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MANTIA

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Everything posted by MANTIA

  1. MANTIA

    Middle East Conflict mod

    Where can I find a server key for MEC? Not included in the armaholic download...
  2. MANTIA

    RH Acc pack

    Well that explains it! haha I'm an idiot!
  3. MANTIA

    RH Acc pack

    Just curious as to why RH mods like this one are not included in RHS Escalation? Two different teams working independently?
  4. MANTIA

    Thirsk Island

    Where did you grab the @Thirsk from? I grabbed it from armaholic and it is not even showing up as a selectable terrain in the editor for me.
  5. No changelog? Anyone have any idea what was changed, fixed, added?
  6. MANTIA

    Thirsk Island

    Has anyone gotten Thirsk to work with AllInArma TP? I've done quite a few searches and people seem to have problems with crashes BUT I find a lot of videos on youtube of people using it?
  7. MANTIA

    Real Armor Mod

    Thanks, looking forward to it.
  8. MANTIA

    Real Armor Mod

    Has any of the Arma III patches broke anything that has to do with @RAM? Just curious, our group is looking to add the mod to our addon list.
  9. MANTIA

    Handling Friendly Fire / Team Damage

    Does this addon work for MP? Looking for something that works on a Dedicated MP Server
  10. MANTIA

    Middle East Conflict mod

    ISIS in ALiVE seems to be working for me. Working on our dedicated server.
  11. I can't get TADST to launch my server with the difficulty settings I have selected. The only way I can change the difficulty is to jump into the game, join the server, and then sign in as admin and change mission.
  12. MANTIA

    Authentic Gameplay Modification

    Our group just added AGM. In game its showing all bandage options available even if no one is hurt. Medical Module is placed on map. Any ideas?
  13. MANTIA

    Handling Friendly Fire / Team Damage

    I too am looking for a fix. However, its more of a problem than just friendly fire. For instance if a pilot is injured and crashes the helicopter it will sometimes make the pilot out to be a team killer, with the friendly AI now shooting at that player. Also if a vehicle is disabled and you decide to destroy the asset instead of recovering it the game will see you blowing the vehicle as a team kill. When you return to base the friendly AI shoot at you.
  14. MANTIA

    Bornholm, Denmark [Terrain]

    Performance wise how is Bornholm doing now? I had heard with the previous version it wasn't good.
  15. how would I call this script? via mission init or trigger? Any downside on performance or anything if its checking this for each player every 5 seconds? thanks
  16. Thanks so much for the help
  17. How do you set the mission up correctly for TFR? You mean with the placement of the TFR modules? Also, if using that init line are players able to change the frequencies in game? Or are they locked into those freqs?
  18. A problem that happens pretty frequently on our servers. Our Long Range Radios (ASIP and even the 5.11s from TFA mod) randomly change the frequencies), it doesnt seem to happen to the SW radios We have confirmed everyone is using the same up to date version of TFAR. Any ideas?
  19. MANTIA

    Bornholm, Denmark [Terrain]

    How well does Bornholm work with AI? Do they see through objects like trees, bushes, and walls?
  20. Ghost PLT is starting another recruiting push. Focused on bringing in new ground pounders looking to take the fight to the enemy!
  21. Been searching around but can't find an answer. Is there a place to put in custom enemy classnames or units?
  22. Anyone know if this can used along side an ALiVE mission?
  23. MANTIA

    Blastcore: Phoenix 2

    Quick question about server keys. Some of our players like to use Blastcore and other prefer not to because of their computer's limitations. Currently we don't have the blastcore Keys on the server? No one has reported problems and it seems to be working fine. My questions is what do the keys actually do and what are the possible side effects, negatives/ thanks
  24. I want to create a scenario where enemy mortars are firing on a COP or FOB where the mission is to located the enemy mortar tubes and eliminate them. I want the players to have to recon and track where the sound from the mortars are firing in order to locate the tubes. So I was thinking of having the enemy mortar tubes fire when players enter a radius via a trigger. However, I'm stuck on how to make an enemy AI mortar team fire on a target when a players enters the radius. Any ideas?
  25. He only fires one time. Any way to repeat this every 30 seconds or so? ---------- Post added at 04:30 AM ---------- Previous post was at 03:11 AM ---------- I tried another similar type of loop { _mortar = missionNamespace getVariable "mortar1"; //however you identify the mortar _ammo = getArtilleryAmmo [_mortar] select 0; _targetPosition = getMarkerPos "marker1"; _isInRange = _targetPosition inRangeOfArtillery [[_mortar], _ammo]; my value = 20; while (myvalue > 0) do { myvalue = myvalue - 1; sleep 2; hint format ("%1",myvalue); _mortar commandArtilleryFire [_targetPosition, _ammo, 2]; sleep 5; }; }; and still it only fires once and doesnt display any of the hint as well .
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