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Havoc

Spartan
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  1. Thanks
    Havoc reacted to DomT in Frontlines Feedback Thread   
    Should be fixed next update.
     
    Have made it so rotors aren't spinning before the interaction is available.
     
    Fixed in next update.

    Reference LAMBS, Frontlines only uses its patrol, garrison and camp functions directly, and only for defensive AI. Otherwise its just the normal AI into combat, begin LAMBS stuff, so I can't influence it too much. There are a few CBA settings we can try and change but not sure how fruitful it is. Isla Duala may also not be helping, and will probably be avoided for future runs.
  2. Thanks
    Havoc reacted to Whigital in Invade & Annex 3 Version History And Feedback Thread   
    Tis' done. Pod now gets velocity from chopper when detached, and speed/alt. changed to 10/2 ....
  3. Thanks
    Havoc reacted to Whigital in Invade & Annex 3 Version History And Feedback Thread   
    Current criteria for releasing the pod is under 5kph and 1m altitude. Don't know how much higher and faster is safe for a drop, but can double it to 10kph and 2m alt. I think it comes down to the pilot too, releasing when it actually "feels" safe ....
  4. Like
    Havoc reacted to MidnightRunner in Invade & Annex 3 Version History And Feedback Thread   
    I'm not 100% and someone can correct me if I'm wrong but I don't think that is feasible.

    I'd imagine if the object is released mid air it would immediately become a physics object that can interact with the Taru and lead to many explosions. 


  5. Like
    Havoc got a reaction from applechaser in Invade & Annex 3 Version History And Feedback Thread   
    Unsure if it is intended this way or not, but I personally don't like having the Taru detach action only when on the ground and stationary. Could this be changed to have the action pretty much always available? Could help in hot LZ's or when you want to just ditch it for multiple reasons.
  6. Thanks
    Havoc got a reaction from MidnightRunner in Frontlines Feedback Thread   
    Helicopter explodes after unloading crate (not through ACE cargo). Seems to not disable simulation when unloading crates.
  7. Thanks
    Havoc got a reaction from LH5 in Frontlines Feedback Thread   
    Helicopter explodes after unloading crate (not through ACE cargo). Seems to not disable simulation when unloading crates.
  8. Thanks
    Havoc got a reaction from applechaser in Frontlines Feedback Thread   
    Helicopter explodes after unloading crate (not through ACE cargo). Seems to not disable simulation when unloading crates.
  9. Thanks
    Havoc got a reaction from MidnightRunner in Frontlines Feedback Thread   
    Mobile respawn marker shows even though the vehicle itself is destroyed (wreck).
  10. Like
    Havoc got a reaction from LH5 in Frontlines Feedback Thread   
    Mobile respawn marker shows even though the vehicle itself is destroyed (wreck).
  11. Like
    Havoc reacted to RiverWolf in Frontlines Feedback Thread   
    Get rid of LAMBS it's not fun with these OP Serbians, tanking SNIPER bullets to the face and don't flinch but 1 tap you and everyone knows where you are, you can't peak a fucking wall to see where to shoot because some way they are telepathic. I simply will stop playing the game mode all together, it's not fun any more and it's also taking too long to bandage.
  12. Thanks
    Havoc got a reaction from applechaser in Frontlines Feedback Thread   
    Mobile respawn marker shows even though the vehicle itself is destroyed (wreck).
  13. Like
    Havoc got a reaction from LH5 in Frontlines Feedback Thread   
    Happened when I tried to remove a weapon from an unconscious enemy.
  14. Like
    Havoc reacted to MidnightRunner in PMC Ops REVENGE Week 1 @ 18:00 UTC 25/06/2021   
    Mission Name:
    PMC Ops Revenge Week 1
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset CHADS Revenge.html (Plus usual optional mods)
     
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots:  43 
    Platoon // 3 man element
    Alpha - Delta // 9 man elements
    Nomad // 2 man recon element
    Vortex // 2 man pilot team
     
     
    Situation
    The CHADS have deployed to Chernarus as a contract force to securely deliver humanitarian aid. Corporate has also accepted an unofficial contract to covertly help the local resistance undermine the Chernarus government. 
    The local government, backed by Russia, has been putting down a rebellion and the civilian population has taken the brunt of the reprisals.
    There are also criminal organisations operating in the area which the CHADS may encounter.
     
     
    Assets:
    1 x UH-60M
    1 x MH-6M
    Various ground support vehicles
     
     
    Friendly Forces:
    UN Observation force
    Chernarussian rebels  
     
    Enemy Forces:
    Officially none
     
    Neutral Forces:
    Chernarus Defense forces
    Russian Military observers/advisors
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
    Our first mission is to deliver 6 units of aid to 3 locations in the local area. While this happens we must also make first contact with the local rebel elements.  
     
     
    Execution
    Objectives:
    1. Deliver aid supplies to the designated targets
    2. Meet with the rebel elements at the agreed meeting point
    3. Maintain the cover supplied by the humanitarian mission
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Enemies may be engaged on sight based on current squad orders
    Civilians are present in the area so collateral damage is to be kept to a minimum.
     
     
    Admin & Logistics
     
    Equipment & 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 lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
     

  15. Like
    Havoc reacted to Th3Hated in ArmA 3 Screenies & Videos Thread   
  16. Thanks
    Havoc reacted to LH5 in Invade & Annex DLC Maps Version History & Feedback thread   
    Change logs:
     
    3.4.01
    - [Added] Ability to see which AOs have been captured (map > settings > AO Markers)
    - [Added][Cam Loa Nam] Bicycles to main base
    - [Added][Cam Loa Nam] FOB Fox and FOB Leopard
    - [Fixed][Cam Loa Nam] Carrier jet having the wrong loadout
    - [Tweaked][Cam Loa Nam] Main base design
    - [Tweaked][Cam Loa Nam] Night time time multiplier
    - [Tweaked][Cam Loa Nam] AO reinforcement helicopters
    - [Tweaked][Cam Loa Nam] Gave flare launcher to everyone
     
    3.4.02
    - [Tweaked] How certain side missions are spawned in
    - [Fixed][Cam Loa Nam] Whitelisted some missing arsenal items
    - [Fixed][Cam Loa Nam] Pilots being unable to repair helicopters
    - [Tweaked][Cam Loa Nam] Enabled side missions
    - [Tweaked][Cam Loa Nam] Ejection seat added to cleanup script
    - [Removed][Cam Loa Nam] Removed grenades and CS gas from helicopters
  17. Like
    Havoc reacted to possiblyEOD in Invade & Annex DLC Maps Version History & Feedback thread   
    Could we add a max distance from nearest base/FOB modifier for side missions, EU2 usually has less people online than EU1, so it's less likely there'll be a pilot online, and due to the size of the map side objs can be a long way away(17 km cough, cough), taking a while to get to, only for the mission to fail soon after you get there 😞
  18. Like
    Havoc reacted to Norris in Invade & Annex 3 Prairie Fire 23/05/2021.   
    INVADE & ANNEX 3 PRAIRIE FIRE ADDITION
     
    Launching: Sunday 23rd May @ 04:00 UTC on EU 2
    23/05/2021
     
    Server Details:
    IP: 176.9.8.125
    Port: 2602
     
    TS address: ts.ahoyworld.net or join here
     
    Discord: Join here
     
    Server Slots: 61
     
    Allowed Mods:  click here
     
     
    Slots & Assets
     
     
    Server Rules 
     
    AhoyWorld General + I&A Ruleset applies
     
     
     

  19. Thanks
    Havoc got a reaction from Bomer in Task Force Aegis - Matterhorn 22/05/2021   
    Was looking forward to someone using the Aegis modset!
  20. Like
    Havoc reacted to Bomer in Task Force Aegis - Matterhorn 22/05/2021   
    Mission Name:
    Task Force Aegis - Matterhorn
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
     
    AWE Aegis.html
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 40
     
     
    Situation
    One month ago the Jerusalem cease fire was signed ending the Altian Civil war. NATO Peacekeepers are sent to the island ensure a peaceful transition and uphold the cease fire.
    A German detachment supported by the Royal Airforce has been sent to FOB Matterhorn in Syrta on the western part of the island. They have their work cut out for them as prior to their arrival a number of prominent Syrta locals were captured by rogue FIA fighters.

     
     
    Assets:
    1x WY-55 Hellcat with observation pod. Callsign Wyvern
    1x AWC-301 Nyx. Callsign Sigfried
     
    Friendly Forces:
    Nato Peacekeeping forces
    -German
    -British
    Altis Armed Forces
     
    Enemy Forces:
    FIA and other insurgent cells 
     
    Civilians:
    Civilian presence to be expected. Many Altians have gone out to rural areas to look for their homes. Furthermore FIA has a number of civilian hostages.
     
    Mission
    Find and rescue Syrta Locals
     
     
    Execution
    Objectives:
    Find FIA insurgents
    Rescue Hostages
    Gather any intel you can find.
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Rules of engagement are dependent on objectives and commanders orders
    Civilians are present in the area so collateral damage is to be kept to a minimum.

  21. Thanks
    Havoc reacted to pmcrugby in Enhanced Map   
    1. Enhanced Map Ace Version
     
    2. This mod creates a more contrasted map allowing for easier identification of paths and roads, whilst also adding a true satellite imagery texture. It is client-side and so could be optional. It is a simple plug and play mod that claims to work on all modded maps (i have tried most of the Frontlines maps and it works perfectly). At 0.7MB it is extremely small. Whilst Frontlines doesn't use Cam Lao Nam I have found myself struggling to see the trail through such dense foliage, and the bolder lines help with locating positions.
     
    3. https://steamcommunity.com/sharedfiles/filedetails/?id=2467590475
     
    4. Frontlines is about planning and any tool to aid in that would be great. Because it is client-side if it isn't someone's cup of tea then they don't need to load it in. 
  22. Like
    Havoc reacted to Jonas in UAV despawn for UAV-Operator   
    So since the Greayhawks tend to act like toddlers whenever you look away and get stuck on stuff I would suggest having a similar mechanic for the big drones as there is for pilots and their helicopters. Being able to despawn them. Since theres not always a Zeus online to help or pilots are busy with transport you're left with a drone that, worst case, gets stuck ontop of the air service, rendering it useless for Vortex. 
  23. Like
    Havoc reacted to CRYPT0MASTER in Boats   
    In the Invade and Annex server on Arma 3 there is a location just south of The Main Base called "Boats" it is the ONLY area on the map that you can get a boat, but Firstly, what is the point? There are no Naval missions and very rarely do you see any missions along the coast? An improvement that I would like to see is some sort of Naval side missions, like Assault an Oil Rig and gather intel or destroy enemy boats, etc. Secondly, can we get more boat spawns e.g. 1 north of FOB Guardian and maybe 1 south of FOB Guardian. I would like to see at least 1 at every FOB or at least near to them. Boats have a lot of potential but at the moment there are no uses fir them and to me this is a shame. Boats could add a whole new experience to the community and I personally would like to see them expanded in some way in the future. 

  24. Thanks
    Havoc reacted to DomT in Frontlines Feedback Thread   
    Have tweaked around with various settings, should improve but will get a better view from gamenight tomorrow.
     
    Found the issue, this will be fixed in next AWMod update.
     
    Found the issue, happened when recycling a mobile respawn. Fix will be in next update for gamenight tomorrow.
  25. Thanks
    Havoc got a reaction from Schubz in Frontlines Feedback Thread   
    Very fun grand opening! I enjoyed it. Couple of feedback items:
    - Rename Hammer & Anvil Squad Leader to Commander, it's more accurate I believe.
    - Add special icons for the Frontlines ACE interactions to make it stand out from the rest.
    - POW launcher and launcher ammo doesn't get removed.
     
    Also: the AW view distance menu resets the terrain settings to smoothest every time I open it.
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