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Posts posted by edward
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The only problem i see with this is that, generally, we don't want people who play I&A to just run in, get killed, respawn, and do it all over again. This idea seems like it would encourage that rather then encourage smart playing.
That's just my opinion on the subject.
you are correct sir, the lack of MHQ is to make death a penalty. if you die the nato forces have to send a replacement, they dont keep endless amounts of soldiers on the front lines after all
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Doesnt want to give the AOs or sidemissions in the latest A3 update. Any plans on an update?
this happens if you changed something in the init and broke it. if you edited anything you probably forgot a semi colon somewhere
Great Mission(s), Loving it!Running a (small) server in Australia!
Hello from the ArmChair Kommandos!
hello back
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im down for some runs
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- State of Decay
real fun, need to hook a xbox controller up to ure pc, or the keys are a little weird. but the game is cool
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Can you clarify: Can only Arty slot use it still?
Yes, the haymaker slot is essentially a fire support slot, the reason it is that way is just balance, it also encourages the person in that slot to use it, else people get pissed off that there wasting the slot. if you have problems with people in pilot slots or haymaker slots not playing them as intended , ask them to please leave it and let someone wanting to play it as intended in. If this doesnt work seek an admin.
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Won't be able to make it but hope it goes great
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What about, to start, as something like admins have "Admin Rarek is joining the game" but for Ahoy+ ?
I can imagine something as "Generous Donator Rarek is joining the game" or whatever.
Rarek if you ever get a few minutes or can shoot me a pm is like to talk to you about getting this portion of the Ahoy coin integration. I know jester n raz tried this and I began tinkering with the code recently but honestly it goes way over my head. I've begun to do a work around using essentially a white list to check uid s as players connect. But your solution is infinitely more elegant.
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my posts are too long
Negative. Keep em coming. Nothing might come out of them, but The people making changes to the mission are definitly reading them and making considerations. If your solution is not used its definitly letting us know what the issues are so we can work out a solution that works for us
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2. Lock players out of ALL enemy vehicle assets.
Done in next version.
3. Side mission vehicle de-spawns.
Good point. Will work on this during the weekend
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I have noticed people are constantly hijacking opfor T-100 tanks during missions and often results in unintentional teamkilling. Both factions should remain in there own colors for easy identification
This will be fixed next version
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good on ya mykey
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have you tried the command player addFps (if _fps < 60) then {addFps};?
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explosive spec is pretty useful now, your the only ones who can destroy the mortar team efficiently. AT guy could sit there all day shooting rockets and those tanks would shrug them off like mosquito bites
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it currently spawns them randomly on side missions, by design. its a bonus asset that haymaker gets on the completion of a SM
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Greyhawk respawn is not there but just fixed the Side Mission rewards, you get new Greyhawks as SM rewards
they are also usable now when they spawn from a SM
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noble, your suggestion was made long ago...... it might turn up in 3.0, Rarek would have to confirm this tho
I assumed that a feature like the mobile respawns from Domination had not been included in I&A was to stop the air transport element being side-lined. And I think that is a very good reason to limit it, but at the same time, something needs to be done to cope with the size of the map.My suggestion is to have limited, predefined FOB points on the map, which would first need to be captured, but could then be used as alternative spawn points. This would hopefully bring travel distances down to less than 10km in the majority of situations, but people would still need transport to AOs.
I guess this would also mean that not all AOs were the same, with some having different objectives - a good thing
Having the AOs progress in a sensible order would also help travel times, and I think that will become essential when more armoured units are in the game - driving around the map takes stupid amounts of time.
It would be great to feel like we were actually invading and annexing the island, that progress was being made, that the war could eventually be won. I'd love to suggest special scenarios (like establishing a beachhead), but I think a key to Domination's success was it had relatively uniform gameplay across the span of the mission, allowing people to drop in and out without feeling like they'd missed much.
I've just seen the latest version has a "teleport to teammate" option (although it currently doesn't seem to actually do it?)
Please don't go down that route, death should have consequences in Arma. Teamplay will suffer if the importance of medics and pilots are reduced.
teleport to teamate and all of those functions are admin functions
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welcome aboard
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May be wrong here, but I&A 3 will overhaul how these high value assets are attained, it will take alot of tactical gameplay to unlock something like supestrike atry and jets,
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im on often, same name
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Welcome aboard
TMR mod
in AW Invade & Annex Development
Posted
I will look into TMR and see if it is something we can impliment into the pubs ill post whats decided here.