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SavageCDN

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Everything posted by SavageCDN

  1. Thanks for this can't wait to try it. ACE/ACRE? check ThirskW? check TWPCAS? check DAC? check You've pushed all the right buttons! :p
  2. Perhaps I'm mis-understanding you but just running ACRE server-side does not force the client to also have ACRE running, whereas adding an ACRE object to the mission does.
  3. SavageCDN

    Terminator Rising (WIP)

    Great work.. I was so frustrated trying to make the old A1 Terminator mod work in A2!! Can't wait to try this out!!!
  4. SavageCDN

    Blastcore: Phoenix 2

    Thanks for release and for AI smoke block!! May I use this gem for my sig?
  5. SavageCDN

    Guerra do Ultramar

    Sorry my bad... makes sense after checking out the mod.... and it's already on SU network @DIH_Africa2 :)
  6. SavageCDN

    Guerra do Ultramar

    This looks great!! Thanks for including mission-maker friendly modules as well as ACE/ACRE support Any chance of putting this on Six-Updater network?
  7. Voted up tickets thanks for releasing this. Short video (A2 version)
  8. naw it's -30C here today so just opened a window :p
  9. I don't see any steam ports definded in your server.cfg file could it be that? http://community.bistudio.com/wiki/server.cfg#Arma_III_-_STEAM_ports_configuration
  10. If you are not limiting the MP module to a specific TAOR defined by a marker then it will spawn units at every objective across the map. With regards to the actual placement in the editor of the MP module: - set to Occupation - ALiVE will try and create the HQ (if enabled) near the module - set to Invasion - ALiVE will attempt to place the bulk of the 'invasion force' near the module Coming Soon....
  11. Fallujah and ACE? Definitely will be trying this... thanks for releasing it!!
  12. :butbut: But.. but... I'm hungry... and cold.... and Kremator keeps winking at me in a weird way. You said we could make at least one phone call!!!
  13. SavageCDN

    Sangin WIP

    Cheers Smokedog good to hear :) I see what you mean about the Insurgency-style of MSO... although I think you'll be able to do something similar with ALiVE once the next few updates are released. One of the ALiVE dev team members can help you out if you have problems with group configs.. they have done it for a few unit mods already. Join the ALiVE skype channel or send me a PM. BTW thanks for this great map and the work for A3!!
  14. SavageCDN

    Sangin WIP

    ALiVE devs have potentially fixed this and should be there for next public release. Yeah it's called ALiVE now and in order for custom units to work properly with ALiVE they must have proper group configs set up. I can give you more info / point you in the right direction if needed. Also your terrain has to conform to certain BIS standards or else ALiVE won't detect military/civilian/infrastructure areas. If Sangin worked for A2 MSO you should be OK.
  15. What are you trying to say then? If you're pissed off at the game developers/publishers that is fine but this is not the place for that anger to be directed. The work here has been done FOR FREE by other community members.
  16. SavageCDN

    UPSMON Updated to ArmaIII

    Thanks for keeping this up-to-date (and for a new thread!)
  17. CAF_TW (woodland) and CAF_AR (arid) are the two factions you will need to use for CAF mod. In the editor under your OPCOM module there is a section at the bottom for defining custom units, add the desired faction there. Also in any Military Placement, Military Civilian Placement, and CQB module you will need to add the CAF factions in the appropriate field.
  18. SavageCDN

    Helipad Light Script

    Very nice.. what about the ability to also 'delete' the lights say via trigger or some other way of toggling on/off?
  19. haha yes!! Big thanks to Kju and I know Gunter has put a lot of time and effort into this as well. For the DLC (I don't have it) do you have an affiliate link or is it only available through Steam directly? @ALiVE and IF - anyone try it yet?
  20. SavageCDN

    multiplayer key

    The key folder and .bikey files are only needed for servers that enable signature checking. So as a player you don't need to worry about .bikey files.
  21. SavageCDN

    ArmA 3 Maps/ Islands

    The only one I know about is Lingor which is being ported - the others I'm not sure. The AiA mod is not large - 20mb I think? Unless you are referring to the A3MP mod which is around 5GB.
  22. -gtqueryport=2314 is that a valid startup param? try removing that.... Also move your steam ports away from the game ports (ie: not 2314) they are most likely conflicting... see this helpful Terox post for more info: http://forums.bistudio.com/showthread.php?147537-Tutorial-How-to-run-ArmA3-on-a-dedicated-server
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