T

tallguyjv

Member

Last active 7 years ago

  1. 7 years ago
    Sat Jun 25 19:11:31 2016
    T tallguyjv started the conversation Panthera3 3.6 Index +question.

    Well, I have never used github. Here is a Panthera3 3.6 index. https://drive.google.com/open?id=0B5l7d0NJSlRaWk1rVzJQR2NrLXc
    I will learn github but I also wanted to ask what is going on with the workshop, mods, and indexing. I make this index before mods were move to the workshop folders(with there numbering?..whatever that is). Now I see links to mods in the arma 3 folder which is cool but different file paths now. I have yet to get the indexing to work once that happened. It seems to die on the pbo portion. I copied mods to there arma 3 location but its still causing me issues. Has there been any changes to functionality or steps?

  2. Sun May 29 04:51:12 2016

    I will post this index in a separate post after testing.

  3. Sun May 29 01:25:23 2016

    Just completed this Index. https://drive.google.com/open?id=0B5Jai5lyq-2rTnpVSEFGVi1hVW8
    Seems to be working, although please test as I have not yet.

  4. Mon May 23 00:15:47 2016

    Any thoughts on what the issue would be? I am having issues with indexing, dll's and such, but I would like to learn it. If anyone thinks re-indexing is worthless let me know.

  5. Sat May 21 02:00:29 2016
    T tallguyjv started the conversation Panthera 3.36 civilian placement failure.

    I am having issues with Panthera 3.36 and spawning civilians. Objectives work but not civilian placement. Anyone else have this issue? I starting setting up to re-index but I have not got that working in anyway nor do I thin it would work.

  6. Sat May 21 01:59:02 2016
    T tallguyjv started the conversation Panthera 3.36 civilian placement failure.

    I am having issues with Panthera 3.36 and spawning civilians. Objectives work but not civilian placement. Anyone else have this issue? I starting setting up to re-index but I have not got that working in anyway nor do I think it would work.

  7. 8 years ago
    Tue Feb 23 04:08:03 2016
    T tallguyjv started the conversation Post mission init-add CAS unit.

    I am looking to add a CAS unit after mission init. I have an airplane scripted from taxi to take off along with 40 of his buddies on the Nimitz. I created a dynamic taxi,take off,landing, rearm/refuel hanger to deck script for Nimitz controller for AI. Once the plane is done with its "thing" i would like it to be an option for CAS. I have tried the alive_fnc_cas and alive_fnc_casint without success. Furthest I have gotten is I have no idea what things I should put in the passed parameters in order to get this to work. I know I maybe using the wrong functions also. If there is a way to remove a CAS unit that would also be valuable intel. Has anyone worked with CAS functions or added a CAS unit post mission init?

  8. Tue Feb 23 03:18:31 2016
    T tallguyjv joined the forum.