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PITN

VG Clan Alumni
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About PITN

  • Birthday 02/12/1972

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  1. So when you are downed and wounded hitting "D" allows you to still function for a few moments longer?
  2. Destroying Sites in Mike Force. In order to capture a zone in Mike Force players need to destroy all sites with a 1200 meter radius of the zones center point. This is true even if one zone overlaps a neighboring zone. A known issue is the site not clearing after all zones have been destroyed. The current theory is that if no infantry are in the zone and the CAS aircraft destroy everything this will prevent the zone from being captured and will stop any mission progression. Ground forces need to occupy the zone! These sites include: The Mortar The AA Gun The Headquarters (HQ) Ammo Boxes Destroying the mortar is quite simple really. You can just shoot it with your rifle and for the ED guys explosives work too. When it comes to the AA gun you have several choices. Placed explosives, thrown explosives/incendiaries, and projectile explosives. Most of these explosives are not available until the player gains more rank on the server. Placed explosives are simple and I always recommend using a timer when placed. They are the best option for being stealthy however they have been unreliable in destroying the AA Gun or Ammo Box with just one explosive. Note that in Vanilla ArmA you cannot place explosives in water and for that we need to use another option. So we destroy the AA Gun with a throw-able or projectile type explosive. This type of explosive should be an Anti-Tank type. i.e. HEAT or HEDP type rounds. The LAW is available to all levels while the M1 Carbine grenade launcher and HEAT grenade are a few ranks higher. The M79 with HEDP comes in at Major I believe and the RKG-3 HEAT grenade at Colonel. You can also find the RKG-3 HEAT grenade on enemy bodies and they are very powerful so don't throw it short. When using a projectile type explosive and to ensure a 100% success rate with just one shot your aim point will be the ammo boxes located on the sides of the AA gun. In a pinch you can use the M14 Incendiary grenade and ArmA coats their grenades in rubber so they bounce like crazy. But we can adjust to that. Just stand about 15-20 meters away from the AA gun at an oblique angle. Your crosshair aim point is where the closest wheel touches the ground. See off-white circle in the image. When thrown the grenade should hit slightly higher with the goal to have the grenade strike the AA gun below the guns receivers, behind the ammo boxes and above the turret base. See RED circle in image. The grenade should bounce into the various mechanisms and land on the turret base or the ground directly below it. The M14 Incendiary has a large burn radius and will cause damage and death to you and anyone nearby. The HQ is quite easy. Just blow up the three ammo boxes. The radio and mounted guns do not count and can be ignored (I just shoot or dismantle the static MGs before I leave so I don't get shot in the back by a passing AI). You can use any of the previously mentioned explosives or, in a pinch, the static MG guns at the HQ site can destroy an ammo box after a few magazines are shot into it. There are a few bugs however. The site may have had the ammo boxes fall through the terrain and ending up under the map. This makes them unreachable and it can occur with any of the sites. This usually happens if the AA gun spawns in the river, sea or rocks and sometimes the ammo boxes will also fall through the terrain. An admin in Zeus can fix that by using the 2d map view, selecting the suspected site item, and using the 'END' key to destroy that item. The other bug is where the site doesn't clear when all objectives are met. One version of this error is client side. The player can use ESC to return to the lobby and rejoining the game should fix that issue. If not then it may be server side and the best option then is to have the admin login and use Zeus to execute this command: ["zone_ba_ria"] call vn_mf_fnc_zones_capture_zone; where "zone_ba_ria" is "zone_cityname_zone" etc.
  3. A little snippet of info about the snakes. https://community.sogpf.com/threads/735-Snakes!
  4. Testing server is offline. Everyone has moved to the public Mike Force server. 5.9.23.136:2802
  5. Mike Force mission was completed today. The server was restarted. Remember, on a fresh start the first two zones that must be captured are Ba Ria and Ban Hoang.
  6. Oops. I suppose I should have posted this in this thread.
  7. Here is the current mod list and is subject to change. Vanilla VOIP has been disabled in the Mike Force mission server and at bare minimum you should have the TFAR mod and Teasmspeak with the TFAR plugin installed if you want to talk to and hear other players in the game. Highly recommended and one could say a requirement. CBA_A3 https://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Task Force Arrowhead Radio (BETA!!!) https://steamcommunity.com/sharedfiles/filedetails/?id=894678801 Optional and really nice to have to make the experience even better. DUI - Squad Radar https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685 ETS - Enemy Tagging System https://steamcommunity.com/sharedfiles/filedetails/?id=2057294714 Enhanced Movement https://steamcommunity.com/sharedfiles/filedetails/?id=333310405 StaminaPLUS https://steamcommunity.com/sharedfiles/filedetails/?id=2365681222 An optional for the Admins. Zeus Enhanced https://steamcommunity.com/sharedfiles/filedetails/?id=1779063631
  8. You can use the compatibility data files from the workshop. The only drawback would be the watermarks. Global Mobilization - Cold War Germany: Compatibility Data for Non-Owners https://steamcommunity.com/sharedfiles/filedetails/?id=1776428269&searchtext=compatability+data S.O.G. Prairie Fire - Creator DLC Compatibility Data for Non-Owners https://steamcommunity.com/sharedfiles/filedetails/?id=2477276806&searchtext=compatability+data These files include the maps and the are about 25 gigabytes in size each. As for mods you should subscribe to all of the mods in the workshop now and set up any keybinds or teamspeak plugins. After installation you can hop into the Mike Force server this week and take the time to make sure everything is working for the event scheduled for this coming Saturday.
  9. I recommend disabling the rank system parameter for this event.
  10. When you respawn just feed the Checkpoint five sandbags (50 supply) and you can keep the spawn going for quite a while. In fact, several small squads doing this can attack an AO from multiple directions at anytime.
  11. Kav, I figured it out. The short answer is an ACAV Engineer with a shovel and 50 sandbags. You might get 10 respawns out of that. If you have sandbags in your inventory and you use the correct button in the radio menu (keyboard 6 key) you can upload sandbag (supplies) to your fob assets. It just takes forever. So I built this FOB/spawn using less than 200 sand bags. Note that the Checkpoint (spawn) only holds 500 units of supply and that equals out to about 10 respawns. A situation room (HQ) adds the ability to hold 10000 supply units and as a bonus feeds all nearby buildings with supply. 1 Sandbag = 10 units of supply. 1 Spawn = 50 units of supply. The Building Supply (Small) in it's current form it is a waste of time in most cases. It just holds such a small amount of supply for the logistics space that it needs.
  12. After a second restart tonight we lost the ability to capture Ba Ria. However I was able to activate the module using the admin console. This is what worked. So now we know how to activate the starting zones if they become bugged. This command should be limited to those zones that do not have "two-way connectors" and cannot be fixed with a restart like Ba Ria and Ban Hoang. Please note that these are not the only objectives with one way connectors. Try your best to do these one way areas first before moving inland.
  13. Kav, I had no luck building a FOB without supplies. The jeeps only hold 100 units and the small supply box is 200 units.
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