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Dr_Cox1911

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About Dr_Cox1911

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  1. Just WOW! If you get the texturing right this models will be asskicking!
  2. I actually meant the player-requirements for the beta, like how many experience in Arma/Editor/Modding or maybe a membership within a clan or something like that. And when are the testsession you have to join. Or only native english-speaking persons.
  3. Can´t wait to try this mod but I´m a bit indecisive if I should register for beta-testing it. What exactly are the requirements? And please integrate and force ACRE! Makes PvP so much more interesting, also JSRS is a must have!
  4. Yep, tried the same order and still only the first mod gets loaded. I also tried adding the mods one by one but still, only the first gets loaded. The other launcher works fine though. Is it a problem that my Arma is installed on my C-drive?
  5. Dr_Cox1911

    [Dr_Cox1911] Hostage Script

    Hey guys! Sorry for my long absence but it´s great to see that someone is using the script. Also thanks for the additions! As said before I´m a real script-noob and glad to get tips for enhancing the code. Is it OK if I implement the code-snippets from you Prathios and Simon1279? Or maybe you guys could upload a version with the changes so that everyone can use it more easily.
  6. Oh, didn´t know about that path-thing, thought this was the bug. All the selected mods are listed ingame, but the mods don´t work. When I use a different launcher everything works fine, so I don´t think the mods itself are the culprit, must be something with your tool respectively my configuration.
  7. Sorry I haven´t read all the 28 pages but at least I´m honest. Is this somewhat useable for MP? I´m not talking about dedicated hosting, just "normal" hosting and I know what the title and the first post indicates but maybe it does work in MP. So has someone tested this yet?
  8. Hm, somehow the mod-launching doesn´t work for me. I´ve setup a different mod-folder for my mods and for some reason only the mod with the highest prio will be loaded. My guess is a bug within the launch-parameters because the modfolder-path isn´t appended to the rest of the mods. The pictures shows what I mean:
  9. I have multiple groups with playable units and before the mission starts everyone can pick a unit, we always disable AI so the none-selected units are not in the game. That´s what I meant.
  10. Greetings, how can I check if all the selected players (MP) are in a triggerarea? Hope that you guys understand what I want:confused:
  11. Awesome! Will test it now!
  12. Dr_Cox1911

    [Dr_Cox1911] Hostage Script

    @a040005: Can´t download your mission, always getting "forbidden". I made some new additions to the code but this time I will test it with MP first. Hope you guys can wait a bit:(
  13. Dr_Cox1911

    FHQ TaskTracker

    Is it possible to create a new task on the fly? Like with a trigger during the mission? If not, then maybe alter a "old" task during mission? If this doesn´t work either, then maybe there is a way to create the task as hidden first and siwtch it to visible during the mission? Hope you understand what I want;) I just love this script btw.
  14. Can´t get it work with the current DEV-build. Is this a problem on my end or is this script not compatible to the DEV-builds? EDIT: Forget the above. I had a ":" instead of ";" within my init.sqf :mad: It works fine with the latest DEV-build.
  15. Dr_Cox1911

    [Dr_Cox1911] Hostage Script

    Hm, that´s strange. Hope that I can test it tomorrow. Could you send me your mission? Just to check if the setup is correct.
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