Catchdog64
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Everything posted by Catchdog64
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Catchdog64 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, I figured it out. Just made a text file inside of the ace folder in user config, and renamed it serverconfig.hpp. Worked. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Catchdog64 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
include file userconfig\ace\serverconfig.hpp not found. This is the exact error I'm getting. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Catchdog64 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Catchdog64 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It causes a CTD when I try to launch ARMA with ACE enabled though. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Catchdog64 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would anybody know why I can't seem to generate a user config folder? It's looking for userconfig/ace/serverconfig.hpp, I have no ace folder at all in my userconfig. -
ai command dlc C2 -Command And Control
Catchdog64 replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It works with barely anything added, and scripts running. So, for me anyhow, anything resembling a playable mission it's wonky. -
ai command dlc C2 -Command And Control
Catchdog64 replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As far as I know it's the Steam version. Yeah it's a fairly big mission. -
ai command dlc C2 -Command And Control
Catchdog64 replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And it's the script version of Vcom. -
ai command dlc C2 -Command And Control
Catchdog64 replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ALiVE and VCOM is about it as far as AI or AI control mods go. -
ai command dlc C2 -Command And Control
Catchdog64 replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It will pick all units, but after I do whatever it was that I was going to do, it starts cycling one by one through my squad members. -
ai command dlc C2 -Command And Control
Catchdog64 replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've got a bit of a problem. After using the radial menu, it will cycle through each individual squad member, which I have to hit backspace to unselect. It will do this for each squad member until the last, then if I was use the radial menu again, repeat the process. -
S.O.C.O.M -- Mission Generator & Intelligence
Catchdog64 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorta. What I meant was, if I just put down one group and paste the code in it's init, once that group is killed that's it. Right? If I want the ability to use 100 or so units, I'd have to place all 100 of them on the map? -
S.O.C.O.M -- Mission Generator & Intelligence
Catchdog64 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How many groups do you need to place on map to use with SOCOM? I'm making an alive mission that has Taliban insurgency units as the OPFOR, and want to make sure they are spawned for SOCOM missions. -
Trigger activation on specific date
Catchdog64 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to make a campaign type mission, and I want to trigger a few things on specific dates. Problem is, I cannot for the life of me figure out how to do this. Any help? -
Trigger activation on specific date
Catchdog64 replied to Catchdog64's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was looking at both of those, and I keep getting a generic expression error,with this "date = [2018,12,13,7,01]" in the activation field of the trigger. -
So some friends and I have been playing a mission that I've been making, that is hosted on a dedicated server. Problem is, the mission is still wip, and I'm wondering how to edit it without having to change the name of the mission every time. We tried deleting the old pbo from the server and replacing it with a new one, same name, but it didn't reflect any of the changes I made. Any clues?
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Is there a way in the detection module, especially in the restricted items, to call an .sqf or array? I've noticed that unless it's specifically listed, the AI won't notice you.
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Hello, I'm making a mission with ALIVE, wherein I want a force to invade on a specific date. I've been been trying to get this to work if date // _now = [2017,05,10,5,00], I've put this into the condition field and it doesn't seem to work.
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Tying a trigger to a date
Catchdog64 replied to Catchdog64's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I put that into the condition field on my trigger. -
A few friends and I have been playing a co-op mission on a private server, and we've all been experiencing a strange problem. Our points of view will get stuck pointing off in weird directions. Also our weapons might point up in the air, and there is no way to center it except for logging off and back on. Anybody else having this problem?
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In order to get the spawn on start to work like you are trying, you might have to write out a onplayerRespawn.sqf. You'll have to add all equipment manually in the sqf, but that should allow you to use the menu position at the start.
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You bet. As to the sound, I've never had that happen, sorry.
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That or set it -1. I know I've had absolute hell with that feature a time or two.
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Respawning on start will reset your loadout to default for the class, unless you include an onplayerRespawn.sqf, that specifically adds the equipment you want. I think.
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Is there any way to skip time in MP? The sleeping bags and whatnot don't seem to work.