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  1. Yesterday
  2. We're rallying for another mid-week bout of Frontlines! Mission Length ~2 hours, with a chance to carry on open-ended Mod set/how to join https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/ Situation Mission Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace. Execution At CMD’s discretion. Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness. Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics. Admin / Logistics Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative. Enemy prisoners of war (POW) are to be treated well and brought to base for questioning. The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort. Command / Signal Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications. Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly. Squad leaders are responsible for the operational effectiveness of their teams.
  3. Last week
  4. Building on the OP here (i think) would it be possible to add some automated supports for players (when there is a low sever population) or groups (when a larger number join up and work together). I was in the editor recently and toying around with Zeus (1st time) and saw that you can call in gun runs, missiles, arty etc as task. My thought was this would be great to have in the player supports sub menu. Support would be limited time/amount per AO and called in on marker/grid ref. Well I put it here to see if those who can do this kinda magic know if this is possible and if other people think it would add another level of fun?
  5. *Geneva convention would like to know your position*
  6. Get ready to put on your special forces beard! Be aware, modset has had minor tweaks.
  7. Mission Name: Task Force Sol – Cleaning up the campground Server Details: IP: 116.202.224.207 Port: 2302 Mods required: AW Sol.html TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC Server opens 30 minutes ahead of time Expected mission length 120+ minutes (may go over or under expected mission length Player Slots: 38 SAS · Central // 6-man command element · Alpha - Echo // 6-man Royal Marine infantry squads · Wyrm // 2-man VTOL crew Situation Full situation report Earlier this morning Royal marines exfiltrated embassy personnel out of Georgetown. With the fall of dusk, the Special Air Service will be inserting into the jungle to begin setting up camps and safe areas around Tanoa in preparation for their recon mission ahead of the coalition invasion. During this first part of the operation, we will be focussing on bivouacs on the main island. Your mission will be to spread out in your individual teams and secure marked bivouacs. will be providing initial insert and supply drops of vehicles and resupplies. CSAT and the HIMF should be unaware of our activity and can be treated as hostile as of this operation. We are at this point trespassing on the Horizon Islands. Furthermore, some the designated areas are known Syndikat hide-outs. Expect each target to be occupied. Assets: · V-44x blackfish (Infantry & Vehicle transport) · Polaris DAGOR/Prowler Friendly Forces: 5 IoN survivors somewhere on the island Neutral/unconfirmed forces: - Enemy Forces: -HIMF -CSAT -Syndikat Civilians This operation will leave operatives spread out over the island. Tanoa has several urban centres where civilians can be expected. Mission Secure marked positions for future bivouacs on main island Depending on speed of operation, other objectives on other islands are free to be secured. Execution Paradrop into the jungle Navigate to and secure marked positions. Movement Plan: At commander’s discretion Rules of engagement: The objective is to remain undetected. Do not fire unless operational secrecy is at risk.
  8. Mission Name: Cataclysm Campaign Week 3 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset AW_Cataclysm.html (Plus usual optional mods) TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 33 Platoon // 3 man element Alpha - Echo // 6 man elements Situation With the recovery of the spectrum device you have discovered several new signal sources. These locations may lead you to the location of your missing people. You will be searching these locations for any clue relating to the location of the military forces who attacked you or your people. Mission Track the signal sources and search for clues towards your attackers Execution Objectives: 1. Track the source of the signals 2. Follow the intel received relating to the "Military" unit that attacked you 3. Gather any information on the location of your missing people Movement Plan: At Commanders discretion Rules of Engagement: Enemies may be engaged on sight based on current squad orders Civilians are present in the area so collateral damage is to be kept to a minimum. Admin & Logistics Equipment & Resupply: At the commander’s control, assets are available at base to facilitate this. Reinforcements: Unlimited At commanders discretion, transport assets are available. Command & Control Command: Overall command lays with codename "Overlord" who will set objectives and ROE. Operational control on the ground lies with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
  9. Completely decimate a civilian scientific research division, and destroy facilities that cost probably several hundreds of millions all because of some power cut? Yeah sure, count me in.
  10. LH5

    Taru Xeno pod mod

    We (by we I mean lord and saviour @Whigital) has scripted this into I&A already. Current system requires you to land on top of the pods to dock, this can be a bit tricky for less experienced pilots. I find it rather easy (insert ego boost) Yeah having a winch lift them would be cool. However system already in place is accessible by all, no mod required. @SiegeSix Has also highlighted a issue as it would have to be client side to even be considered for EU 1 and I can’t find anything on there either atm.
  11. Dang that actually looks like an awesome mod. This was my understanding of how the pods were going to work before Bohemia decided to surprise me with the half-assed method. I was wondering if anyone was ever going to mod in the proper capabilities of how this is supposed to work. I ain't no EU1 enjoyer but I doubt this will be added to it if it isn't a client side mod which it looks like it probably isn't. I wouldn't be surprised if there's a way of scripting this to achieve the same effect though, but I highly doubt anyone will give a toss.
  12. Is this client side? No information on the workshop page
  13. This Taru xeno mod allows us to lower and even sling the taru pods thus making it easier for pliots to attach pods to the taru and it even adds more pods such as Taru - Bench bench Taru - Fuel pod Taru - Repair pod Taru - Transport pod Taru - Logistics pod Taru - Medical pod Taru - Ammunition pod here is the link to the download and the video https://steamcommunity.com/sharedfiles/filedetails/?id=365549234
  14. I am still looking for two people that want to help us with noting down the start(STC) and arrival(ATC) times for teams. All you'd have to do is note down the time that the vehicle leaves the start, or arrives at the finish depending on which of the two you'd want to help out with! Convenient fill in sheet will be provided.
  15. Earlier
  16. Usually the mobile respawn helicopter is the bigger capacity helicopter for the faction, not necessarily its flying characteristics. The chinook is the same as used for the USMC factions and there is the ground one if that is better. Its meant to bring more life to the map, along with the ambient civs who drive/walk around the map. Its not his fault a FOB was built on an international airport It also makes it so anything airborne isn't necessarily a target, giving a bit less of a 'blow everything out the sky' idea. I can turn him off for this map, if others feel the same way. Apologies, this has been listed on my to-do list once my time frees up. And this was also done
  17. We're rallying for another mid-week bout of Frontlines! Mission Length ~2 hours, with a chance to carry on open-ended Mod set/how to join https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/ Situation Mission Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace. Execution At CMD’s discretion. Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness. Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics. Admin / Logistics Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative. Enemy prisoners of war (POW) are to be treated well and brought to base for questioning. The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort. Command / Signal Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications. Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly. Squad leaders are responsible for the operational effectiveness of their teams.
  18. Any chance of getting rid of the civilian aircraft that keep flying around, particularly the ones that keep flying into our FOBs. I feel like it doesn't provide much to the mission other than a nuisance, and there's not much point in a civilian aircraft flying around an active warzone.
  19. Can we have a choice of helicopter for a mobile respawn? Because the Chinook is impractical.
  20. Mission Name: Cataclysm Campaign Week 2 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset AW_Cataclysm.html (Plus usual optional mods) TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 33 Platoon // 3 man element Alpha - Echo // 6 man elements Situation Thanks to you successfully helping the Fuel Hogs with their stolen tanker they have given you a decent amount of supplies, more even than you had asked for. However, this increase in supplies comes at a cost. Apparently, since you proved to be willing and able muscle they have another task for you. In return they promise to provide some information on the "military" raiders that attacked your compound. The Fuel Hogs have provided the location of a group who produce drinkable water. As part of negotiations they have cut off water supplies to the fuel depot. You are to convince them to turn this back on. Mission Using the supplies provided convince the settlement to resume water supplies to the Fuel Hogs. Then follow any leads available to find the "Military" force that attacked you. Execution Objectives: 1. Find a way to restore water supply to the Fuel Hogs 2. Follow the intel received relating to the "Military" unit that attacked you 3. Gather any information on the group that attacked your compound Movement Plan: At Commanders discretion Rules of Engagement: Enemies may be engaged on sight based on current squad orders Civilians are present in the area so collateral damage is to be kept to a minimum. Admin & Logistics Equipment & Resupply: At the commander’s control, assets are available at base to facilitate this. Reinforcements: Unlimited At commanders discretion, transport assets are available. Command & Control Command: Overall command lays with codename "Overlord" who will set objectives and ROE. Operational control on the ground lies with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
  21. CUP Terrains Core received a size-able update so I recommend you all make sure to update that ahead of time!
  22. I'm going to take the Time Keeper role and I'll do a quick training for Start & Finish time controls.
  23. Finally a chance for @Johnson to roll over with vehicles without fear of getting banned
  24. anyone good in video editing maybe wanna make like a news intro thing for us camera/newsmen to use at the start of the stream?....would be epic
  25. Can't wait to watch Walk'N and Jenkins have a horrible car accident. Looking forward to this! Some friendly compeition will be good.
  26. ill be the livestreamingcameraman..i know nothing of rally, gonna be amazing!
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