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lawndartleo

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Everything posted by lawndartleo

  1. Im confused... YOUROBJECT addAction ["Spawn Ammobox",{createVehicle ["Box_NATO_Wps_F",position YOUROBJECT, [],10,"NONE"];}]; ... works But this.... YOUROBJECT addAction [ "Spawn Ammobox", { createVehicle ["Box_NATO_Wps_F",position YOUROBJECT, [],10,"NONE"]; } ]; ... does not. The difference is I made it all one line.
  2. Added that EXACT text to my initplayerlocal. Aded an object and gave it the name YOUROBJECT to put any naming issues out of the mix. No addaction seen... At least testing locally. What exactly is a GLOBAL OBJECT? Just a map object in the mission, or something more specific?
  3. Apparently... Drop module and done. So far i have not encounterd anything not working as id like it to work.
  4. lawndartleo

    CH Mobile Headquarters

    Downloaded the 0.91 version. Ran the example mission. Nothing. Has this script been obsoleted by ArmA updates? Is it dedicated only, perhaps? ​Never mind, have to deploy HQ before seeing anything on the board.
  5. lawndartleo

    [Request] ammo box spawner

    What if I want to add the aresnal line to the ammo box? 0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; I use this one on my ammo crate at main base. Ok, fine, it unrealistic to have a bottomless ammo dump at your disposal, but all my squad mates appreciate having one anyways.
  6. Is anyone aware of a mission with ACE cargo functions enabled? I'm dumber than a bag of hammers when it comes to reading wiki pages and I am just not getting the implementation. Thanks in advance.
  7. Well... Clean launch with MCC only. It's not just you. Spawn WEST units, no problem. Spawn EAST units and they go bonkers. I think this just landed in Shay's court. This didnt happen yesterday. Were you using the 1.66 beta? I see i've updated to 1.66, now, and I don't recall being on 1.66 yesterday. Using the "create" button and spamming a few in individually wherever you like seems to work fine. In zone is borked, though.
  8. Ok... step 1. MCC only. O N L Y. Run that and see what happens. Then add Ares to the mix and give it a try (Use Ares-Achillies expansion as it is being actively maintained) Run Then add ACE to the mix (CBA will be required at this step, as well) Run Then add ACE Extended to the mix Run Then CUP Units to the mix Run If you get this far with no issue, then you know how to proceed. I just looked at your mod list and plucked the primary contributors.
  9. @ineptaphid... You need to be commander, read the wiki on this (there are hot key binds) to find out how to become commander.. Once you are commander, you bring up the panel (again, there are hot key binds for this as well, see wiki). One in the panel, it's pretty straight forward.
  10. ​About the AC-130... With the arrival of the armed VTOL, is there any chance you might consider an optional spawn and fly in of an aircraft to it's indicated AO?
  11. Giving them ammo. I just made a zone, spawned in a dozen NATO PAC WEST units and they are all rubbing their faces and checking their shoe laces. No blue on blue carnage occurring. Are you using any other mods (CUP, RHS, ect...)? What particular faction are you spawning? What map? Can you give us a rundown of what you are SPECIFICALLY doing?
  12. lawndartleo

    Enhanced Movement

    Some thing about Hesco barriers from time to time... and the problem can switch from use to user. I went over a Hesco 5 time proving to a friend that it wasn't bugged out... then he could climb over it but I couldn't.... and then things worked just fine for both of us. Aside from that periodic frustration, it has been a staple of my ArmA experience since it was originally released. BI ought just add it natively. It's not a balance issue vs AI, they don't care. If you play PvP, then everybody has it and it's still not a balance issue and rather adds to the overall immersion of the game.
  13. Sorry to go a bit OT, but what exactly does notwork with the script version and ACE 3? We dabble a bit with it on our clan server (ACE 3and the script version of R3F Logistics) andI have not run into any killers so far. We don't use it a lot, mostly just for creating and hauling crates.
  14. Are you right clicking on the main page link and asking to open the next page in another tab? That screws things up for me. if I just keep following the trail in one tab I have no issues.
  15. Something to remember for the TG group... DCG does not require ACE or TFR. They are just supported at some level by DCG.
  16. If you are looking for full map battles then you are probably better suited to investigate what options ALiVE might provide for you. What are your limitations? Is Apex available to you for operations on Tanoa or are you limited to Stratis and Altis?
  17. Two reccomendations... 1) Dynamic combat generator (https://forums.bistudio.com/topic/188156-dynamic-combat-generator/) has been fantastic for lower player counts. We kind of have your same situation with real life commitments. It supports ACE and TFR but they are not required. I run this one almost exclusively on our dedicated server. It can run locally, too, if you are running as host on your machine. The forum thread is very helpful and will get you set up very quickly or I can even drop you our mission if you like (ACE and TFR version). 2) MCC Sandbox (https://forums.bistudio.com/topic/142042-mcc-sandbox-3-dynamic-mission-creating-tool-for-arma-3/) is a very close second only because it is a bit more interactive to set up. However, that flexibility allows you to create what you want with the ability to set player count and not be at the mercy of a random mission selection. I have a template mission for it as well.
  18. lawndartleo

    Dynamic Combat Generator

    Thank you... twice.
  19. lawndartleo

    Dynamic Combat Generator

    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.
  20. Private coop I guess... although we welcome all joiners. These two in particular because we are a smaller group and they provide varied gameplay opportunities that don't require more than 2 or 3 to enjoy.... Dynamic combat generator MCC sandbox And when there is enough to play., usually 6 or more... Invade & annex Domination If Roy is ever able to find the time to finish Patrol ops 4, that will rocket to the top of the list.
  21. Any teasers to placate the masses, Roy?
  22. ​Is the OPERATION LAND LORD demo mission up to date or has anybody made an up to date revision of the mission? I've been away from Arma and Alive for a while and have a little catching up to do.
  23. lawndartleo

    Dynamic Combat Generator

    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?
  24. Thanks, Shay. Your work is appreciated (and thanks to those who have worked on this with you, too).
  25. What is the proper setup for just a vanilla MCC mission? What modules have to be place and configured? All my friends and I want to do is make use of the mission generation capability of MCC. This all I have done so far... Using respawn and inventory templates MCC access module Zeus module Set ownership of modules There are some odd script errors at start but things seem to be generally working. We don't want to find a game breaking problem 15 minutes in when trying to complete some MCC generated task. I know the issue isn't my base template because if we just run the same mission without MCC mod enabled and the module removed from the map, everything works fine just dropping things with Zeus , no script errors. I am not blaming MCC as the most likely scenario is that I have not set things up correctly and completely for MCC to function without issue.
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