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About Ryko

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  1. BETA 077 --- NEW 1. Placed mines and charges will put an icon on the map, and charges will emit a regular beeping noise, until item is removed or destroyed. 2. Added magazine repacking. Conditions to use it: - you must be crouching (in the middle stance position). - you must have at least two partially-filled magazines - you must be stationary (you can be a passenger in a moving vehicle) Smaller magazines will repack faster than larger magazines, and aborting the action prematurely will result in some magazines being repacked. 3. Added Zeus keybind to add entities to zeus interface (CTRL-S). 4. Added loop in Dynamic Groups to check every minute for groups which are overpopulated, or improperly created, and remove excess players. 5. Second attempt at player dragging. 6. First pass at gestures menu. By default, no keybind (add your own preference in IA4 keybinds). FIXES 1. Removed red smoke supplies from default vehicle loadouts. 2. Admin log errors. 3. Counterattack can't happen against player FOB (all sorts of good reasons). 4. Zeus lightning keybind for Zeus interface. 5. Name tag position for group members fixed (was at feet, should be at spine position). 6. Repair pads 7. Pilot 2-strike rule TWEAKS 1. Spotted targets won't show for incapacitated players, and incapacitated players cannot spot targets. 2. Viper assets won't lose fuel if one pilot disconnects during flight, rather, weapons will be removed. Weapons are removed when vehicle touches down. 3. Local hack check for speed will now ignore respawns.
  2. IA4 076 change log - beta test forthcoming 076 --- NEW 1. Custom control user action 20 bound to sling / unsling weapon. You will have to set the particular keybind up yourself. 2. Ability to remove roles of custom group, and to change group name (between 4-9 characters, bad word filtering included). 3. Added custom keybinds for Zeus users in Zeus interface. 4. Added N/S/E/W icons to UAV interface. 5. Added End Counter attack, modify counter attack chance buttons to admin interface. 6. Added custom AI defend task (used primarily in counter attack sub-mission). 7. Respirator goggle items and backpacks added to arsenal. Inventory/arsenal subroutines add regulator valve textures automatically. 8. New secondary mission: Disarm Radiological device. Players must wear CBRN gear (uniform, respirator mask and respirator backpack) or succumb to the damaging effects of radiation. FIXES 1. Added rolledup uniform variants. 2. Player donation fixed to avoid certain issues. 3. Deletion of helicopters at Terminal helipads. 4. Tweaks to dynamic groups. 5. Vehicle locking. 6. Admin scripts 7. Spotting 8. Zeus shouldn't ping other zeuses when entering Zeus. 9. Zeus: when controlling remote control units, should show map position as zeus unit, not player 10. Enemy counter attack objective changed to ground assault (helicopter paradrop was too CPU intensive) TWEAKS 1. OPFOR squad leaders binoculars removed so they will actually shoot weapons. 2. Zeus players may now donate negative rewards (penalties). 3. Staff players may now map teleport (ALT+Left click) in any role. 4. Ambient spawned units receive a new waypoint if they run out of waypoints. 5. OPFOR Close Air Support should be more regularly spawned.
  3. Gearing up for Beta Test 075. Change log: NEW 1. New UAV interface, completely written from the ground up on new principles. 2. Added ability to lock groups, invite players to custom groups, and kick players from groups. Initial pass, expect bugs. 3. Added occasional enemy counterattacks on conquered zone. 4. Added feature for kill tracking, forward compatibility 5. Added protection zones to vehicle spawn locations. 6. Added mission parameter to determine which factions are available for reward vehicles, weapons and gear. New default set to all factions available, but reward weapons are now not all unlocked by default. 7. Added unlockable FOB mission parameter. 8. Quality of Life functions added for pilots (throttle and VTOL operation). Functions are bound to Arma custom controls 1-5 and 10-13. Select "Custom Air Keybinds" button in IA4 keybinds for more information. FIXES 1. Error re player disconnection and group cleanup. 2. Changed Killed EH to MPKilled EH on enemy units to improve reward point tracking. 3. Error related to regaining consciousness and reward points. 4. Error related to vehicle locking. 5. Current AO added to mission persistence 6. Complete overhaul of Dynamic Groups. Custom squads work now? Maybe? 7. Vehicle, weapon and gear pictures in Rewards menu now have textures instead of just silhouettes. 8. Ambient AI player detection. 9. Replaced ARCO with RCO for base NATO machinegunner loadout, added EOD vests to EOD explosive specialist loadout. 10. Paradrop will no longer drop you with vehicle unless you buy vehicle paradrop. 11. Vehicle pylon rearming no longer results in empty (red) pylon weapons. 12. Three strikes rule for Vortex pilot works TWEAKS 1. Slight increase on font size in IA4 menu. 2. Tweaks to arsenal equipment on lowest difficulty setting (some classes were getting access to gear they weren't entitled to) 3. Removed dynamic group availability as a parameter option. 4. Tweaks to mission persistence (currentAO, mission parameter array). 5. Removed map markers showing engagement zones as just confusing (still available in map diary if desired). 6. UAV will now never run out of fuel. 7. Enemy air support shouldn't target Vortex with anti-air jets. 8. Medical tents conform to faction. 9. Increased frequency of SAM and Artillery secondary missions. Should also ensure a variety of missions, should have at least three unique missions in a row. 10. Player cannot open IA4 menu if dead or incapacitated. 11. Vortex, Viper, Reaper and Talon team members now no longer get an action to redeploy to their various vehicle spawn locations. All redeployment (base teleport) is now done through the Altis map next to the seated quartermaster). It's on the map now, labelled as Redeployment 12. Added black MRD variant from Contact DLC to reward definitions.
  4. Sorry for your loss, but of course, there's no way we can know that and it has no bearing in this issue. Arma has received bad press in the past for being used in ways it was not intended: https://www.dailymail.co.uk/news/article-2937641/ISIS-fighters-distributing-video-game-allows-players-play-role-Islamist-kill-Westerners.html We have obviously been sensitive to that press and in no way wish to be caught up in anything untoward as a result. If our administration actions result in false positives, this is an unfortunate side effect. And the proper course of action is to make a ban appeal.
  5. The design philosophy on I&A 4 (if not I&A 3, though I can't really speak to that one) is that the mission is intended to be able to be as widely played as possible, meaning we try to use assets which don't require DLC. I personally don't have Global Mobilization, as I wasn't hugely impressed by it, so I have no motivation to design for it.
  6. 074 Beta test change log --- FIXES 1. Added BIS_fnc_spawn to CfgRemoteExec restrictions. Thanks, script kiddie, for alerting us to that! 2. Made repair/rearm/refuel pods invisible, you should now be able to rearm just by rolling onto the service pad. 3. Add emergency fuel action repaired 4. Additional fallback trigger for cases where player doesn't spawn off of Makrynisi island on first connect. 5. Revisions to player speed detection. 6. Goblin UAV RTB on fuel now changed to a straight despawn instead of landing and despawn, Goblin had found a way to land on the runway and hog it. 7. Viper fuel issues reviewed (no fuel if less than full crew occupy the vehicle). 8. VIPER/ REAPER/ TALON teleport to pads addActions TWEAKS 1. Players won't get revive reward points while in base. 2. Reward menu vehicle names trimmed to 21 characters to fit into list menu. 3. Capture UAV side mission now provides an alert 4. Added OnEachFrame command to cfgDisabledCommands as IA4 doesn't use it. 5. Added Stealth Balaclavas to reward menu. 6. Revisions to teamkill logging.
  7. Oooooh, that first one is definitely from the script kiddie. Stan already suggested we restrict the use of BIS_fnc_spawn, which should close that particular security loophole...
  8. BETA 073 - FIXES 1. OPFOR mortars cannot be disassembled. 2. Alternative take on disabling vanilla command channel. 3. Changed VIPER aircraft crew restriction to a no-fuel model. 4. Attempt to fix civilians being deleted from primary AO when secondary AO completed. 5. Admin reports for TKs were reporting weapons for vehicle kills and vehicles for weapon kills. 6. Fix to reward points going to null value, resulting in reward menu not being able to be opened (related to primary/secondary mission rewards). 7. Air, command channel should reset on player respawn. 8. Players were not receiving reward points on enemy kills. 9. Headless client was being considered in player counts and other various calls, is now excluded. TWEAKS 1. Removed binoculars, rangefinders and Laser designators from enemy command roles so they won't select those weapons. 2. Squad dialog won't open until player is alive. 3. Aiming deficiency is now the only drawback for using non-faction or non-class weaponry. Still toying with this on a gameplay level.
  9. Honoured to be among such august company. Cheers!
  10. Beta 072 change log: 072 --- FIXES 1. UTAH becomes UNIFORM in custom groups. 2. Admin menu now correctly reports number of remaining units 3. Players who randomly revive without a medic - nearby players will not get rewarded 4. Primary and secondary missions were bugged and not advancing, due to how reward points we being generated and assigned. This routine has been reconfigured to solve this problem. 5. Non-staff players in CSAT Viper faction were having Type 115 removed despite it being whitelisted. 6. Both Xi'ans in CSAT Pacific and CSAT Viper are now infantry transport versions (one was vehicle transport). 7. Armor commander didn't have access to Air channel. 8. CAS redeployment teleport action removed as buggy in non-Terminal bases. TWEAKS 1. Refinements to process when player lands vehicle in player spawn zone (pilot was being teleported to [0,0] with vehicle). 2. Loadouts for CSAT armor crew (didn't have mags or FAKs). 3. More tweaks in an attempt to perfect custom groups. 4. Added a few more pre-conquered locations to Main Terminal, AAC Airfield and Abdera bases so runway isn't instantly targeted by OPFOR. NEW 1. Disabled Arma's vanilla Command channel and replaced it with a custom Command channel. Only command-level roles will have access to this channel: Platoon Commander, Squad Leader, Spotter, and Armor Commander. This channel can also be toggled on or off.
  11. Ryko

    Community Update #7

    It's been good having a steady hand at the tiller. Thanks.
  12. I&A4 beta 071 change log: 071 --- NEW 1. Added setTimeMultiplier to description.ext restricted commands 2. Added noHC variable for opfor groups that shouldn't be controlled by HC 3. Added chem lights to arsenal. 4. Armor commander now has access to the Air Channel. 5. Added ammo boxes at repair depot, command and control center, and ammo depot sub-objectives. FIXES 1. Commander lost all of his gear. 2. Time acceleration / skip time allowed for admins 3. If mission parameter set to night time, time acceleration and base lights start enabled 4. Vehicles that require Pilot / Co-pilot to operate (eg Blackfoot) could be flown by pilot only. 5. Secondary missions were bugged. 6. Non-faction/non-class weapon error message for slung weaponry. 7. Arsenal quartermaster can no longer be 'escorted' out of his position. TWEAKS 1. Night vision goggles added to default loadouts of Sniper and Spotter classes. 2. NATO regular Marksman now receives black magazines instead of Sand. 3. Slight delay in spawning main AO enemy groups to allow orphan groups to be assigned and ordered. 4. Made spotting targets a bit easier (search cone instead of spot) 5. Removed unreliable 'set charges' holdAction from repair depot, command and control center, and ammo depot sub-objectives. Use a demo charge from the ammo box, if you didn't bring one.
  13. Generally, anyone is free to commandeer an MRAP or Troop transport and insert themselves, rather than relying on helicopters. As Stanhope and Toast indicate it's more about getting players into the action quickly. But you're free to play any way you want. The side missions (which failed during testing, we only had one, and then a second after I spawned it) are supposed to simulate this kind of action. A convoy mission is never going to happen in Arma because the AI is pathetic at driving. Plus, you need to build in so much exception handling: what does the convoy do if it's engaged? Etc. But mostly it's just about the fact that even if you spawn all the vehicles in a column on the road, they will inevitably crash into each other. We tried running VCOM once on I&A... it brought the server to a standstill. It's great, but there is a player cap on performance. No convoy mission or mission like this, but a new concept in IA4 is that a primary AO will be considered "completed" when you eliminate 85% of the units. So there will be some units left in the AO, and they receive a new mission to travel to the next AO, so you will find moving between AOs in this case.
  14. I&A4 version 070 change log FIXES 1. Overhaul of Rescue Civs secondary mission (Civs weren't spawning in buildings, or near OPFOR defenders). 2. Random revive from incapacitation, should be much less often. If you self-revive once, you won't self-revive again until respawn. 3. Overhaul of all sub-objectives to improve success conditions. 4. More work on custom groups. Maybe now it works? Who knows! 5. Admin scripts (should) be visible now for staff 6. Slung weapon was being detected as a non-class weapon for purposes of the gear restriction script (lolz) 7. Weather regulation script had an error which could result in a sunny (default) setting producing rain. Should now work as intended (Default parameter = sunny weather) 8. Player vehicles shouldn't be deleted in zones allocated for other bases. 9. Assets from secondary missions were sometimes caught up in orphan units subroutine after main AO was completed. 10. Possible fix for UGV reward asset TWEAKS 1. Arsenal quartermaster animations changed so he doesn't walk through the table. 2. Removed more trees at Abdera runway. 3. Opfor awareness process won't run on groups where all the members are dead. 4. Given that BIS has changed how createVehicleLocal can be abused and that this abuse is no longer possible, removed createVehicleLocal from disabledCommands list; custom smoke countermeasures deployment has been removed and we're back to Bohemia's local solution. 5. The vehicle at the Repair depot sub-objective now has some flavour damage. 6. Updated secondary task names for better visibility on map. 7. Tweaks to main AO win condition 8. Civilian vehicles should now despawn after AO is completed if player is significantly far away, and hasn't been claimed by player 9. Vortex players should no longer be considered as potential targets for ambient anti-air spawns 10. Finessed ammo box deployment from helicopters (could spawn too close when helicopter was landed) 11. Reward gear is now added to arsenal, not put into inventory, after purchasing. NEW 1. Added Teamkills history list for admins. Will only populate with information after admin connects (historical information will not be populated). 2. Admin can see current Main AO status, reflecting how many units are left in the AO before it is considered complete Plus, we are trying some new server config options which might help with situations where units controlled by the headless client are not detecting players.
  15. I&A 4 beta 069 change log: NEW --- 1. Showing/hiding admin scripts preference now saved to player profile. 2. Reward point donation cap of 10,000 points. 3. When incapacitated, the hint regarding the nearest teammate will disappear when you are revived, or when you die. 4. Closing the map will clear any active hint, including (and most importantly) the hint you get if you click on a unit to reveal the squad composition or vehicle crew. 5. Zeus players may show/hide enemy units on their map. FIXES 1. Repair depot success condition 2. Admin scripts didn't appear. 3. Admin TK notices now don't include the projectile as that information is usually missing 4. Zeus control double-click *may* be fixed 5. Fixed bug where players could donate infinite points. 6. Air unit players (Vortex, Viper, Reaper and Talon) no longer receive engagement zone messages (nor receive reward points for being in the zone at mission completion). 7. Bug in IA4 menu re Air Channel button. (thanks Stanhope) 8. Bug related to MPHit eventhandler on Ammo depot, repair depot, and command center subobjectives (thanks Stanhope) 9. Base cleanup script re-activated. This will occasionally kick players out of inventory screens. 10. Fixes to two-strike rule for Vortex pilots. 11. Attempted fixes for custom groups. 12. Players no longer able to purchase non-class reward weapons and take them from arsenal (you can purchase them, but they won't show up in arsenal until you change to an appropriate role). TWEAKS 1. Random chance of waking up from incapacitation has been tweaked significantly; should happen much less often, if at all. 2. Waking up from incapacitation, player will be wounded and limping, which can be fixed with a first aid kit or medpack. 3. Tweaked location of Selakano air service stations. 4. Changed max player count to 61 (1 HC slot, 60 player slots) 5. Tweaked conditions for picking up non-class, non-faction weapons. - a non-class weapon will increase your difficulty to aim (setCustomAimCoef to 6). (For example: a NATO medic using a NATO autorifle.) - a non-faction weapon will give you a 50% reward point penalty. (For example: a NATO grenadier using a CSAT grenade launcher.) - a non-class, non-faction weapon will do both. (For example: a NATO medic using a CSAT grenade launcher.) 6. Arsenal will disappear when opened (locally) for cosmetic reasons, and will re-appear when closed.
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