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keIIy

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About keIIy

  • Rank
    Lance Corporal

Contact Methods

  • Website URL
    tf-marauder.enjin.com
  • Twitter
    https://twitter.com/TFMKelly

Profile Information

  • Gender
    Male
  • Interests
    Gaming, History, Coffee, Cigars, and enjoying life

Recent Profile Visitors

882 profile views
  1. I can't change the maxping setting's default of 200 and so some of my members in Australia are not able to play. I've tried setting the file to readonly and setting it manually but then the server won't launch.
  2. I believe TCL is more popular because of the tactical movement the AI makes; the AI makes very active use of cover that is not seen in other AI mods and it's just amazing
  3. Awesome, glad to see you back
  4. I don't think this mod or TCL are being developed anymore as the author hasn't been on the forums in months.
  5. If I run this on ALiVE with all persistence options turned on, you do think concealed grave sites would save to the server? I.E. their position, the name of the individual buried, why they died, etc?
  6. keIIy

    Real World Weather

    Do you think this would be compatible with an ALiVE persistent mission? I.E. could we remove their Ambient Weather module and use this instead?
  7. https://gist.github.com/shadez95/ba99e7674d2b9593fc859b2dd59bd389 Above is link to a github script set to get ACEX fortifications working with ALiVE persistence. If you don't want the 'budget' just use the initPlayerLocal.sqf and ignore the others. Sometimes things will not save but for the most part it works very well for us. We use it a lot to make forward operating bases or camps behind enemy lines and needing resupply it. Creates a cool logistics dynamic. ACE Extension wont save as far as I know but a clever workaround is to just add those items into your ACEX Fortify configuration and place it like that. In fact any item you put using ACEX fortify should save just fine.
  8. Australian Sabre team members in Uruzgan Province, Afghanistan Mods: Lythium, RHSUSAF, Task Force Viking Gear, USP, POLPOX'S artwork mod
  9. keIIy

    Zero Dark Zero

    LEAP is the one we want to use the most since it's awesome; it's what we used to use on my local games. Right now the plane simply doesn't spawn in whatsoever on a dedicated server
  10. keIIy

    Zero Dark Zero

    Hey, I'm aware that dedicated server support isn't a thing for this mod and hasn't been for as long as it's been out; I've been a fan of spookwarcom since its release. I haven't used it in a long time and have since moved on from coop local hosted games to dedicated servers through a server provider. With that said, what does "no dedicated server support" mean, exactly? Will it simply not work on a dedicated server whatsoever or does it just mean that if there are bugs on a dedi server they won't necessarily be fixed over time? Thanks.
  11. keIIy

    GF Missions Script

    It seems that AI in groups when a mission is generated are automatically removed; only the Team Leader of the groups that are generated stay. Is this what you're fixing? EDIT: it seems they get removed and then readded after a few minutes. Strange
  12. keIIy

    Combat Den

    I found the missions too easy for a group our size And what I meant about the UI is have it gone / not present on mission launch. I just want to be able to log in to my server and have a mission already generated without needing to click through mission settings.
  13. keIIy

    Combat Den

    Is it possible to edit the amount of AI that spawn? Is it also possible to have the menu / UI at the start disappear and have a task / mission generated ready-to-go as soon as you load in?
  14. keIIy

    Dynamic Combat Generator

    Seems likes Sensei's github was active around five days ago on a possible rebuild; is this mod completely dead or is it coming back in the future?
  15. keIIy

    GF Missions Script

    Does this mission pack have player scaling so that more enemies spawn depending on how many people are playing? If not, is there any way to manually change how many spawn?
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