothing really inside it. So I create a FOB here or anywhere in the terrain. Respawn creates at the new FOB. Something my fellow friends request is Virtual Arsenal- is it possible to add it somehow to the FOB construction?

 

Also at the sample mission there are different respawn areas, are there anywhere where normal players can spawn vehicle/weapons at?

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