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SavageCDN

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Everything posted by SavageCDN

  1. My advice to you would be to use the script version of DAC over the .pbo version. It's much easier to change settings, etc in DAC especially if you change a lot of parameters (in DAC_Config_Creator). You will still need the init.sqf stuff for the script version. I believe DAC assigns the 0,0 waypoint to generated units until it is finished initialization... then assigns them their proper waypoints within the zone (or at least that's my guess). I've noticed this as well when moving a DAC zone after init.... units get assigned the 0,0 wp temporarily until the new zone is completed.
  2. Thanks for the response. So if I wanted to force player supp and shake on the dedicated server to test it out how would I go about doing it? Edit: 3.01 is on SU network now.. thanks sickboy!!
  3. My bad you simply implied it. Anyhoo a quick check last night showed about 80 players across maybe 8-10 servers
  4. Yes and all Russians are hackers!!! Come on man you're giving us a bad name...
  5. Excellent work and special thanks for the MP version - so far it works like a charm!!
  6. Question (and I think I already know the answer but to confirm) - if run on a dedicated server the only way to get player suppression and visual effects is for the clients to also have the addon?
  7. ^ yes I tried all three together last night (with DAC of course!) on an UNSUNG/VTE defend-the-base type mission and it completely changed the mission (for the better). Did get a few script errors but that is due to DAC + UNSUNG unit configs I believe.. certainly the courage errors are now gone although I found those hit-or-miss to begin with...
  8. I started a WIP ACE configs in the config thread with the little bits I had: http://forums.bistudio.com/showthread.php?100617-Dac-custom-config-resource&p=2190137&viewfull=1#post2190137
  9. WIP ACE configs - grabbed from other missions cannot be sure they are complete or accurate until tested. If you have some ACE configs already please PM them to me so I can add them here. Config Units: US Army _Unit_Pool_S = [ "ACE_usarmy_crew","ACE_usarmy_pilot","ACE_usarmy_officer_2","ACE_usarmy_ar","ACE_usarmy_at","ACE_usarmy_at_2","ACE_usarmy_dmr","ACE_usarmy_grenadier","ACE_usarmy_medic", "ACE_usarmy_mg","ACE_usarmy_miner","ACE_usarmy_rifleman_1","ACE_usarmy_rto","ACE_usarmy_sapper","ACE_usarmy_sniper","ACE_usarmy_sniperh","ACE_usarmy_teamleader", "ACE_usarmy_officer","ACE_usarmy_squadleader","ACE_usarmy_breach","ACE_usarmy_aa" ]; _Unit_Pool_V = [ "ACE_Truck5tMG","ACE_HMMWV_Armored_USARMY","ACE_HMMWV_M2_USARMY","ACE_HMMWV_MK19_USARMY","ACE_HMMWV_TOW_USARMY","ACE_HMMWV_USARMY","ACE_HMMWV_Ambulance_USARMY", "ACE_Truck5tReammo","ACE_Truck5tRefuel","ACE_Truck5tRepair" ]; _Unit_Pool_T = [ "ACE_M1A1HA_TUSK_CSAMM_DESERT","ACE_M2A2_D","ACE_M6A1_D"]; _Unit_Pool_A = [ "AH64D"]; US Army Special Forces?? _Unit_Pool_S = [ "ACE_usarmy_crew","ACE_usarmy_pilot","ACE_SF_FR_TL","ACE_SF_FR_Sapper","ACE_SF_FR_R","ACE_SF_FR_Marksman", "ACE_SF_FR_Light","ACE_SF_FR_Corpsman","ACE_SF_FR_Assault_GL","ACE_SF_FR_assault_R","ACE_SF_FR_AR","ACE_SF_FR_AC" ]; _Unit_Pool_V = [ "ACE_Truck5tMG","ACE_HMMWV_Armored_USARMY","ACE_HMMWV_GMV","ACE_HMMWV_GMV_MK19"]; _Unit_Pool_T = [ "ACE_M1A1HA_TUSK_CSAMM_DESERT","ACE_M2A2_D","ACE_M6A1_D"]; _Unit_Pool_A = [ "ACE_UH60M","ACE_AH6_GAU19","ACE_AH6","ACE_MH6"];
  10. I know Orcinus already sorted you out but also be aware the camp howitzer gunners can be idiots at the best of times.. I've seen them take out entire groups of friendlies in their attempts to direct-fire vs the enemy... or even blow themselves up by shooting at the ground (they don't seem to take into account obstacles or elevation in direct-fire mode.. they will fire away at a target even if it is blocked by terrain or some object). @cuel - let me know if you find an ACE-specific configs (don't think the config thread has one... or else I'm truly blind :cool: )
  11. +1 Is this update on the Six-Updater network? (currently v1.01) Congrats and thanks to all those working on this great addon!!
  12. SavageCDN

    COWarMod Release

    I have CWM full version 1.2 for testing with ACE but sorry I have not had any time yet this week to do so. I will have a few hours this weekend however and will review/post in the CWM ACE thread. As for the readme files yes send me a draft and I'll pretty it up in PDF. @Jetliner - looks great so far
  13. SavageCDN

    COWarMod Release

    For all the work you put into this mod $10 is no skin off my teeth :p
  14. YeeHaw!! ^ Krem I assume you've tested this (and TPWC) with the Battlezone missions? How does it run?
  15. Popcorn is ready... .can't wait for the show to start!!
  16. Roger I will d/l from Armaholic this evening and help out this week.
  17. SavageCDN

    COWarMod Release

    re: readme file - if you like I can convert anything you have to PDF (I have full Acrobat version at work). If you can do them up in Word with links, etc great.. if not I can create links when creating the PDF
  18. Indeed good news!! Edit: I'm dumber than a bag of broken keys but if there is any way I can help out (ie: testing, documentation, etc) just ask!!
  19. Correct. The first unit in the Soldier array is for vehicle crew members, second is for pilots, third is for infantry group leaders (avoid changing these 3)... after that it selects randomly from the remaining entries to fill up the group. ["[i]USMC_Soldier_Crew[/i]","[u]USMC_Soldier_Pilot[/u]","[b]USMC_Soldier_SL[/b]","USMC_Soldier","USMC_Soldier_GL","USMC_Soldier_AR","USMC_Soldier",etc You can also give each entry its own custom weapon loadout.. see the DAC manual for info on this
  20. I wouldn't say it's necessary but it certainly makes things more 'realistic'. I usually have at least three std rifleman for every 'special' unit.
  21. Could. Not. Agree. More.
  22. Thanks for the separate thread for bdetect!!! I think this is an important project (bdetect and TPWS) and warrants a functional MP version, if possible (it really is a game changer). Unfortunately the limit of my assistance would be testing and troubleshooting.
  23. Also we'll want to make sure nothing breaks the ACE-specific features like ACE Wounding System or ACE Armor (can't remember what it's called ATM).. or more commonly breaking the interaction keys or menus. Do you know if any of the mods needing testing are confirmed to work with ACE on their own?
  24. SavageCDN

    COWarMod Release

    Thanks for the credits.. not really necessary but hey :p Re; the CPU I'll send you a PM
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