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MDCCLXXVI

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Posts posted by MDCCLXXVI

  1. our community hosts an edit of I&A and a few weeks ago I added this:

     

     

     

     

     

     

    briefing.sqf

    player createDiarySubject ["credits", "Credits"];

     

    player createDiaryRecord ["credits",
    [
    "I & A",
    "
    <br />Mission authors: Ahoy World (ahoyworld.co.uk)<br /><br />
    - <font size='16'>Rarek</font><br /><br />
    - Jester<br />
    - Razgriz33<br />
    - Kamaradski<br /><br />
     
    <br />Editors: INSERT YOUR COMMUNITY HERE<br /><br />
    - INSERT EDITORS NAME HERE<br />
    - INSERT EDITORS NAME HERE<br /><br />
     
    <br />Other:<br /><br />
    VAS<br />
    - Kronzky<br />
    - Sa-Matra<br />
    - Dslyecxi<br /><br />
    =BTC= Revive<br />
    - Giallustio<br /><br />
    EOS<br />
    - BangaBob<br /><br />
    Squad Management<br />
    - Xeno<br /> <br />
    TAW View Distance<br />
    - Tonic<br /> <br />
    aw_fnc<br />
    - Alex Wise<br /><br />
    Vehicle Respawn<br />
    - Tophe<br /><br />
    SHK Taskmaster<br />
    - Shuko<br /><br />
    Fast rope<br />
    - Zealot<br /><br />
    Map markers<br />
    - aeroson<br /><br />
    UAV View<br />
    - Thomas Ryan
     
    "
    ]];

    _null = [] execVM "briefing.sqf";

     

     

     

    minus the shoddy formatting, maybe a template for people hosting the mission.

  2. Yea however, we've found that it has the same issue as 69. On EU1 atleast. Desync is back!

     

    looking into it

     

    could be some  server<------->mission   configuration is required

     

     

    2.70 was tuned for AOs to take about 40-60 minutes with 30-40 average pub players, though that is with FFIS mod running serverside, and parameters abit different from whats currently on EU1 and 2. lowering quantity of troops and some parameter settings will naturally bring that number down slightly. it depends how AW wants it to play.    

     

     

     

    weapon restrictions is a topic for a separate thread

     

    i think you'll find many public players will be irate when they find their favorite kit from the VAS box no longer has a Nightstalker attached.

     

    some basic further restrictions that could be implemented, food for thought:

     

    - GLs to grenadier only

    - LMGs to Autoriflemen only

    - Satchel charges to Explosive spec only

    - Pilots = no primary weapon

    - [ may already be in 2.70a, i forget] close the loophole whereby players can pick up enemy titan launchers and save to VAS

    - [if implemented] Ammo bearer only, for Carryall backpack

    - remove Nightstalker, TWS, TWS MG optics from VAS and integrate them into SM rewards (cant be saved to VAS anyways).

     

    - rangefinders and laser des can also be attributed to a certain class only

     

     

    ^ while promoting role play, you might find people will be angry esp with the nightstalker and LMG restrictions. tread carefully!

  3. Just a quick heads up re base defences, I've  noticed this  few times now,

     

    If you're a pilot and you have to destroy your chopper if it too damaged etc. or kill friendly vehicle / troops and you don't respawn

    if you fly back into base you'll be shot down by base defence as it'll take you as being enemy

     

    I've removed them on my version for just this reason.

     

    It causes issues with BLUFOR recognition and map markers.

     

    Pilot makes a hard landing and injures a passenger at the AO, comes back to base and gets gunned down by the bots.

     

    Even worse (imo) is that his name and BLUFOR tracker map marker disappear from the map. He is reclassified by the AI as just 'Man' with purple dot.

     

     

     

    I'd like to put an empty AA vehicle at base that guys could jump into and use when needed .. But that just becomes a juicy tool for trolls.

     

    The AI-controlled Cheetahs were a good idea but in practice it seems theres some issues with BLUFOR recognition.

  4. Re the enemy waypoint issue for some of the fireteams

     

    I think Jester has fixed that for next release

     

     

     

    Spetznaz human enemy would be cool, but any sort of human opposition would create havoc with the mission.

     

    ie. assume enemy has command of 100+ OPFOR and there are only 10 human players on the server ...

     

     

    there is some merit to having an admin-only MCC-like tool whereby a responsible admin, when on, could spice up the missions abit.

     

     

    the new EOS tool in use opens the possibility for lots of small random encounters around Altis, im sure the AW Dev team have some ideas.

  5. It is possible to some extent, to adjust how they are randomly spawned around the objective.

     

    It seems to be more fun when the defend circle is a bit tighter.

     

    And its a fine balance of how many AI are added, because there is no adjustment for how many people are on the server at the time. If 50 people = 50 AI spawn. If 5 people, 50 AI spawn. So difficulty has to be moderated abit, both for that and server performance.

     

     

    The only issues I've had with AO Retake so far that I'm having trouble resolving:

     

    - is sometimes an AI squad or two not de-spawning. after a few hours the map is littered with stray AI.

    - One of the AI squads always spawns at coordinates 1010 (the narrow bit of land connecting the mainland with the Skopos peninsula. right beside Drimea)

    * ^ in EOS there appears to be a waypoint cycle around that location. I'll try to dig it out of the files and post here if I can get rid of that waypoint spawn.

  6. This seems like just a cosmetic change.

     

    I suppose it could be done without too much trouble. Would be neat to go up against BLUFOR some time too.

     

     

     

    I am working on an I&A mod that contains parallel AOs, one main and one "side AO" which is Independent-related. more light infantry and less heavy armor.

     

     

    As it stands now, its hard for small teams to really affect the battlefield, even at side missions, due to all the armor.

     

     

    Some small objectives with 8-16 infantry and no armor would be a nice change and attract people to even a lightly populated server.

     

    When I'm done I'll post the relevant information somewhere here

  7. Just about done my head in trying to sort this one out.

     

    Trialed all sorts of arrangements and spawn conditions for the UAVs, they still blow up when trying to connect to them about half the time or more.

     

    Spawning them flying doesn't work too well due to respawn issues.

     

    AFAIK they occupy more space than they actually appear to. When the AI pilot and gunner spawn into the vehicle, I believe they appear below-ground, underneath the UAV. Instead of them 'moving in' to the UAV, the UAV appears to 'move onto' them, causing it to spawn 'again' slightly underground and then maybe its a toss of the dice (combined with server performance) whether it rises up correctly or collides with the terrain and poof.

  8. Just a little update.

     

     

    Note sure whether I broke something in recent versions but even adding it to individual vehicles doesn't seem to work correctly (anymore).

     

    after respawn it has all its default inventory back again. you fixed that with the

     

    "if((_unit isKindOf "B_MRAP_01_F") OR (_unit isKindOf "B_MRAP_01_hmg_F")) then {clearitemcargo _unit; clearWeaponCargoGlobal _unit; clearMagazineCargoGlobal _unit;};"

     

    line which Ive had hard trouble replicating just adding to individual vehicle inits. in order to make them functional for custom loading without despawning of inventory items.

     

     

    --

     

    on another note, have AW tried to find a workaround for the chat-disappearance/stream-friendly UI issue? Some Wasteland servers don't seem to be afflicted by it. I wonder if it is a client-side default issue, or serverside, or just Bohemia/Arma issue. I poked through some server cfgs and mission sqfs but couldn't find anything that might lend itself to a solution.

  9. The way the clearMagazines; clearCargo script has been implemented, has caused any gear that is loaded into an affected vehicle by players, to disappear after a short time. 

     

     

    Example:

     

    Get an 'emptied' Hunter from the motor pool.

     

    Load with rockets and ammo.

     

    Drive to AO

     

    Get out to shoot.

     

    Go to vehicle for rockets/ammo.

     

    Vehicle cargo empty again.

     

    ---

     

    I've had better luck just applying the clearCargo; clear Magazines script straight to the particular vehicle init rather than applying it to all vehicles of a certain type. It also allows some vehicles of a certain type to retain their stock cargo/mags for grab-and-go use.

  10. nice work man. I have been buisy with one last update to I&A Altis before i start on the Stratis build again. I will take a look at your though and probably tweak it to our likings. 

     

    We decided to keep it more infantry based again like the old days. no birds at AO spawn, to small of quarters for that. 

     

    Thanks for the efforts, much appreciated.

     

    I agree re infantry-based

     

    those were good days in the beta, spent most of my play time on AW US#1 and #2

     

    I 'contructed' a couple AOs to the north end that weren't there in the Stratis Annex I remember on AW. Dont recall ever going north of Agia Marina/Rogain so I put an AO up there.

     

    "Transmitter Station"

    "Hill 144"

     

    are the two fabricated ones (look for the yellow blobs in editor :))

     

    I did not put back the "Lighthouse" AO on the southern tip, as AI used to get stuck in the rocks by the coast.

  11. Decided to port 2.57d Annex back to Stratis (for our servers), maybe save Jester a little effort if he wants to adapt back to AW.  :)

     

    https://www.dropbox.com/s/4qib15n9y7zxod3/co40_AW_Invade_%26_Annex_2_57_4.Stratis.pbo

     

     

    known issues:

     

    - needs a 3-sided highwall box constructed around UAV spawn (pull it out of hangar too) to prevent long-range targeting by enemy heli. 

     

    - I didnt bother to reduce AO diameter by too much. Id suggest reducing it to 400m-500m.

     

    - OPFOR artillery might be a little much for Stratis, perhaps replace with mortar team.

     

    - OPFOR tanks when on the hill north of Agia Marina can target the helipads at base. 

    - enemy heli also spawns perilously close to base over Agia Marina. It is just the PO-30 Orca but can be a nuisance.

  12. Greetings!

    I have a suggestion.

    Will it be great if there are designated medics, a.k.a. pararescuemen, attached to a chopper team who will pick-up

    the wounded from the AO back to base to completely heal them?

    In doing so, combat medics in the field can only delay the count-down timer and bleeding state of a wounded soldier rather than

    heal them back completely.

    Furthermore, there should be a building or a hospital where the wounded soldiers will be brought into

    to recuperate for their injuries. The process will be similar to having a vehicle or chopper getting repairs at designated areas in the base.

    I know it will suck for other players but this game is about realism. In turn, players will be cautious enough not to expose themselves

    in the AO because they will know that once they're hit, they'll have to undergo this lengthy process.

    Ambulances too is also an alternative if the AO is too hot for choppers.

    A reference video to better understand how Pararescue men work: http://www.yout

     

     

    I like the idea but it is not compatible with the current I&A mission, IMO. with respect to gameplay.

     

     

     

    That said, when I fly the MH-9 I usually co-ordinate with a Medic and Repair specialist for certain tasks, but it is not formal.

     

     

     

     

    Here is a problem with you idea ...

     

     

    when you have casualties down in the field, they are usually in 'hot' areas.

     

    combine that with the 10/10 enemy AA defenses who can fire a Titan up your ass from 5km away ... It is not a situation where CSAR (combat search & rescue) can operate effectively.

     

     

    If you want tactical inserts/extracts like that to be feasible, the mission would have to be altered to drastically reduce the capabilities of enemy guided AA, instead giving them RPGs instead of Titan launchers. If that was done, then yes it would be possible.

  13. Wok is bang on. I can't remember if I left in the ability to have the mission end once all targets were done in parameters though...

     

    That would be a handy feature to have, and a very convenient time for a consistent server reboot.

     

     

    From another angle, it would also cut down on some gameplay logistics since the next sequential AO would be close enough for vehicles to traverse without an airlift. That alone would cut down the need for a fourth pilot slot, if the AOs are close to each other. Being objective however, if the AOs are close it tends to encourage swarming instead of using the helicopters/transit methods as a time to rejoin their squad.

     

     

     

    Not too sure about having an AO spawn at the airbase though, its a handy spawn point for BLUFOR. 

     

     

     

    I don't think this aspect is high on the priority list, but if a re-write was to come, here's my take on it:

     

     

    Have a few different, parallel versions of the mission

     

    ie. 2.51a

    ie. 2.51b

    ie. 2.51c 

     

    Each with a different set of AOs, perhaps with some overlaps of the more popular ones.

     

     

     

    The reason for the above is that ArmA 3 is really server-intensive and after a few hours of AOs, performance degrades to the point where people begin to complain and rally support for a #vote restart 

     

    So if there were say, 6 AOs on each a/b/c then after a Mission Complete of (a), we could vote for ( B) and fire that one up for a new set of AOs while retaining the mission itself, after ( B), we load up © to complete the series. 

     

    I disagree with the AOs spawning in a predictable fashion though. That would encourage players to break off from the ongoing AO and get into their favorite shooting position before the next AO starts (ie. Static AA launchers). I believe the random spawning is important to prevent exploitation in that manner. 

     

     

    cliffs:

     

    separate the AOs onto a few different, parallel missions, so that we can have more total AOs that are playable in harmony with server limitations. 

     

    dont make AO order predictable, or it will be exploited

     

    cliffs of cliffs:

     

    another thankless task added to Mount To-Do-List

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