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60 ExcellentAbout keIIy
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Lance Corporal
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Website URL
tf-marauder.enjin.com
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Twitter
https://twitter.com/TFMKelly
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Male
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Gaming, History, Coffee, Cigars, and enjoying life
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Hello, We have been having a persistent bug when we have tickets enabled. We will save a mission, then come back, and we spawn in as seagulls. Not only that, but we spawn in as seagulls before BTC even initializes, so our bases, arsenal, and everything is gone; it is just an empty map. Turning off tickets brings our progress back and we are able to play again. I have no idea what is going on. This bug will happen even when we have all of our tickets left. Could you please point us in the right direction? Is this an Arma issue? Is it a potential mod issue? I really can't even begin to figure out where this is rooted. I can upload RPTs if needed, but I'm not sure they will be helpful. EDIT: We fixed it. It was a simple, misplaced comma in our paramaters between the 30 and 40 tickets option. I am bald from pulling my hair out, but we're fixed.
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I managed to add a few ACE Virtual Spectator slots and this fixes our issue. Players who are killed have the respawn counter, then when we run out of tickets, they back out to the lobby and choose a spectator slot so they can watch what happens instead of being forced to wait or get off for the night. Thanks for your help. On another note, is there any chance of ACE mines or explosives, such as anti tank mines and UXO bomblets from cluster munitions, saving with persistence? That is the only thing I have noticed doesn't save and it would really be awesome if they did.
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Yes, I enabled it and did get stuck on the dead body. I am not sure how to proceed. EDIT: Using ace_specator instead of Spectator in respawn templates negates the camera being stuck, and spectator works as it should. However, now you use the spectator camera anytime you die, when I just want it to be when you're out of tickets. Having the spectator mode before being out of tickets gives respawning players an unfair advantage since they can see all the enemies and immediately go back and begin fighting them.
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Hello, I am trying to figure out a way to have the Spectator mode be activated when you die and you are entirely out of tickets, but have the simple respawn countdown be activated when you do have tickets. This way, the players that are dead and can't respawn can see what is going on and don't have to leave the mission when they have no tickets.
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Hello, We're having issues with custom locations. We put the example you have in define_mod.sqf btc_custom_loc = [ [[13132.8,3315.07,0.00128174],"NameVillage","Mountain 1",800,800,true] ]; But then we run into an error params [ ["_position", [0, 0, 0], [[]]],> 1:42:42 Error position: <params [ ["_position", [0, 0, 0], [[]]],> 1:42:42 Error Params: Type Number, expected Bool 1:42:42 File C:\Users\julia\Documents\Arma 3 - Other Profiles\J%2e%20Kelly\missions\114Pulau.pulau\core\fnc\city\create.sqf, line 29 1:42:42 Error in expression < params [ ["_position", [0, 0, 0], [[]]],> 1:42:42 Error position: <params [ ["_position", [0, 0, 0], [[]]],> 1:42:42 Error Params: Type Bool, expected Number I have no idea what is happening. I've tried looking all over the forums but no one has seemed to run into this.
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Hello, Is it possible to tow helicopters?
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We have tried it with both of these options and we haven't noticed much of a difference. From what we understand, we want the loadout of the player to save based on their ID, not their slot. We want to be able to join any slot and have the loadout you had last session. Instead, when players join, they are joining with the loadout of the player that last used that slot, and not their loadout. Player A will have player B's loadout and vice versa. Is this correct, or are we misunderstanding what this does? Edit: I've read the documentation, and I understand what the option does now, but I do wish that there was an option to tie persistence strictly to a user's ID, that way, they wouldn't have to be concerned about using the same slot every single time. Either way, we're really enjoying the mission.
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How exactly do you get steamID player persistence instead of slot persistence? We have changed the players share slots option on and off, and never noticed a difference.
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ServerifyA3 - a dedicated server configuration tool
keIIy replied to sadfrog17's topic in ARMA 3 - SERVERS & ADMINISTRATION
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.- 85 replies
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- arma 3
- dedicated server
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(and 1 more)
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a.i. Group Link - X - ( Test / W.I.P. )
keIIy replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
a.i. Group Link - X - ( Test / W.I.P. )
keIIy replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome, glad to see you back -
a.i. Group Link - X - ( Test / W.I.P. )
keIIy replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think this mod or TCL are being developed anymore as the author hasn't been on the forums in months. -
Guilt & Remembrance: civilian deaths, reparations, & war crimes
keIIy replied to musurca's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
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?
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keIIy changed their profile photo
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
keIIy replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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.