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ginks

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About ginks

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  1. ginks

    [COOP] Dynamic Combat Generator

    In addition, I forgot to mention that it seems as though the lastest ACE update v3.3.2 has fix the transport script and we can load captives and board now. We did notice that one of our "medic" slots couldn't heal himself. He could heal others. We were running basic medical....
  2. ginks

    [COOP] Dynamic Combat Generator

    If you need beta testers, please let me know....
  3. ginks

    [COOP] Dynamic Combat Generator

    Our group TOG Whiskey uses DCG v3.0.8. We've enjoyed this lately, however it looks as though with the ACE updates, DCG has broken. We're experiencing issues like: transport showing up and as you try to board, it flys away; trying to load an injured civi, once loaded the chopped flies away before you can board and give it waypoints. etc etc My question is: Do we have a release date for DCG v 3.0.9 ? Thanks TOGW Ginks
  4. The un-edited Addons folder DID THE TRICK. I had 312 files instead of 310...unless it was a total coincidence..... I removed these 2 files and locking on to targets with the launchers WORKS NOW....UNLESS the AGM mod fixed it. I just installed that and use it on my servers. Thanks to all of the replies and to you Jackal326 for the fix !! I tip my hat to YOU sir !
  5. ill give it a try as soon as I get home...
  6. Yes I've looked through the optic while trying to lock and 3rd person. Neither works. But I'm not sure I know what tapping the RMB means...? ---------- Post added at 18:44 ---------- Previous post was at 18:43 ---------- I will double check my addons file per your specs there about the 310 files...thanks
  7. any launcher. None of them will lock. And I don't believe so. I've been editing missions for a while now, but I will definitely check, just to make sure. Would the file integrity check from steam not double check "arma files" ?
  8. exactly. I've done that also. I assumed at first that a mod "broke it" which I still think is the case (perhaps an overwritten file or something) but yes, I've disabled all and still same result. I can fire it, just cant lock on targets...
  9. I've been playing Arma for a couple of yrs now. I mod, mcc, create/edit missions for (SealTeam40), open/edit pbo's etc...However, somewhere along the way, my 'launcher locking' broke. I have just dealt with it since my small tactical group usually carry them, but its time I get this fixed. Steam updates, arma updates, removing, adding, deleting, installing, disabling, enabling, uninstalling ALL to no avail. I see this question was raised and closed, but by now I thought surely an update would fix it for me, but that's a negative. I also tried changing the default T key etc... Can anyone help ? I think Arma ver. is 1.83xxxx. I just wanted to see if anyone had any other thoughts. thank you for your time as I'm a little frustrated on this one, Ginks
  10. You have been awesome!!!! EulerFoiler It's working....the last little step was: in my ...common\arma3\mpmissions folder, I had 2 pbo files: 1 - ...cox_patrol....-nato.altis.pbo 2 - ...cox_patrol....-nato.altis - copy.pbo so I removed the "orginal" 1 in this case and then renamed 2 back to the same "original" name (I assume that name is hardcoded somewhere) and BANG it all came together. The VAS now has all of the SF weapons and PG Services or whatever mod I choose to activate YOU HAVE BEEN the BEST help ANYONE has given me. Cheers! and I hope to see you on the battlefield....
  11. well whats interesting is everything works correctly, except that in the VAS or anywhere running Patrol Ops, simply the SF weapons are not there still....Is it really more of editing the mission that I'm loading (say patrol ops nato) and editing the base with an ammo box there ? That would lead me to a whole other thread about how to do that.... basically, when I went into another server running Patrol Ops...they had "extra" ammo boxes lying around....in those were the SF weapons....Im stumped on how they did that....
  12. EulerFoiler, I have tried to follow your steps, however I'm having some issues (no surprise to you I'm sure): Step 1. simply copy the ...\unpacked\mission_name_folder - end up with ...\unpacked\mission_name_folder_copy 2. download VAS 3. copy and replace the VAS folder from ...\VAS\scripts\VAS to ...\unpacked\mission_name_folder_copy\scripts\VAS 4. add to script in txt pad script\VAS\config.sqf....easy enough 5. create pbo of that new "copy" mission folder....easy enough BUT do you not put that newly created pbo somewhere ? that's my 1st ? - assuming you cut n paste it into common\arma3\mpmission\newly_created_pbo 5. launch arma - multiplayer - new - maps - altis - do not see the "copy" mission my 2nd ? - what am I missing ?...now that I launch the game..no issues, however, no SF weapons in the VAS either ?
  13. Thank you VERY MUCH EulerFoiler....I will give this a try and let you know how it turns out....
  14. I simply LOVE Patrol Ops...for starters. What an awesome mod...Myself and a small group of buddies, just cant get enough of this dynamic mod...with that said.... I wanted to know if ANYONE out there has any step by step instructions on how to add ammoboxes with SF Nato Weapons in the base when running multiplayer (Patrol Ops)? I have a small group of buddies and we just want to run a co-op server with TFR and a couple of other mods to include SF Nato weapons, but we would like to add an ammobox with all of the SF weapons right there in the base when we spawn in (all other mods work). I know its possible bc I have joined a server where they were doing this. (...and no I cant remember which one etc) Yes, I have seen that there are many replies to this question, but frankly there's NO DETAIL on how to actually do/add this. *** I would be willing to drop $ in a paypal account if someone can walk me through this process (and have it work). Are there any takers out there on this challenge ?***
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