Jump to content

keIIy

Member
  • Content Count

    54
  • Joined

  • Last visited

  • Medals

Everything posted by keIIy

  1. keIIy

    [MP] =BTC= Hearts and Minds

    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.
  2. keIIy

    [MP] =BTC= Hearts and Minds

    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.
  3. keIIy

    [MP] =BTC= Hearts and Minds

    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.
  4. keIIy

    [MP] =BTC= Hearts and Minds

    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.
  5. 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.
  6. keIIy

    [MP] =BTC= Hearts and Minds

    Hello, Is it possible to tow helicopters?
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. Awesome, glad to see you back
  12. I don't think this mod or TCL are being developed anymore as the author hasn't been on the forums in months.
  13. 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?
  14. 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?
  15. 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.
  16. Australian Sabre team members in Uruzgan Province, Afghanistan Mods: Lythium, RHSUSAF, Task Force Viking Gear, USP, POLPOX'S artwork mod
  17. 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
  18. 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.
  19. The server for my Arma unit has used almost every mission generator that I know of out there; the MCC generator, ALiVE persistent campaigns, Dynamic Combat Generator (DCG), Invade & Annex, and a host of others. Are there any other generators out there? In specific, are there mission generators that, as soon as you join the server, give you an objective and spawn hostiles for that objective? A good example is DCG, but sadly it is a bit outdated and we have problems with the player scaling. Bad example is MCC as someone has to log into the console to generate a mission manually; it is not there as soon as players join. I've been wanting to pull my hair out for months because I can't seem to find any alternative tot he ones we've tried before. If DCG wasn't a bit outdated we'd be using that.
  20. 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
  21. 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.
  22. 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?
  23. 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?
  24. 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?
  25. I'd like to know this too
×