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colosso

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About colosso

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  1. Hey guys! I've been searching up and down the forum trying to find a solution to my Problem, but couldn't find anything: I'm running CO 1.60 with the stalker mod and everything required, but when I try to load the game I get the error No entry 'bin\config.bin/CfgVehicles/Man.scope' and in the editor, all Man classes are gone and i cannot preview a mission due to various "No entry" error. This only happens with the Stalker mod. Hopefully someone can help me out. Thanks in advance Additional Info: The issue only happens when dapstalkers.pbo is loaded. When I remove it from the Addons folder, everything is normal. I tried checking the config.cpp, but i'm a total noob when it comes to configs.
  2. I'm not the best scripter around but this should work: // Call: nul = this addAction ["Mark-Location"[color=Red],"UnitLocs.sqf",[/color]["pMarker",player,1,1]]; _mName = ((_this select 3)select 0); _pos = getPos((_this select 3)select 1); _x = ((_this select 3)select 2); _y = ((_this select 3)select 3); _mName = createMarker [_mName, position _pos]; _mName setMarkerShape "ICON"; _mName setMarkerType "DOT"; _mName setMarkerColor "ColorBlue"; _mName setMarkerSize [_x, _y]; exit; If anybody knows better please point it out, I'm just a beginner ;)
  3. In regards to ai arty, you can use the fire at will addon also by rydygier. Find it here.
  4. colosso

    UGV's

    Very cool looking addon. I can't even play without your addons because they are pure awesome. Can't wait to blow up Takis with a UGV!:D
  5. colosso

    USS Nimitz

    You need a handle for the script, so it looks like this: nul = [objectName, catNum]execVM "\JDG_carrier\scr\nim_cat.sqf"; This should work, but I for myself never got the AI to launch correctly.
  6. Great Work, thanks for the release! I have one question though, how do I get the AI to fire the missile. I tried the code from the readme in every possible way but the vehicle just sits there doing nothing.
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