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wok

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  2. Like
    wok reacted to fergie in Online Battle/Race   
    So if you haven't already seen me and Dave had a 1 v 1 race at Macau here
     
    It was so much fun that I thought I'd do some more! Does anyone fancy some 1 v 1 racing with the result being an official AW video with them in it? Phill? Dave? Raz? Anyone?
     
    We can race in any of the following titles (these are just the ones I have):
    Race Driver GRID Race 07 (any expansion except for STCC 1.) Any of the Race 07 free demos (STCC 1, GTR Evolution, Race 07) Netkar Pro Live For Speed F1 2010 or 2011 Test Drive Unlimited 2 DiRT 1,2 or 3 Burnout Paradise GTR 2 MotoGP 08  
    I won't be able to play any time between the 8th and the 15th of June but hopefully that gives people enough time to decide if they want to have a go All the racing will be light hearted and if you are unfamiliar with a car/track there will be a practice session before the race!
     
    If enough people want to try (especially with the Race 07 demos etc since they are free) we could even organise a full Grid event!
  3. Like
    wok reacted to Cain in [Suggestion] Add a Rules billboard and a Tutorial billboard next to spawn   
    I'm sorry. I can't let this go on any longer. Mortar. It's mortar.
     
    Also the mortars are effing great. Don't know what you're on about, apart from the few bugs now, but raz is doing his best to sort it out and I'm with him. (Possible tester, raz, just saying  ) I've rarely seen any intentional TKs with the mortar and, like I've posted in your other thread, most of the times it's ground troops not heeding various warnings.
  4. Like
    wok got a reaction from MrRepeatz in Videos and shiz!   
    haha nice, but ppl would probably shoot them down and eat the pizza before it can be delivered
  5. Like
    wok reacted to Hoax in [Suggestion] Radio Chatter   
    Just realised it would have helped if I put a title to this thread
  6. Like
    wok reacted to Paraclete in Videos and shiz!   
    "PIZZA DOWN, PIZZA DOWN, WE HAVE A LARGE PEPPERONI DOWN IN THE CITY!"
  7. Like
    wok got a reaction from Harry in ArmA 3 Screenies & Videos Thread   
    Some images from the last few days:
     

     
    It looks like he's doing some BASE jump from the tower:

     
    This is why there's a warning sign on the helipads

  8. Like
    wok reacted to kamaradski in [Suggestion] Add a pilot to each squad, Remove Alpha Rifleman + AT.   
    Alright i have cutted you post into bits and will reply to some of it:
    1: We strongly advice to be on TS of you are in certain slots like the Pilot, however it is not set in stone, nor is it a requirement, and for sure you will not be kicked out of the slot for the reason you are not in TS. You will be removed out of the slot if you are rubbish and thus hindering the gameplay of others.
    2: This is actually a good idea, and we even did this for a while however with our map being downloaded and used on so many servers it confused people and even still we have people logging into TS that are actually playing on a total different server... (And it sometimes makes for very funny situations i can say) I'm guessing this is not the most optimal way to go, and might have to look for other ideas and suggestions.
    3: TS will never be a requirement, just a strong advisory. We have many very good pilots that are not on TS, and do everything by text-chat. Also making this a requirement would be discrimination against disabled people not able to use teamspeak for whatever reason.
    4: Here you have a valid point. So recently we put the rules up in the forums, and we also came up with some very cool ideas to display these rules in the game, not only in the intro-screen. However as with the influx of expansion we didnt got to it yet.
    5: We dont really do that as long as the player is not hindering other players by being a lone wolf. So this already insures you cannot lone wolf on one of the critical slots like pilot or medic for example. AW is a place for everyone to enjoy gaming, and if lone wolf is your thing, and you are not in anyones way, you are happy to play on our servers. We are not a milsim server. Things that do get you booted: ideling and thus taking a slot away from someone that would activly enjoy our server, being stupid and uncooperative.
    6: We enforce the rules as they are stated on the forum. We do appriciate any help in enforcing these rules so you are always welcome to report it when you see people breaking these rules, the admin online will then deal with it as he seems fit. After all we cannot possibly see everything always. If however our rules are not strickt enough for you liking: ok sorry but i'm sure you will find you place in arma somewhere. Like state before we are no milsim, and neighter do our members enjoy playing in a prison i guess
    7: You are right, we can do with advertising the rules a bit more, and as mentioned before this is planned for the near future.
    And as a reply to one of your previous posts in this thread: I do like it when people are actually taking lead, and i can say we have many of them on the server to name just 2 there is Conner and Apollo. It works very well for them and it will be for you too i'm sure of it. However do not expect other people to be exactly the same, This is still public server so you get all sorts of people here, not just people that have signed up for a particular game style (example: realism clan, or the likes)
    So expect to encounter followers, leaders, serious players, relaxed players that want a bit of weekend fun and even newbies....yes they also welcome here...
    So having that out of the way we can continue this thread on topic please. Above items can be discussed in their own threads if you like.
     
     
    Cross-post with brooksie. anyway you get the idea...
  9. Like
    wok reacted to Brooksie10 in [Suggestion] Add a pilot to each squad, Remove Alpha Rifleman + AT.   
    We will not be doing this.  AhoyWorld doesn't have a policy of excluding anyone from our community or any function of it unless they have proven to be someone who doesn't respect the community.
     
    Our admins don't pick and choose which rules to enforce the enforce breaches in rules they can see according to our guidelines.  If you think otherwise, please let me know of an occurrence and I will investigate.  We take that sort of thing rather seriously as you might imagine, that sort of admin is pointless.
    As for adding rules and other information to the map isn't a bad idea.  Adding the teamspeak address to the map caused problems when we shared the mission possibly we could included in the internal AW build and not in a public one, will talk to the other guys about this.  
     
    Some of the player community (a very small part of it) does have the Call of Duty attitude to arma and well there are plenty of people who do go lone wolf even those that you would consider to be tactical players will charge in front of the main group and not stay in formation.  If they wish to play like that we aren't likely to kick them at the end of the day AW creates a fun environment within a tactical setting that is for everyone.  
    I would like it if everyone who joins the server played tactically all the time, I would play on our server all the time if that was the case.  Unfortunately you get 12 Year Olds who think they are General Patterson, who wouldn't know tactics if it marched in a column formation at them.  We have our tactical gaming nights and they are awesome.  I like to think our public server does offer the chance for tactics but I would hate the community if to keep that tactical setting we kicked anyone who went lone wolf, kick anyone who goes a bit further ahead of his squad, kick anyone who won't fit my boxes of what makes an ArmA Player.
  10. Like
    wok reacted to fergie in Ferg & Dave battle at Macau   
    Here's a little video of me and Dave in a 5 lap shootout around Macau in GT2 series Corvette C6Rs on Race 07. Myself and Dave put up a good fight for 3 laps until a mistake from Dave guarantees me victory. Sorry if the editing is a bit shabby, it looked better in my head! Also: Dave isn't talking to himself, I just don't record my own voice because I hate it.
     

     
    For anyone unfamiliar with track, it's a street circuit located in Macau (Special Administrative Region of the People's Republic of China). The GP is famous as being the only annual event to host races for both cars and motorcycles (WTCC, F3, Super Bikes). Macau is a deadly cocktail of hairpins, crests, dips, fast corners and straights contained between narrow barriers with only a few run off locations.
     
    F1 legends such as Ayrton Senna, Michael Schumacher & David Coulthard have won the prestigious GP driving Formula 3 cars.
     

     
    The track has a reputation for it's ability to completely destroy cars, bikes and their pilots, 2012 saw two pilots loose their lives to the unforgiving armco barriers that line the circuit (1 WTCC & 1 SBK). Both accidents are available on YouTube if you're into that sort of thing, the motorcycle incident is pretty traumatising though.
     

     

     
    This circuit is extremely difficult to drive with a full 24 car grid in Race 07.
  11. Like
    wok reacted to noms in Centration   
    Our gameplay teaser on our tech demo is now uploaded to youtube!
     
    Hope you guys like it!
     


  12. Like
    wok reacted to iLLGT3 in ArmA 3 Screenies & Videos Thread   
    Screenshots from last night's night ops on the US server.
     




  13. Like
    wok got a reaction from iLLGT3 in ArmA 3 Screenies & Videos Thread   
    Some images from the last few days:
     

     
    It looks like he's doing some BASE jump from the tower:

     
    This is why there's a warning sign on the helipads

  14. Like
    wok got a reaction from razgriz33 in ArmA 3 Screenies & Videos Thread   
    Some images from the last few days:
     

     
    It looks like he's doing some BASE jump from the tower:

     
    This is why there's a warning sign on the helipads

  15. Like
    wok reacted to danne in [suggestion] Different subscriptions   
    When the community was smaller I can totally understand the current subscription model; maximize income on a few dedicated members. But with the current growing community I suggest a muliti-tiered subscription model. At least a "Ahoy+ light" level for people who thinks the current Ahoy+ subscription is a bit too much to pay as a monthly fee, but still want to contribute.
  16. Like
    wok reacted to noms in [Suggestion] Mortar & Firebase Changes   
    Before I begin, these are changes that I have either already made in a local testing build that can easily be merged, or changes that I am more than willing to integrate myself, saving the current main dev team from having to manage their time to handle it themselves.
     
     
    Artillery Observer in same group as Mortar Gunner
    I was testing this with danne last night, and we think that the Forward Artillery Observer (Spotter) should be in the same squad as the Gunner, as the group actual.
     
    There are various reasons for this:
    Forward Artillery Observer can attach him/herself to any squad, pilot or vehicle Forward Artillery Observer can use the communications menu to call in Artillery strikes: F2 (Select Gunner in squad) > Fire Artillery > etc Forward Artillery Observer will report target positions of enemies on the map to the Gunner in order to refine mortar strikes to be more effective Allows for more private and non-intrusive VON conversation between Gunner and Observer via the Group Chat VON channel.  
    During testing it worked out pretty well, apart from a minor bug which I believe is due to the comms menu being set up for AI only. This also presents another possibility for you guys to think about: Automated Artillery. An AI Gunner can sit on the mortar position in the firebase, and the Forward Artillery Observer can then call in strikes to locations he designates, and then the AI gunner will automatically fire a volley at the coordinates.
     
    This could also mark the start of a 'Support' group chat dedicates itself to support: Artillery, Engineering, MASH, etc.
     
     
    Mortar Firebase Re-designed
    Danne and myself spent a lot of time working on this and we believe the new firebase looks amazing. We just want to show you guys to see if you like it, and see if the bosses want to include it. Screenshots ahoy! Click to enlarge.
     
          
     
    From top left to bottom right:
     
    The inside of the compound. I like road cones. Parking bay for a hunter/vehicle. The front-side of the base. Put a sign placeholder down (texture being made) Flipped the Mobile HQ round so the stairway and door faces inwards. This presents a more secure 'look and feel' to the COP. Helipad on the steady decline out front, for delivering troops in the event that reinforcement is necessary, or even delivering ammo (see below) Checkpoints on both sides of the road; for aesthetic purposes of course.  
    Supply-Chain
    Naturally in a real life situation a mortar-base out in the middle of nowhere will need to be supplied. I suggested a basic version of this to Raz while he was working on the initial script and I believe I have a way of making it work.
     
    This is both a way of mildly limiting the Mortars from being over-used in conjunction with the ammo-per-30minutes limit, which (if this suggestion is accepted) would be increased. There would be a new area on the base called 'Ordnance Storage', most likely in a green shed/type area. A hunter or vehicle will need to pull up outside, a player will then take ammo from the shed, carry it to the hunter and load it. It will take up a lot of room so you can only take, say, 2 or 4 magazines per load. The player will then drive to the firebase and deliver the ammo to the mortar gunner who will then load it into the mortars and continue providing artillery support. Once the ammo has been extinguished, after 30 minutes since the last spawn of ammo has passed, more ammo will spawn in at the Ordnance Storage area on the main base. Repeat the process as above.  
    This presents a new gameplay aspect - squads will have to assign one or two players to deliver the ammo if they want mortar support to continue, otherwise the mortar gunner will have to do it himself which in turn would delay artillery support. There can then be a few extra gameplay elements introduced:
     
    Priority Mission: Firebase Trenchfoot is out of ammo and under attack! Deliver munitions and repel the attack!
    Side/Priority Mission: A supply vehicle has been ambushed en-route to Firebase Trenchfoot. Secure the Vehicle and Deliver it to the Firebase for a large bonus in ammunition.
     
     
    As usual, let me know your thoughts on these ideas. As I said above, the ideas are either already ready to go, or I will take full responsibility for the creation of them myself pending approval from the bosses.
     
    - noms <3
  17. Like
    wok reacted to Hoax in [Suggestion] OPFOR Players   
    I agree with what Noms says on this, adding OPFOR as the mission currently is would be more likely to degrade the experience of the BLUFOR players rather than adding to their experience.  I did however have an idea, what about an OPFOR commander?  Someone who can issue orders to AI squads to generate more of a tactical element to OPFOR.  As it is at the moment they just generally mill about in the AO rather than take up strategic positions or react in a realistic manner to BLUFOR attacks.
  18. Like
    wok got a reaction from Rarek in [Suggestion] refuel&repair in dialogbox   
    I just finished this (full size):
     

     
    This is the code: http://www.sendspace.com/file/19o4e3
     
    First I wanted to use a slider but I coulnd't find a way to hide the arrows so I just used a simple background and change its size. I downloaded the latest master branch from bitbucket and worked with that code. Added two files: progressBar.hpp and progressBar.sqf, also edited description.ext (to add the .hpp include) and rearmVehicle.sqf where all the progress bar implementation is. The progress bar is independent from the rearmVehicle code, the text and progress is set by calling a function, so this same progress bar code could be used for any other thing besides the vehicles rearm.
     
    I found two issues. First, opening the dialog (progress bar) blocks all the user controls input, this added to the engine turning off can cause the vehicle to keep rolling out the area if it arrives to the pad at some speed, a possible workaround woud be using sanbags or concrete barries in an U shape or just at the end of the pad, so the vehicle will stop there and the driver will know he shouldn't approach too fast.
     
    The player can regain control of the vehicle by pressing the ESC key, (here's the second issue) this also causes the progress bar to close, the player can drive away and the vehicle will keep getting repaired/refueled. If the player goes with the vehicle to the pad again (while the previous repair process is still running), a new repair/refuel process starts, this cause two "codes" updating the progress bar % at the same time. A possible workaround could be to add something like a boolean var, set it to true while the vehicle is repairing, and to false when it's done, if the var is true then just exit, if false then start a new repair. The bar can still be closed by ESC and the player can drive away while his vehicle repairs and refuels, but at least we can be sure that only one repair/refuel process will run at one time. I think the ESC key thing can be "blocked" in some way but haven't looked into it.
  19. Like
    wok got a reaction from kamaradski in [suggestion] weighted, mission dependent rewards   
    That's a good idea too, and both ideas can be combined. Arrays could be used to hold different types of rewards and chances for different time lapses. For example:
    _firstTenMins = [ // minute 0 to minute 10     [ 'O_Ka60_F', '25%' ],        // ARMED KA-60     [ 'B_AH9_F', '25%' ],         // ARMED LITTLEBIRD     [ 'B_Hunter_RCWS_F', '25%' ], // GMG     [ 'B_Hunter_HMG_F', '25%' ],  // HMG ]; _nextTwentyMins = [ // min 10 to min 30     [ 'O_Ka60_Unarmed_F', '25%' ], // UNARMED KA-60     [ 'B_MH9_F', '25%'],          // UNARMED LITTLEBIRD     [ 'B_Hunter_RCWS_F', '25%' ],   // GMG     [ 'B_Hunter_HMG_F', '25%' ],    // HMG ]; _nextThirtyMins = [ // min 30 to min 60     [ 'O_Ka60_Unarmed_F', '50%' ], // UNARMED KA-60     [ 'B_MH9_F', '50%'],         // UNARMED LITTLEBIRD ]; _afterOneHour = [ // min 60 to infinite     [ 'c_offroad', '100%' ] // OFFROAD JEEP ]; The rewards I chose are just to show an obvious degradation on each time lapse.
  20. Like
    wok got a reaction from danne in [Suggestion] refuel&repair in dialogbox   
    I just finished this (full size):
     

     
    This is the code: http://www.sendspace.com/file/19o4e3
     
    First I wanted to use a slider but I coulnd't find a way to hide the arrows so I just used a simple background and change its size. I downloaded the latest master branch from bitbucket and worked with that code. Added two files: progressBar.hpp and progressBar.sqf, also edited description.ext (to add the .hpp include) and rearmVehicle.sqf where all the progress bar implementation is. The progress bar is independent from the rearmVehicle code, the text and progress is set by calling a function, so this same progress bar code could be used for any other thing besides the vehicles rearm.
     
    I found two issues. First, opening the dialog (progress bar) blocks all the user controls input, this added to the engine turning off can cause the vehicle to keep rolling out the area if it arrives to the pad at some speed, a possible workaround woud be using sanbags or concrete barries in an U shape or just at the end of the pad, so the vehicle will stop there and the driver will know he shouldn't approach too fast.
     
    The player can regain control of the vehicle by pressing the ESC key, (here's the second issue) this also causes the progress bar to close, the player can drive away and the vehicle will keep getting repaired/refueled. If the player goes with the vehicle to the pad again (while the previous repair process is still running), a new repair/refuel process starts, this cause two "codes" updating the progress bar % at the same time. A possible workaround could be to add something like a boolean var, set it to true while the vehicle is repairing, and to false when it's done, if the var is true then just exit, if false then start a new repair. The bar can still be closed by ESC and the player can drive away while his vehicle repairs and refuels, but at least we can be sure that only one repair/refuel process will run at one time. I think the ESC key thing can be "blocked" in some way but haven't looked into it.
  21. Like
    wok got a reaction from kamaradski in [Suggestion] refuel&repair in dialogbox   
    Instead of a dialog box with lots of chat, we could have a progress bar with a title above it saying "repairing", the bar goes from 0% to 100%, then the text that said "repairing" change to "refueling" and the same progress bar goes from 0% to 100% again (maybe using them different colors for both).
  22. Like
    wok got a reaction from kamaradski in [Suggestion] refuel&repair in dialogbox   
    I've been playing a little with this idea, already have something working, but I still have to adjust the position on the screen and make it look pretty . I will post an update here once I finished it.
  23. Like
    wok got a reaction from kamaradski in [Suggestion] refuel&repair in dialogbox   
    I just finished this (full size):
     

     
    This is the code: http://www.sendspace.com/file/19o4e3
     
    First I wanted to use a slider but I coulnd't find a way to hide the arrows so I just used a simple background and change its size. I downloaded the latest master branch from bitbucket and worked with that code. Added two files: progressBar.hpp and progressBar.sqf, also edited description.ext (to add the .hpp include) and rearmVehicle.sqf where all the progress bar implementation is. The progress bar is independent from the rearmVehicle code, the text and progress is set by calling a function, so this same progress bar code could be used for any other thing besides the vehicles rearm.
     
    I found two issues. First, opening the dialog (progress bar) blocks all the user controls input, this added to the engine turning off can cause the vehicle to keep rolling out the area if it arrives to the pad at some speed, a possible workaround woud be using sanbags or concrete barries in an U shape or just at the end of the pad, so the vehicle will stop there and the driver will know he shouldn't approach too fast.
     
    The player can regain control of the vehicle by pressing the ESC key, (here's the second issue) this also causes the progress bar to close, the player can drive away and the vehicle will keep getting repaired/refueled. If the player goes with the vehicle to the pad again (while the previous repair process is still running), a new repair/refuel process starts, this cause two "codes" updating the progress bar % at the same time. A possible workaround could be to add something like a boolean var, set it to true while the vehicle is repairing, and to false when it's done, if the var is true then just exit, if false then start a new repair. The bar can still be closed by ESC and the player can drive away while his vehicle repairs and refuels, but at least we can be sure that only one repair/refuel process will run at one time. I think the ESC key thing can be "blocked" in some way but haven't looked into it.
  24. Like
    wok reacted to PVT_Ben in Player Mortars - Firebase Hammer   
    Firebase trenchfoot feedback:

    1)     The biggest problem is people using it without knowing what they are doing. Ive joined a number of times and found the mortars disabled and mortar bags littering the floor, where people have obviously been setting up their own mortars and getting infinite ammo. I don't know if this is possible, but if you could display a guidelines screen when someone joins as mortar gunner, maybe that would help. Something along the lines of: dont disable the mortars, you have X ammo which respawns every Y minutes, protocall for artillery firemissions is Z.

    2)     Most people don't call in mortar targets. There are a select few I have found who will play spotter (big thanks to Edward in particular), but most of the time you can sit in a server for the whole game and not have a single mortar strike called in. Adding a dedicated mortar spotter to the mortar gunner team would solve this, and would also solve the problem of cluttering the side chat with mortar talk since you could then talk in group chat. It would work if you could then give point rewards to the spotter for calling in successful mortar strikes.

    3)     4 mags (32 HE rounds total) is quite a lot, and is more than sufficient in my opinion. It's quite easy to get the top score as mortar gunner with that many rounds, which probably shouldn't be the case. Restricting rounds would make the gunner shoot only on targets that would actually require artillery support IRL, such as fortified positions, priority targets, large clusters of infantry and armoured vehicles, rather than just any group of enemies like at the moment.

    4)     Mortar flares at night are frikkin awesome.
  25. Like
    wok got a reaction from tombguy5 in Side Mission Ideas   
    I couldn't find a thread to share side mission ideas so I am creating this one. Feel free to post your sm ideas here, doesn't need to be a full detailed explanation, a few words to explain the idea will do too. I will start with some of the things I'd like to see:
     
    Clearing Buildings : I'd love to see some close quarter combat missions. For example spawning one (or more) of these buildings http://www.antihelios.de/EK/Arma/images/Land_i_Barracks_V1_F%20%28Side2%29.jpg fill it with enemies and send players to clear it. Maybe with the excuse of recovering intel, or destroying a weapons cache hidden in the building, or even spawning a hostage civ in the building that needs to be rescued alive. The side mission could also happen on one of the many enterable houses in agia marina choosen randomly so players will have to find out which one it is.
     
    Moving Targets : It would be cool to have one or more offroad trucks (because they can carry a lot of units in the back) moving around the map. The map marker should be just approximated, like making sure the target moves every X time, and update the marker on that interval showing their last known position. This type of sm could introduce new gameplay, like players may want to predict where the target will move and plan ambushes, or place some satchel charges on the road and wait for the target to pass by.
     
    Enemy Diver Team : This one is for those guys who love running around with their diver suit and also to put the SDAR to use. We could spawn a squad of enemy divers near the shore, maybe make them deploy a naval mine every X time.
     
    Rescue Mission : I think someone already posted something like this, bassically a frienly chopper was shoot down, players must rescue the crew before it's too late.
     
    Free Prisioners : Using something like http://www.antihelios.de/EK/Arma/images/Land_Mil_WiredFence_F.jpg to build a simple square prision, put some civs inside and enemies guarding it. Players must kill the enemies without harming civs. Maybe to finish the mission a repair spec (or any player with toolkit) is needed to break the wired fence or something like that.
     
    Side Mission Failed : I think it will be nice if we could fail side missions, for example lets say there's mission that involves capturing an enemy team leader alive, or rescuing a hostage. Then if that unit dies, the mission fails and we get no reward. This may force players to plan more before attacking.
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