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markb50k

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Everything posted by markb50k

  1. couldn't you just removeMagazine in the init line to remove the chaff ammo? If you so desired to? From the wiki: vehicle player removeMagazineTurret ["60rnd_cmflaremagazine",[-1]]; //-1 is the driver turret
  2. With the soldier somewhere nearby you should have seen a vehicle spawn. There was some blue smoke and a marker on the map. Eventually the smoke dissipates and the marker goes away so If you missed this look around the drop zone area or on the map nearby you will see a little orange circle signifying a sighted empty vehicle Once you find the vehicle approach it and some actions will show up in your action menu. Unpack HQ is what you are looking for. Another action on the vehicle is HQ UPGRADES. Select that and when you have enough support points you can purchase upgrades The recruitment desk appears as a small table when you unpack after you have purchased the upgrade. It serves two functions. 1. It has an action that will broadcast out to any nearby civilians to come over. Any civilians that come over can then be given money and in response a partisan will spawn nearby and join you. Costs 150 pts 2. A more direct approach is to select the take money action. It will cost you 150 pts and you will receive an item called money that you can carry on your unit. You can then use that money when you come across a civilian to recruit a partisan. In the new version i am converting the money to a magazine like item instead of a weapon like item so you can carry multiple stacks of money Hope this helps ---------- Post added at 03:03 ---------- Previous post was at 03:01 ---------- The suicide bomber side task does interest me as does some of you other ideas. Definitely ones I can look at implementing
  3. markb50k

    Project CDF

    Now where oh where could you ever see that? ;)
  4. Thanks for the suggestions. I like the idea of these kinds of sidetasks, but they need to be dynamic enough that I dont have to specifically code them. I like making this mission for everyone to play, but to be honest, its kind of a selfish endeavor. Anything i put into the mission is something i want to be able to experience myself while playing it. so if its a highly scripted event that by coding it, i know exactly where the objective is and how to solve it, its not a good use of my time coding it because i wont even be able to enjoy playing it since i know the "mystery" about it. Anyway, i am REALLY close to releasing the Apocalypse/Lost merge. The Lost mode plays slightly different than the old one only because you can now have jets and stuff, but i think its true enough to the original. Just a bit more testing then i'll release it.
  5. markb50k

    VME PLA MOD for ARMA II

    This is it straight out of my code. Should be understandable enough. first array is woodland, 2nd desert 3rd urban camo 4th airborne 5th marines 6th vehicles, most vehicles are described mbPLAData = [ [ "VME_PLA_SoldierC", "VME_PLA_SoldierC", "VME_PLA_SoldierC", "VME_PLA_SoldierC", "VME_PLA_SoldierC_G", "VME_PLA_SoldierC_G", "VME_PLA_SoldierC_Medic", "VME_PLA_SoldierC_LMG", "VME_PLA_SoldierC_LMG", "VME_PLA_SoldierC_MG", "VME_PLA_SoldierC_MG", "VME_PLA_SoldierC_Engineer", "VME_PLA_SoldierC_marksman", "VME_PLA_SoldierC_AT", "VME_PLA_SoldierC_AT98", "VME_PLA_SoldierC_AA", "VME_PLA_Soldier_Sniper", "VME_PLA_Soldier_Sniper127", "VME_PLA_Soldier_Spotter" ], //troops [ "VME_PLA_SquadLeaderC", "VME_PLA_TeamLeaderC" ], //officers [ "VME_PLA_TZB_Soldier", "VME_PLA_TZB_Soldier_G", "VME_PLA_TZB_Soldier_Medic", "VME_PLA_TZB_Soldier_LMG", "VME_PLA_TZB_Soldier_MG", "VME_PLA_TZB_Soldier_Engineer", "VME_PLA_TZB_Soldier_AT", "VME_PLA_TZB_Soldier_AA", "VME_PLA_TZB_Soldier_Sniper", "VME_PLA_TZB_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier", "VME_PLA_TZB_GL_Soldier_Medic" ], //sf troops [ "VME_PLA_TZB_SquadLeader", "VME_PLA_TZB_TeamLeader", "VME_PLA_TZB_GL_SquadLeader", "VME_PLA_TZB_GL_TeamLeader" ], //sf officers [], [], [], [["PLA W"]] ]; mbPLADData = [ [ "VME_PLA_Soldier", "VME_PLA_Soldier", "VME_PLA_Soldier", "VME_PLA_Soldier", "VME_PLA_Soldier_G", "VME_PLA_Soldier_G", "VME_PLA_Soldier_Medic", "VME_PLA_Soldier_LMG", "VME_PLA_Soldier_LMG", "VME_PLA_Soldier_MG", "VME_PLA_Soldier_MG", "VME_PLA_Soldier_Engineer", "VME_PLA_Soldier_marksman", "VME_PLA_Soldier_RPG", "VME_PLA_Soldier_AT", "VME_PLA_Soldier_AT98", "VME_PLA_Soldier_AA", "VME_PLA_Soldier_Sniper", "VME_PLA_Soldier_Sniper127", "VME_PLA_Soldier_Spotter" ], //troops [ "VME_PLA_SquadLeader", "VME_PLA_TeamLeader" ], //officers [ "VME_PLA_TZB_Soldier", "VME_PLA_TZB_Soldier_G", "VME_PLA_TZB_Soldier_Medic", "VME_PLA_TZB_Soldier_LMG", "VME_PLA_TZB_Soldier_MG", "VME_PLA_TZB_Soldier_Engineer", "VME_PLA_TZB_Soldier_AT", "VME_PLA_TZB_Soldier_AA", "VME_PLA_TZB_Soldier_Sniper", "VME_PLA_TZB_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier", "VME_PLA_TZB_GL_Soldier_Medic" ], //sf troops [ "VME_PLA_TZB_SquadLeader", "VME_PLA_TZB_TeamLeader", "VME_PLA_TZB_GL_SquadLeader", "VME_PLA_TZB_GL_TeamLeader" ], //sf officers [], [], [], [["PLA D"]] ]; mbPLAUrbanData = [ [ "VME_PLA_SoldierT", "VME_PLA_SoldierT", "VME_PLA_SoldierT", "VME_PLA_SoldierT", "VME_PLA_SoldierT_G", "VME_PLA_SoldierT_G", "VME_PLA_SoldierT_Medic", "VME_PLA_SoldierT_LMG","VME_PLA_SoldierT_LMG", "VME_PLA_SoldierT_MG", "VME_PLA_SoldierT_MG", "VME_PLA_SoldierT_Engineer", "VME_PLA_SoldierT_marksman", "VME_PLA_SoldierT_AT", "VME_PLA_SoldierT_AT98", "VME_PLA_SoldierT_AA", "VME_PLA_Soldier_Sniper", "VME_PLA_Soldier_Sniper127", "VME_PLA_Soldier_Spotter" ], //troops [ "VME_PLA_SquadLeaderT", "VME_PLA_TeamLeaderT" ], //officers [ "VME_PLA_TZB_Soldier", "VME_PLA_TZB_Soldier_G", "VME_PLA_TZB_Soldier_Medic", "VME_PLA_TZB_Soldier_LMG", "VME_PLA_TZB_Soldier_MG", "VME_PLA_TZB_Soldier_Engineer", "VME_PLA_TZB_Soldier_AT", "VME_PLA_TZB_Soldier_AA", "VME_PLA_TZB_Soldier_Sniper", "VME_PLA_TZB_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier", "VME_PLA_TZB_GL_Soldier_Medic" ], //sf troops [ "VME_PLA_TZB_SquadLeader", "VME_PLA_TZB_TeamLeader", "VME_PLA_TZB_GL_SquadLeader", "VME_PLA_TZB_GL_TeamLeader" ], //sf officers [], [], [], [["PLA W", "PLA D"]] ]; mbPLAAirborneData = [ [ "VME_PLA_AP_Soldier_marksman", "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier_G", "VME_PLA_AP_Soldier_G", "VME_PLA_AP_Soldier_Medic", "VME_PLA_AP_Soldier_Engineer", "VME_PLA_AP_Soldier_RPG", "VME_PLA_AP_Soldier_AT98", "VME_PLA_AP_Soldier_AT", "VME_PLA_AP_Soldier_AA", "VME_PLA_AP_Soldier_LMG", "VME_PLA_AP_Soldier_LMG", "VME_PLA_AP_Soldier_MG", "VME_PLA_AP_Soldier_MG" ], //troops [ "VME_PLA_AP_SquadLeader", "VME_PLA_AP_TeamLeader" ], //officers [ "VME_PLA_TZB_Soldier", "VME_PLA_TZB_Soldier_G", "VME_PLA_TZB_Soldier_Medic", "VME_PLA_TZB_Soldier_LMG", "VME_PLA_TZB_Soldier_MG", "VME_PLA_TZB_Soldier_Engineer", "VME_PLA_TZB_Soldier_AT", "VME_PLA_TZB_Soldier_AA", "VME_PLA_TZB_Soldier_Sniper", "VME_PLA_TZB_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier", "VME_PLA_TZB_GL_Soldier_Medic" ], //sf troops [ "VME_PLA_TZB_SquadLeader", "VME_PLA_TZB_TeamLeader", "VME_PLA_TZB_GL_SquadLeader", "VME_PLA_TZB_GL_TeamLeader" ], //sf officers [], [], [], [["PLA W", "PLA D"]] ]; mbPLAMarineData = [ [ "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier_G", "VME_PLA_MR_Soldier_G", "VME_PLA_MR_Soldier_Medic", "VME_PLA_MR_Soldier_LMG", "VME_PLA_MR_Soldier_LMG", "VME_PLA_MR_Soldier_MG", "VME_PLA_MR_Soldier_MG", "VME_PLA_MR_Soldier_Engineer", "VME_PLA_MR_Soldier_marksman", "VME_PLA_MR_Soldier_AT", "VME_PLA_MR_Soldier_AT98", "VME_PLA_MR_Soldier_AA" ], //troops [ "VME_PLA_MR_SquadLeader", "VME_PLA_MR_TeamLeader" ], //officers [ "VME_PLA_TZB_Soldier", "VME_PLA_TZB_Soldier_G", "VME_PLA_TZB_Soldier_Medic", "VME_PLA_TZB_Soldier_LMG", "VME_PLA_TZB_Soldier_MG", "VME_PLA_TZB_Soldier_Engineer", "VME_PLA_TZB_Soldier_AT", "VME_PLA_TZB_Soldier_AA", "VME_PLA_TZB_Soldier_Sniper", "VME_PLA_TZB_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier_Sabotage", "VME_PLA_TZB_GL_Soldier", "VME_PLA_TZB_GL_Soldier_Medic" ], //sf troops [ "VME_PLA_TZB_SquadLeader", "VME_PLA_TZB_TeamLeader", "VME_PLA_TZB_GL_SquadLeader", "VME_PLA_TZB_GL_TeamLeader" ], //sf officers [], [], [], [["PLA W", "PLA D"]] ]; mbPLAVehicleData = [ [ "VME_PLA_Y9" ], //airdrop [ "VME_PLA_Mi17", "VME_PLA_Mi17", "VME_PLA_Mi17", "VME_PLA_Mi17", "VME_PLA_z9" ], //transport helo [ "VME_PLA_J10BH", "VME_PLA_J10BH", "VME_PLA_J10BH", "VME_PLA_J10BH", "VME_PLA_J10HD", "VME_PLA_jh7", "VME_PLA_jh7B", "VME_PLA_jh7B", "VME_PLA_jh7B", "VME_PLA_jh7B", "J20B" ], //CAS [ "VME_PLA_z9", //ffar, 6 troops "VME_PLA_wz10", //hellfires "VME_PLA_wz10A" ], //gunship [ "VME_PLA_J10B", "VME_PLA_J10B", "VME_PLA_J10B", "VME_PLA_J10B", "VME_PLA_J10B", "VME_PLA_J10B", "J20" ], //fighter [ "VME_PLA_BJ2022", //unarmed "VME_PLA_SX2190" //troop truck ], //camp veh [ "VME_PLA_EQ2050", //hmmwv m2 "VME_PLA_KJB_EQ2050A", //hmmwv 23mm "VME_PLA_KJB_EQ2050B", //hmmwv TOW "VME_PLA_TZB_EQ2050B", //hmmwv TOW "VME_PLA_ZBL09", //wheeled apc "VME_PLA_ZBD03", //apc "VME_PLA_ZBD04", //apc "VME_PLA_ZBL09", //wheeled apc "VME_PLA_ZBD03", //apc "VME_PLA_ZBD04", //apc "vme_pla_ztz96A", //tank "VME_PLA_ZTZ99" //tank ], //combat veh [ "VME_PLA_hq7", //brdm aa "VME_PLA_PGZ2000", //guns and missiles "VME_PLA_PGZ04" //guns and missiles ], //aa [ "VME_PLA_PLZ05" //tank ], //arty [ "VME_PLA_SX2190Refuel" ], //refuel [ ], //repair [ "VME_PLA_SX2190Reammo" ], //reammo [ ], //ambulance [ ], //command [ ], //static aa [ "VME_PLA_QJZ89", "VME_PLA_QJZ89A" ], //static mg [ "VME_PLA_HJ8" ], //static at [ "VME_PLA_QlZ04" ], //static gl [ "VME_PLA_PG59_base" ], //static arty [ ], //static mortar [["PLA W", "PLA D"]] ];
  6. markb50k

    VME PLA MOD for ARMA II

    Yup just depbo my mission. Look in the init_factions.sqf file and search for the mbPLAVehicleData array. I have all the classnames arranged in categories.
  7. check the groups that arent moving. you can click on them on the map. what type of orders are they doing. camppatrol - they will stay close to a camp area, some members manning static weapons. occasionally these guys will transition to longrangepatrol longrangepatrol - move towards enemy camp. occasionally these guys will transition to camppatrol man weapons - will always man static weapons. these are placed down if you chose DEFENDERS yes in the initial screen. They will never transition to a moving group. you can also check the Vehicles in these groups, see if there are any static weapons listed. My guess is that most of your guys are manning static weapons. If so, you can temporarily recruit that group, then have it UNASSIGN from its current vehicles (the statics), then RELEASE them and they will then go on patrol. ---------- Post added at 18:56 ---------- Previous post was at 18:52 ---------- My guess on the AA is that you are in a heavily wooded or in the middle of town. the code will try to find an open spot to place the AA with enough room, randomly searching your nearby area. it can take a LONG time for it to find a good spot if you have a bunch of clutter around you. when it finally found a place, it must have been colliding with some object and it destroyed the AA. Try in an open area. As for adding additional factions or stuff, ill see if i can come up with an easy way using your userconfig file to add in new stuff that i dont support out of the box. Thanks for the feedback!
  8. markb50k

    Project CDF

    question: why do you have your own config for his weapons in the first place? if you needed to make changes to his weapons to suit your mod, you could just add a config (on-top-of) his config. you could also rename his pbo, and just do a search-replace in your weapons pbo config to change the paths, yes? if you'd like some help on this, i could give it a go as long as you give me some guidelines on how you want me to proceed.
  9. Congrats man on your release. Very creative scenario that shows off some less publicized mods!!
  10. I do not plan on putting in anything that allows you to pick the faction of your reinforcement. But, I have put in the following features for the next update: - 'Infiltrate' setting - if you pick this, a side will attempt to use either land insertion or sea insertion when possible instead of para-dropping in. Working pretty solidly and definitely gives a different slant on the experience. - Georgian Armed Forces mod Also, for all the LOST fans, I can't promise anything but I am looking at adding a LOST mode to the apocalypse mission, that will play the mission as LOST. There is so much common code between the two missions, but Apocalypse has so many improvements i wanted to put in LOST but didnt, that its easier to start with Apocalypse, and add in LOST, then it is to upgrade LOST with all the Apocalypse stuff. Will take a while to put it in, if i can actually do it.
  11. markb50k

    JSDF MOD 1.0 released

    A somewhat major issue All the land vehicles do NOT extend off of any base class like car or truck or tank. They all extend off one of your own classes. As a result many of the bis modules don't even recognize that the jsdf vehicles are a particular kind of vehicle. Pretty much every other mod extends off the base classes. Thought you should know
  12. I'll check out the fuel situation on the HQ. but, make sure you are waiting for the "Packing is Complete. Ready to Move" message before you try to move. As for the floating when respawning, normally if i move around a bit it corrects itself. ill see if there is another way around it.
  13. Yeah, completely missed that. Thanks! Love the premise of the island!
  14. what were you commenting on? was this for another thread?
  15. markb50k

    Project CDF

    size on the FNC looks a lot better. Thanks for the pic.
  16. markb50k

    Dutch Armed Forces

    FYI, Vilas is on vacation until about another week. But seriously, the amount of content you are putting together for this is very impressive. and if you need any help with config's or scripting, let me know. I've had to pour through ALOT of config's adding mods to my mission.
  17. markb50k

    Project CDF

    Agreed. I thought those guys looked familiar. The Turkish special forces models are very well done. Love the blood red rebets.. Great addition! At their full glory, would love to see a little RACS vs PCDF action. These two factions have gotten some serious reinforcements.
  18. markb50k

    Dutch Armed Forces

    Good gracious. Thats an awesome first post. Cant wait to try these guys out.. Question: I know Vilas was working on some Dutch troops and has a pretty well working CV90 and AIFV already available. Maybe you guys can talk to him???
  19. yeah I am looking hard at I44. my only hesitation is its more than just a unit and vehicle mod, it adds all kinds of neat features (sorta like ACE) so I am not sure how it would work with the heavy controlled scripting i do in Apocalypse. But yeah, it would be awesome to see all those WWII units just turned loose! ---------- Post added at 21:10 ---------- Previous post was at 21:07 ---------- I totally understand what you are saying. there are some things i can think about to allow land reinforcements. I'll give it some thought. ---------- Post added at 21:13 ---------- Previous post was at 21:10 ---------- Vilas didnt make vehicles to go with these guys, although you could piece together something that makes sense.. like.... Brazil troops and Lingor GAL vehicles or Norway troops and FDF Vehicles with all the options i provide i'm sure there are a ton of possibilities.
  20. Thanks for the feedback. Yeah, I can add in the Georgian Armed Forces. I hadnt noticed that there was a non-ACE config. I will use that. ---------- Post added at 10:38 ---------- Previous post was at 10:31 ---------- In order to get those countries, you need Vilas's weaponholder mod. He made a bunch of infantry models in different camos/organizations to show his weapons off. you can find all his addons here: http://forums.bistudio.com/showthread.php?85067-VILAS-addons-release-thread (dont pay too much attention to the dates he put on each file listing, he's been updating these archives a bunch, and most are updated, specifically the West Weapons and the Combined Ops weaponholders
  21. yeah i get a decal error saying it couldnt find (cant remember the whole path) "...platoons/any".. guess the variable is undefined when it is trying to format the name so it shows "Any". Not sure which vehicle it is because i have usually several combat vehicles from the mod running around at any given time. But yeah, fantastic mod, and it does real well running with the 50 other mods I run it alongside in my mission.
  22. Youre very welcome. I've been busy as you see, but mostly I have been playing the mission as much as I can to help smooth out some of the gameplay mechanics.. I have been trying out setting freindly forces to %50 strength and it creates an interesting playing experience. For at least the first few hours you dont see much difference, but soon enough friendly reinforcements run out and you really have to change your play style. Normally you can let the friendly forces work as normal and theyll do a generally competent job of killing as much as they lose, maybe slightly better. But once you know that you dont have an undending supply of friendlies you start taking control of more of them and I personally start saving up my points. Once i know my side is out of reinforcements I will then spend my points to place down some vehicle groups and air power. I establish a general defensive area to bring in the forces then try the whole High Command thing. Its a tough fight when you really have to kill at over a 3 to 1 ratio to keep pace with the enemy. Its tough. Other things I have learned... Panthera is an awesome island. I played several times straight on it, but there are some (alot) of issues with AI not being able to navigate all the mountains and small bridges across the rivers. Lost many AI drowning or falling of cliffs. So now I am trying Celle 2. Awesome map as well, and the terrain is unique enough without too much AI issues. I recommend whenever you pass over the north-south autobahn to knock down plenty of the guardrails lining the road so the AI can manuever east-west more easily. Definitely utilize the map markers to identify empty vehicles. Quickly repair them by recruiting an engineer nearby or by getting the Repair HQ upgrade. Place a driver and gunner in the vehicle, and "release" them back to the AI. Great way of gaining support points. Whenever possible, recruit single soldiers in un-searched towns and set them to search houses. they'll rack up 20-50 support points searching, and when they are done, "release" them and even-better, merge them back to their original group you recruited them out of. Remember that if you can reform a gunship or helicopter transport AI group and they leave the battlefield successfully, a new group will form in your allies reinforcement crew. So, if your side runs out of air assets, and you can come across a badly damaged helicopter, repair it, crew it and "release it". If its a helicopter type you don't favor, You may also want to make sure that its low on fuel, so the AI will leave the battlefield and you may get even a better model when the group reforms on its return. The thread's been very quiet, and if folks aren't playing it, thats fine. I am having a ball with it, and if people are playing i would love to hear their strategies. I am always looking at ways of tweaking the mission to perfect it, and I continually discover things I want to add to it as I play, but a different set of eyeballs is always appreciated. Has anyone tried a "LOST" version of apocalypse, where you set your friendlies to 0, and fight a guerilla mission? Never attempted it, but I would imagine it would be near impossible but a great challenge. Would love to know if someone can beat the mission that way.
  23. Version 3.6: - update addon : support for newest PCDF mod - new addon : SLOVENIA (SBP's Slovenia Infantry) (woodland/desert) - new addon : BELGIUM (Aeneas's Belgian Infantry) (woodland/desert) - new addon : Binkowski's Marines (woodland/desert) - new addon : Vilas East Vehicles - new addon : Vilas West Vehicles - new addon : Vilas Dutch Army (woodland/desert)(beta, including AIFV and CV90) - new addon : Vilas Characters (generic weaponholders) with new infantry armed with Vilas weapons from: - reinforcements to BIS USMC, US Army, German KSK, and NAPA unit types - US Army Woodland BDU - US Army 2000 Desert camo - US Army 1990 Desert camo - Russia - Russia Spetsnaz - Russia Vityaz - Russia MVD - Russia VDV (Airborne) - Independent versions of all Russian troops - CDF (including recon troops) - German Bundeswehr (older Flecktarn camo) - German woodland specops - Serbia (EAST) (+ RESISTANCE w/ included CONFIG pbo) - Pakistan (WEST) (+ EAST & RESISTANCE w/ included CONFIG pbo) - Norway (WEST) - India (two camo types) (WEST) (+ EAST & RESISTANCE w/ included CONFIG pbo) - Venezuela (RESISTANCE) (+ WEST & EAST w/ included CONFIG pbo) - Lithuania (WEST) (+ additional soldiers w/ included CONFIG pbo) - Latvia (WEST) (+ additional soldiers w/ included CONFIG pbo) - North Korea (EAST) (+ RESISTANCE w/ included CONFIG pbo) - Brazil (WEST) (+ EAST & RESISTANCE w/ included CONFIG pbo) - Argentina (WEST) (+ EAST & RESISTANCE w/ included CONFIG pbo) - Chile (WEST) (+ EAST & RESISTANCE w/ included CONFIG pbo) - Colombia (WEST) (+ EAST & RESISTANCE w/ included CONFIG pbo) - Georgia (WEST) (+ EAST & RESISTANCE w/ included CONFIG pbo) - Iraq (WEST) (+ EAST & RESISTANCE w/ included CONFIG pbo) - Generic troops in Olive Drab (OD) camo (WEST, RESISTANCE) (+ EAST w/ included CONFIG pbo) - new config : MARKB50K_ConfigVilasCharacters (features listed above) - tweak : Support groups patrol only safe locations (friendly camps) - tweak : cursor actions (HEAL, REPAIR, etc) activated a little farther out - new : RECRUIT action for soldier under cursor. Now you can recruit either through MAP or ACTION. - tweak : empty vehicles now shown on map as either a important/combat vehicle (orange) or a unarmed/civilian (brown) marker
  24. markb50k

    Project CDF

    make a modfolder for just PCDF put the included vilas_aks pbo from PCDF into THAT directory. Dont use the vilas_aks pbo that Vilas provides. you are trying to use Vilas's version of the vilas_aks instead of Gossamer's. In Gossamer's im sure he has PCDF_VilasGuns defined as the CfgPatch entry.
  25. markb50k

    Project CDF

    youre correct, modfolder would prevent this.
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