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  1. Yesterday
  2. @MidnightRunner was talking about the French MAS 49/56 (without the scope if you don't want, but bayonet)
  3. Will/want to apply but have to wait to get back from work...
  4. Last week
  5. Hello, The server logs show that you are breaking general rule 1.1.7 of AhoyWorld which states "1.1.7. Recruiting, or activity deemed to be considered recruiting is not permitted regardless of community size or membership status.", by vigorously spamming a discord link while on our server. We take any and all recruitment attempts very seriously and thus your ban will remain. You are welcome to re-appeal your ban in 3 to 6 months time.
  6. In-game name when banned: TITAN_BIGDICK What message displays when you attempt to connect? Banned for Advertising Why do you think you were banned? mistake Why (in your personal opinion) should your ban be lifted? 76561198021502052 MY UID I was playing with a guy for 1hour and we agreed to go to discord i was spamming my discord server to squad chat so he could fast write it (cuz u can't copy from chat) and somebody banned me. I agree that it was a spam but (in a squad chat with 3 ppl) and for personal reasons? not advertising something. Which administrator banned you (if known): dont know When were you banned: 18.11.2019
  7. Lindi

    Luke

    Hello Clannish, after reviewing your ban appeal and the evidence available to me at this time, I have decided that you have served your time and your ban will be lifted. I strongly recommend you read the rules of Ahoyworld and play within the rules while on our servers. Ban appeal successful
  8. Clannish

    Luke

    In-game name when banned: Luke What message displays when you attempt to connect? Mass Teamkilling/Luke/John McClane/Perm Why do you think you were banned? I think I caused something to explode that killed a bunch of people but tbh I am not really sure. Why (in your personal opinion) should your ban be lifted? I was banned around about 2 and a half years ago and I would like to try this server out again because I have been playing lots of other invade and annex. And am looking to see what your server has to offer. I have also clearly matured alot since then and think that I could be a valued member of your community now. My UID is: 76561198143769018 Which administrator banned you (if known): John McClane When were you banned: Around about 2 and a half years ago I think
  9. Earlier
  10. Mission Name: [EU2] Unsung 1st Cavalry Deployment Week 1 18:30 UTC Server Details: IP: 136.243.150.72: Port: 2302 Mods Required: TFAR_Beta CBA_A3 The_Unsung_Vietnam_War_Mod TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 41 (3 Squads of 11, command, and vortex ) Situation We as part of the US 1st Cavalry division are tasked with maintaining security in the Mekong river delta. We have setup an airbase known as Mike-3 in order to establish our presence in the area. We were chosen for this task as this area is largely impassable to ordinary ground forces. Air assault troopers are ideal for this environment. The enemy have been concentrating in this area due to the thick vegetation and hostile terrain. 4 weeks into our deployment to Airbase Mike - 3 and a Huey extracting part of second platoon was downed, by a suspected anti air cannon, while returning to base. We are being scrambled to secure the crash site and search for survivors. We are then tasked to secure the immediate area and search for any sign of the enemy and their anti air weapon. Friendly Forces: US 1st Air Cavalry Division Army of the Republic of Vietnam (A.R.V.N.) Assets: UH-1D Iroquois (Slick) X 4 UH-1C/M21 X 2 (Armed Huey) CH-47A Chinook X 2 A-7D Corsair II(CAS) X 2 A-1H Skyraider (CAS) X 2 AH-1G Cobra X 1 Various ground transport and support vehicles Enemy Forces: National Liberation Front (Việt Cộng) People's Army of Vietnam (P.A.V.N.) Civilians: Civilians are concentrated around towns and villages. Mission Insert to a safe LZ, secure and search the crash site. Deny the enemy any salvage. Search and destroy any enemy AA assets. Execution Objectives: Insert by helicopter. Inspect crash site and look for survivors, deny the enemy any salvage. Look for evidence of enemy activity and any AA assets. Follow any leads, clear the area and return to base. Movement Plan: At Commanders discretion Rules of Engagement: Armed personnel may be engaged on sight. Civilians are present in the area so collateral damage is to be kept to a minimum. Only buildings clearly being used for a military purpose may be engaged. Civilian life must be protected (Hearts and minds) Optional Tasks: None Admin & Logistics 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 lays with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed on the map in game. Platoon has limited discretion for change but structure is to be maintained. Good Morning Vietnam!!
  11. Generally, anyone is free to commandeer an MRAP or Troop transport and insert themselves, rather than relying on helicopters. As Stanhope and Toast indicate it's more about getting players into the action quickly. But you're free to play any way you want. The side missions (which failed during testing, we only had one, and then a second after I spawned it) are supposed to simulate this kind of action. A convoy mission is never going to happen in Arma because the AI is pathetic at driving. Plus, you need to build in so much exception handling: what does the convoy do if it's engaged? Etc. But mostly it's just about the fact that even if you spawn all the vehicles in a column on the road, they will inevitably crash into each other. We tried running VCOM once on I&A... it brought the server to a standstill. It's great, but there is a player cap on performance. No convoy mission or mission like this, but a new concept in IA4 is that a primary AO will be considered "completed" when you eliminate 85% of the units. So there will be some units left in the AO, and they receive a new mission to travel to the next AO, so you will find moving between AOs in this case.
  12. Hello Ahoyworld member, We are currently looking for 1 (one) more Spartan to fill our Team and would like to see your application if you think you are up for the challenge and privilege of being a Spartan, please apply here. Thank you, Norris
  13. Hola, as you might have noticed on server. The zeus ops will return (lead by me) in the near future. I need to work out my time scales with work though as I am about to start 6 day weeks for atleast the next month or so. Hope to see you around soon
  14. I'm not all that good in the ideas behind a mission but I can help you out with the actual mission file, the loadouts, etc if you want
  15. @WinterMute I've only really got experience in Zeusing while online, but Xwatt, Midnight and Stanhope are some of the guys who can give you more info on how to make a mission, how to apply to run it and so forth. Hop on to TS and have a chat for starters!
  16. Fair enough. I think creativity and mission quality would suffer if you're finding it a dreadful chore and/or burning you out. That would make the ops toxic and generally ruin the fun. Do them as and when you feel like it's fresh - the historical turn out seems to indicate that Sunday evening is a good time to have an op and it would be cool if we stick to that as a general time slot for whenever one is run (extenuating circumstances notwithstanding)? Also, I dunno who else is interested in the idea of making a mission - I have dicked around a tiny bit in EDEN and I dunno... are there any guides to mission building that are heartily recommended? It'd be cool to bung a mission up on a Sunday evening some time and with the help of an experienced spartan or 2, make y'all have a good skirmish.
  17. As soon as you hit more than 20-ish people that'll kill performance. Ryko already wrote a set of scripts to improve AI awareness and behaviour There are ground vehicles, I&A never focused on realism. People just want to play, this isn't milsim.
  18. This beta test was fine for me, normal frame rates for me at least, i had no issues apart from the random everyone disconnecting at one point. This would more than likely negate the use of vortex on EU#1, vortex is used because it allows faster re-insert back into the action. also no-one bar dedicated people and people who hate vortex would use a car when vortex is much faster(usually) and you can't force people to get into the trucks as it is a public, not a mil-sim I don't believe there is a convoy mission, there is a factory mission that spawns units in that travel to main (although correct me if I'm wrong though ryko)
  19. Ok so this is feedback I gathered from 7 friends that I forc... *cough* invited to play with me (we played both pre 4. and 4. multiple times). My personal opinion may differ, so I am going to leave that out. All of them liked the slot change system. 6 of them complained about the lack of choice in terms of clothing and weaponry due to the unlock system. They don't mind that some weapon classes are role specific. (That was part of the 4. when we played back then, I think I have read that this is no longer the case? In that case disregard.) The Vehicle Reward and UAV Strike systems were fine by them. 6 of them wished for a more traditional infantry transport system (Squads using MRAPs and Trucks instead of everyone boarding helicopters). According to 5 only special forces and support squads (medics, repair specialists) should be on air transport for the sake of realism. 3 of them asked about more "flexible" missions like taking out convoys and hitting enemy supply lines that if not stopped spawn much more enemies in the main AO. After that, I asked the other 4, and they agreed that they would like to see that too. 2 (both are amateur zeuses) asked if VCOM is going tobe added for the new version. Greetings, James Molander
  20. Enjoying playing on the new update, however found that randomly i would get multiple zeus pop up after pressing Y a minute later some times and cause my arsenal to randomly kick me out sticking me in arsenal view causing a relog. and there sometimes is a script error whilst joining causing a time out and players to be forced to wait the wait timer before reconnecting due to not being able to load in due to the error. unfortunately didn't manage to get a screenshot of script, but it is to do with the loading in and the pop up i assume.
  21. The I&A4 feedback thread is here: This thread is ancient and should probably not be pinned anymore
  22. Enjoying playing on the new update, however found that randomly i would get a zeus pop up after pressing Y a minute later some times and cause my arsenal to randomly kick me out sticking me in arsenal view causing a relog. and there sometimes is a script error whilst joining causing a time out and players to be forced to wait the wait timer before reconnecting due to not being able to load in due to the error.
  23. Some errors from my RPT from today:
  24. I&A4 version 070 change log FIXES 1. Overhaul of Rescue Civs secondary mission (Civs weren't spawning in buildings, or near OPFOR defenders). 2. Random revive from incapacitation, should be much less often. If you self-revive once, you won't self-revive again until respawn. 3. Overhaul of all sub-objectives to improve success conditions. 4. More work on custom groups. Maybe now it works? Who knows! 5. Admin scripts (should) be visible now for staff 6. Slung weapon was being detected as a non-class weapon for purposes of the gear restriction script (lolz) 7. Weather regulation script had an error which could result in a sunny (default) setting producing rain. Should now work as intended (Default parameter = sunny weather) 8. Player vehicles shouldn't be deleted in zones allocated for other bases. 9. Assets from secondary missions were sometimes caught up in orphan units subroutine after main AO was completed. 10. Possible fix for UGV reward asset TWEAKS 1. Arsenal quartermaster animations changed so he doesn't walk through the table. 2. Removed more trees at Abdera runway. 3. Opfor awareness process won't run on groups where all the members are dead. 4. Given that BIS has changed how createVehicleLocal can be abused and that this abuse is no longer possible, removed createVehicleLocal from disabledCommands list; custom smoke countermeasures deployment has been removed and we're back to Bohemia's local solution. 5. The vehicle at the Repair depot sub-objective now has some flavour damage. 6. Updated secondary task names for better visibility on map. 7. Tweaks to main AO win condition 8. Civilian vehicles should now despawn after AO is completed if player is significantly far away, and hasn't been claimed by player 9. Vortex players should no longer be considered as potential targets for ambient anti-air spawns 10. Finessed ammo box deployment from helicopters (could spawn too close when helicopter was landed) 11. Reward gear is now added to arsenal, not put into inventory, after purchasing. NEW 1. Added Teamkills history list for admins. Will only populate with information after admin connects (historical information will not be populated). 2. Admin can see current Main AO status, reflecting how many units are left in the AO before it is considered complete Plus, we are trying some new server config options which might help with situations where units controlled by the headless client are not detecting players.
  25. mastif0

    rewiveAWE

    to bad i miss those times
  26. I can plainly say that the sunday missions have been one of the best things I had in a while. So important for me that I planned the whole weekend around this event. Just to build up comradery with some nice guys and to overcome myself to be ready to fight through these missions was/is a great and beautiful experience. All the missions were great fun and immersive as hell. I am glad to have been a part of it. I understand your decision Xwatt. Thank you very much!
  27. @Xwatt @MidnightRunner Hello there Hello everybody. At this point I would like to thank you sincerely. Your commitment was very noticeable. I always thought it was great fun. It brought the comunity together and always gave great pleasure. Such an assignment is not self-evident. I understand very well that at some point you burned out and that his real life had priority. I'm looking forward to further action and who knows maybe there will be something coming up... So thx again Your Mastif
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