Jump to content

technerd89

Community Member
  • Posts

    102
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Everything posted by technerd89

  1. There is some function in general that is related to team-killing that causes the responsible player to "change sides" for the duration of that spawn. I dont fully understand why that happens, but it was something we uncovered while repeatedly TKing each other to test the new BTC Revive scripts. This probably needs to be researched..
  2. The AW logo on vehicles is granted to listed members of the AW community once they are added to the appropriate squad.xml file. And acquiring that is a different matter entirely.
  3. Straight from Razgriz's mouth, TMR was removed because the version that we had installed started spamming the server with a 1.5GB log file.
  4. The general idea with the new vehicles for the moment will be to just add them in full-tilt for a short period of time to allow everyone the opportunity to enjoy and familiarize with them. Then, when we have more time to refine, update, and balance, we will trickle them in as side mission rewards.
  5. As by now most of us already know, we all should have received a cute little 1GB holiday gift from Bohemia this morning. In this thread I will highlight some of the most relevant and significant changes that people will be excited/pissed off to hear about. You can view the complete change log here at http://dev.arma3.com/spotrep-00016 Added MBT-52 Kuma tank Added FV-720 Mora Infantry Fighting Vehicle Added: Wy-55 Hellcat (armed and unarmed) helicopters Added: LRPS optics Added: IR grenades Added: Black variants of MX rifles Tweaked: AI engagement ranges. AIs should prefer full-auto mode with MX SW. Update of backpack equipment. Introduced new backpack for divers of all factions. Changed muzzle damage reductions to 0.8, for 0.7 was too much for new protection levels, resulting in too many hits required for a kill. Grenade damage levels set according the new soldier protection levels. Introduced greater difference between HE Grenade and Mini Grenade. HE Grenades now act as heavier and more powerful defensive grenades, Mini Grenades are lighter, can be throw much further away, but do less damage. Elevated throw angle by a little to better match arm movement and also put grenade little further by default Decreased overall helmet protection to elevate importance of headshots Fixed: ‘Locking’ of texture in rain Post-Processing Added: Side-specific diver goggles Team members are ordered according to their numbers (Squad leader UI?) Fixed: Performance issue caused by fog I did not spot anything that mentioned a fix for the disappearing chat window, however there were some random technical jargon statements related to the UI, so its possible. Please confirm.
  6. No, that very rarely happens on I&A because the config file allows the server host to determine how many infantry can be left in an AO before it terminates, right now on the AW servers its set to somewhere in the area of 5
  7. Oh no, I was definitely around for Stratis, but (correct me if I am wrong) our last Stratis version ([14 - 08 - 2013] AW Invade & Annex 2.94.0) is no longer compatible with the current version of Arma, so until we have a CURRENT Stratis map....dont worry, I am caught up
  8. Well if its going to be on Stratis, which I do in general like that idea, it'll have to wait until we have a functioning stock version of I&A Stratis. As for slots I was thinking something along these lines Alpha Squad - 8 man Bravo Squad - 8 man Pilot Team - 2 man Sniper Team - Sniper/sniper or sniper/spotter? Support Team - 2 man (These slots would fill the roles akin to Haymaker, Deathstar, or some other kind of support vehicle crew such as ammo HEMTT)
  9. I need some clarification here. Are you asking for a replacement of the BLUFOR player slots, roles, and equipment with those of the AAF side? Or are you asking to add an additional playable team into the mix for the people who feel like scalping some BLUFOR players while having to evade the CSAT AI as well?
  10. There is no reliable fix for this so far other than to keep your graphics drivers and game as up to date as possible. Ive noticed that my game crashes significantly less since my last Nvidia updated, which did include a new version of PhysX
  11. You jest, but truth be told from a now former subject matter expert, our real world idiot pilots DO dogfight with laser tag. Cant tell you with what, but its something I used to work on, and they're NOT supposed to do it lol.
  12. Diddnt really say anything about increasing the AI difficulty settings, just increasing the amount of bodies they throw at us. Aimbotty-AIs has long been an issue on I&A and with Arma3 in general, so I suppose it is something that could be increased in very small increments until we find that happy spot that is challenging but not instagib
  13. Additional idea floated out of my arse a minute ago, maybe password the server, but make it a password retrievable to those who are registered on the forum, like we do with the #2 servers during the summer months. Should help reduce the scrub count.
  14. Ill try to keep this concept short and simple. A lot of our members and outside players have expressed an interest in seeing more difficult AO's and a greater amount of infantry resistance, particularly among those players who tend towards cooperative small-unit combat. My proposal is thus. Throw up another official server dubbed specifically for "hardcore mode" with the following changes. -Maximum player cap of 18. This allows for 2 8-man squads, and 2 pilot slots. (Modification of the player slots) -Increased amount of enemy infantry encountered in an AO -Reduction in enemy vehicles in AO (with lower manpower, it becomes increasingly difficult to carry and effect that much AT) -Shorter BTC death timer (180 seconds? Forces squads to actively move with and protect their medic to rescue a downed man) -Increased respawn time on several high-use vehicles at base (To prevent casual wasting and lone-wolfing) Additional suggestions are welcome (but may or may not be implemented) Also, I am aware that some of my suggested changes would require an offshoot version of I&A fielded specifically to meet this concept, and personally I believe that is something we should keep in-house, and should only be updated on the side, after a new mainstream build of I&A is released. No point in releasing it as a separate map for public download, as server owner/operators have the ability to field said config changes themselves if they feel the need.
  15. While I cant say for certain, it is logical to assume that installing these uniform modifications on to the servers would require all players to also have them downloaded and installed, and those who do not would see nothing but underwear, if they could connect at all. As a general principle, any mods that require a user to have specific content is considered a no-go.
  16. Just checked the current XML file as of the time of this post, you have not been added to it yet Dildor. The file only functions (shows ingame) for players who have had their information added to it.
  17. Ill download and bug-check the XML, its probably missing another "/" Fixed.
  18. Keep in mind that just pasting that in to your profile is not a catch-all method of making it work. Someone will have to edit the XML file to contain your Arma information, or it wont show up.
  19. All I see is a smattering of code, so I cant really say whether or not it works, but if it does function as intended, I support this idea. Puts it right up there alongside points for reviving/healing.
×
×
  • Create New...