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About keIIy

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    Lance Corporal

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    Gaming, History, Coffee, Cigars, and enjoying life

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  1. keIIy

    [MP] =BTC= Hearts and Minds

    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.
  2. keIIy

    [MP] =BTC= Hearts and Minds

    Hello, Is it possible to tow helicopters?
  3. keIIy

    [MP] =BTC= Hearts and Minds

    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.
  4. keIIy

    [MP] =BTC= Hearts and Minds

    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.
  5. 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.
  6. 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
  7. Awesome, glad to see you back
  8. I don't think this mod or TCL are being developed anymore as the author hasn't been on the forums in months.
  9. 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?
  10. 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?
  11. 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.
  12. Australian Sabre team members in Uruzgan Province, Afghanistan Mods: Lythium, RHSUSAF, Task Force Viking Gear, USP, POLPOX'S artwork mod
  13. 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
  14. 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.
  15. 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