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Ryko

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Posts posted by Ryko

  1. 2 hours ago, ansin11 said:

    I really shouldn't be talking because I have never played I & A 4 further than the point at which I was first asked to select my role through an ingame custom menu. But what the hell.

    Indeed.

    2 hours ago, ansin11 said:

    The point is that with I & A 4 you've merged Invade & Annex with a (reward) point system somewhat similar to that of other Arma 3 gamemodes (e.g. Exile, Life, KotH) and elements from EU#3 and the result appears to me like something that cannot convey the I & A spirit and feeling that I am used to.

    The whole point of the points system is to adjudicate the fact that reward vehicles got stolen by players who didn't participate in the mission they were rewarded from, leading to huge strife on the server. Yes, the reward vehicle is given to the "team" to use in the mission, but there is definitely a sense of propriety from players who participated in the successful mission that resulted in the reward. So much that it lead to team kills and hurt feelings. With reward points, you can buy whatever you want or feel is appropriate for the next phase of the mission.

     

    It's not like players don't understand the idea of points, in fact, we are seeing some really amazing examples of teamwork where players share and pool points for specific uses.

    2 hours ago, ansin11 said:

    On EU#1, you can do whatever you want. The only restrictions are the arsenal restrictions (to provide some basic form of sense and immersion) and the very loose rules designed to preserve that freedom to play any way you want to for all players equally.

    Let's examine how I&A4 is more restrictive than I&A3.  For me I think it would be the group/squad system, in that in 3 you run roughshod over the default groups and make your own squads through Bohemia's dynamic system. Meaning that there is no cohesion on which squads are doing what. While this flexibility does allow for more freedom to the player the downside is that newer players don't necessarily know how to fit in or what to do.  The system in 4 is indeed more structured, but offers all the same in-role flexibility (if not more) - and I believe the strong advantage in that if you want to do something else, you don't have to go back to the lobby to reconnect in a different role.

     

    Feel free to add your examples.

     

    2 hours ago, ansin11 said:

    Like I said, it's a big sandbox. You can crashland your helicopter and suddenly half the server joins forces for a rescue effort against the evil Zeus. Unlikely, but entirely possible. Or you can just blow the bird up and respawn. Which is technically against the rules, but in more than 90% of cases nobody is going to care. That is the amazing and unique potential I & A offers.

    The scenario you just described is in no way made any different in 4, than in would happen in 3.

    2 hours ago, ansin11 said:

    some details of the I & A 4 concept seem more like proofs of concept, technical gimmick and showing what can be done.

    So... shouldn't do it then? Is that what you're saying?

    2 hours ago, ansin11 said:

    I am afraid that these changes restrict the ease of access and the freedom I & A offers, even though they should actually only add to it.

    I am genuinely interested in examples that exemplify this.

     

    I should add that the next version of 4 will include the capacity for players to make their own custom squads, which has been a requested feature on the list for some time. I just need to finalize the locking/unlocking and invite mechanics.

  2. 9 hours ago, TheScar said:

    pls not make this permanent for every AO,í´d like to have this randomized or preferably for city AO´s

    I'm still tinkering with the balance, the note actually is a repair to the previous situation where there were around 8 paradrops guaranteed per AO, and they seemed to happen when the AO started rather than after 50% of the enemy force had been eliminated.  This brought a major lag to the server while those troops spawned, as well as general chaos.

     

    The new program is that by default, there's no guarantee of enemy reinforcements; rather, it's a scaled chance that reinforcements appear based on the number of players (in a full server, it's almost 100%).  Reinforcements are chosen from ground (mechanized infantry coming in APCs or transports), air (paradrop from enemy air vehicles) or armor (multiple armor units moving into the AO zone).  Though in last testing it appeared only enemy air reinforcements were working reliably...

    9 hours ago, TheScar said:
    On 2/5/2019 at 7:33 PM, Ryko said:

    17. Set default weather to no rain.

    meh (in test phase i assume)

    It'll probably stay this way in EU1, as most of the time when it rains or is in any way cloudy people ask zeus to make it sunny and clear.

    9 hours ago, TheScar said:

    i´d like to enhance the AO perimeter equally to side missions perimeter.

    Currently,AO will count points 50m off AO circle while side is currently at 200m (roughly estimated,not actually cared to range it out correctly)

    For main AOs, the red circle marks an area of 1000m radius; that's the exact distance of the zone wherein players will get credit for being in the engagement zone (if they're in the circle, they'll get points). This was increased from 800m. For the secondary objectives, the red circle marks an area of 500m radius, but the credit radius is still 1000m.

    9 hours ago, TheScar said:

    On low player count the amount of enemy presence is way under my estimations comparing to I+A 3.

    I finished the first AO in about 18min,the second in about 8min.

    AO´s feel anticlimatic.

    House combat not happening,as all AO forces are on patrol around the AO.

    I take your point, and I have heard it from other players - the AO's finish too quickly. I am still tweaking the numbers.

    Balance is a tricky thing. If I populate the AO with too many enemy units, it makes it more of a challenge, but if it's too much of a challenge, the players give up and leave the server, making it more difficult for everyone else.  If it's too easy, the players complain (rightfully) that it's not much of a challenge, get lots of reward points and then go on a tear for each ensuing AO.

    Part of the problem is that I add enemy infantry squads, rather than additional soldiers. With the scale-to-players option set, the current formula for an AO is:

    * 1 enemy infantry squad per six connected players

    * 1 enemy anti-air team per 3 enemy infantry squads (1 per 18 players)

    * 1 enemy motorized unit (ie., armed Ifrit) per 3 enemy infantry squad, as anti-air

    * 1 enemy APC unit per 10 players

    * 1 enemy Tank unit per 13 players

    There's also a rounding in effect for the APC and Tank that occasionally adds an additional one of those units.

     

    This means that in a small-pop server (six players or less) you'll get: 1 regular inf squad, 1 anti-air team, 1 armed car, and a 60% chance of a APC, and a 60% chance of a Tank.  I do add additional units if the AO is a military strongpoint or an airport: 1 extra infantry squad, anti-air team, car and APC.

     

    Every other infantry squad in a town area will garrison a building.  Obviously in 6 players or less, you will only get 1 infantry squad, so there are no garrisoned soldiers. My philosophy on these numbers is creating an enemy force that the players can reasonably handle, that doesn't bring the server to its knees. It's a tricky balance on multiple levels.  People have said that anti-air is too easy over the AO, so I might build in some code that populates a guaranteed Tigris (or more) if there are multiple Vortex, Viper and Reaper units online. The problem is if there is no appropriate support, a Tigris will make meat of regular infantry.

     

    Adding 1-2 guaranteed infantry squads might increase the balance just enough to make the AO last longer.  Anyway, I welcome the thoughts here.

    9 hours ago, TheScar said:

    After finishing both of those AO´s i had roughly 2500 bonus points and i feel they r mostly useless as once you purchased your stock gear (inf) comfortable (mrco,AK12) there´s no need for those points anymore besides using em for paradrops to get anywhere quickly if you cba to drive.

    Well, donate them to other players who need them. I'm not sure you're the best player to look at as an appropriate example of how points are accumulated, as I believe you start off the AO using a Titan to destroy vehicles, and those are (relatively) big points generators.

    9 hours ago, TheScar said:

    I havnt looked into point distribution/action yet,but i assume its off any effort (inf kill =1 point,Sniper kill=2 points,Officer kill=5 points,MRAP kill=6 points,MBT kill= 10 points)

    Enemy infantry: 25 points

    Tank: 300 points

    Heli / Plane: 500 points

    Other ground vehicle: 150 points

    Main AO completion: 400 points (scales 25% per 30 seconds you're in the AO, so 100/200/300 or 400 points)

    Secondary AO completion: 800 points (again, scales per 30 seconds)

    Revive a player: 250 points

    Heal a player with medkit / FAK: 150 points

    9 hours ago, TheScar said:

    Another thing i really want to happen is randomisation of AO´s to step up the effort for pilots (infiltration,exfil,logistic) and prevent chainkilling of certain roles/individuals.

    I want distance between AO´s preferably a early make use of the full terrain offered.

    Can you elaborate on what you mean by this?

    9 hours ago, TheScar said:

    That being sad,i feel like this is more of a new mission with very few connection to the used I+A spirit.

    It lacks goals to achieve to make people strive for AO quickly (radiotowers,HQ,caches) and therefor is more like a "pickup if you feel like it" or "why bother,i got better things to care on than searchign that big red empty zone".

    You raise an interesting point; there are actually subobjectives in the main AO, but they're not marked well. There is a random chance of a mortar team, and a random chance of a command and control center (and I have templates as well that aren't implemented for a vehicle repair centre and an ammo depot). I need to explore how BIS implements sub-tasks as I feel that would be the best way to showcase that.

    Is that all that's missing from - as you put it - the used I+A spirit?

    9 hours ago, TheScar said:

    The side missions feel cold too as the major motivation for people going after those is the possible reward they can turn in,which now isnt happening anymore (see above my point talk).

    The main motivation for moving away from reward vehicles to reward points was to solve the problem of people "stealing" reward vehicles. Reward vehicles were given to the team for completing a side mission, but then they are taken by players who didn't participate in the side mission, leading to hostility.

    I'm open to additional motivation for people to participate in this or that mission, but I'm kind of hamstrung by this factor, as well as other factors. For example I would *love* to have an opportunity for the AI to perform an effective counter attack, but AI driving makes that a bit of a joke.

    9 hours ago, TheScar said:

    In general,the mission feels like more of a EU3 breed mindset than as my beloved war chaos on EU1.

    I dislike.

    I'm not sure how to respond to this unless you give me some more detail.

     

    13 minutes ago, kman said:

    1) if you are AT soldier and run out of ammo, you cant properly use enemy RPG-ALAMUT - it says restricted weapon and you cant run with it.

    I understands its opfor weapon, but AT specialist should not be punished from picking it up.

    Every player is "punished" for picking it up - it's restricted because it's an OPFOR weapon. In previous iterations, you would have been forced to drop it. Now you can use it in an emergency. In the latest revision, if you have the reward points, you can purchase it without being in base (actually, that might not be possible right now as I don't think launchers are included in the reward list - but they will definitely be in the next revision) - and this will remove the walking limitation.

    13 minutes ago, kman said:

    2) fog, fog, fog.. once it appears it seem to never lift (maybe after many real time hours?)

    The intention is on EU1 on default settings there should be no fog. I think it starts off with fog 0 but then arma over time does its own thing. I'll build in a regular reset to 0.

    13 minutes ago, kman said:

    there is a CRV hanging around helicopter spawns, which pilots cannot move (as they are not tank crew). however I have seen pilot crashing quadbike into it, and it flipped (superior ARMA physic) onto one of the heli spawn points - and pilots cant move it..

    I don't recall putting one in, but it might have been left over from testing something - if so, I'll remove it.

     

    By the way, thanks to you both for your comments.

  3. 5 hours ago, Walk'N said:

    1) Marksman should have access to MRCO without needing to buy it, it's just RCO but better (esthetic and working aspect)

    Well technically the MRCO is the optic used by the AAF, and I'm trying to stick to the lore in this mission (it's also the default optic for AAF loadouts).  It's also only 200 reward points, so it's something to aspire towards.

     

    5 hours ago, Walk'N said:

    2) Marksman may have access to better optics than the MRCO. (I know marksman are part of a fireteam/squad but if they can spot EI from distance, they should be able to take them out from distance)

    I believe the default optic of the Marksman is the MOS, which is a higher powered magnification scope compared to both the RCO and MRCO.

  4. Beta version 051 is online, and I hope to run a beta test tomorrow.

    Changes:

    051
    ---
    1. Added 0.5 second cooldown to spotting mechanic to prevent misuse.
    2. Blufor map tracking can now not be toggled on or off (previously coupled with toggling player name tags).
    3. Enemy artillery / mortar smoke signals are returned to RED colour. Enemy units who have red smokes in their inventory now dynamically have those replaced with basic smoke. Blue smoke products now returned to player arsenal. Red smokes will dynamically change to green smokes in player loadouts, should they somehow exist.
    4. Tweaked TK determination (players were getting TK notifications if they fragged themselves).
    5. Fixed error where player attempts to paradrop into base, gets denied notification but loses the reward.
    6. Tweak player group joining to fix cases where to Privates were marked as group leader. The first person to join a squad is the group leader, unless a higher-ranking role joins the squad.
    7. Reduced enemy paratrooper reinforcement spam, was spawning 1 squad per 10 players, now spawns 1 squad per 20 players, maximum 3.
    8. Default setting for enemy reinforcements is scaled to players (cap is 64 players, at that point it's almost 100% chance that enemies will be reinforced when their force in an AO drops below 50%). Previously the reinforcement check was made every 30 seconds, now it's made only one time. Should result in fewer enemy reinforcements.
    9. Tweak to enemy counter attack secondary mission (previously didn't complete)
    10. Added medical tent to main base.
    11. Tweak to blufor tracking in attempt to solve issue of markers disappearing over time.
    12. Tweaks to compass direction, especially for vehicle gunners.
    13. AI Soldier has been removed for the time being as he was severely bugged.
    14. Found and solved issue where inventory was spontaneously disappearing.
    15. Tweak to compass UI: bearing direction is now pink (captive colour) when you are in base, and white when you are not in base. This affects things like whether you are targetable by enemy AI, whether items near you will be automatically removed from the cleanup script, etc.
    16. First attempt at restoring purchased player rewards after disconnection / reconnection.
    17. Set default weather to no rain.
    18. Reward vehicles can now be locked in base, and have the default actions (repair, despawn, etc) and default inventory attached to them.
    19. Added clear vehicle inventory function to vehicles - must be at service pad, action is available to the driver.
    20. DRAGGING IS OFFLINE UNTIL FURTHER NOTICE AS IT IS BEING VERY DIFFICULTY AND TEMPERAMENTAL
    21. Normally, players may only purchase reward weapons inside the base zone. If they pick up an enemy weapon and they have the points for it, and the type of weapon is available to their role, they may purchase it in the field to remove the walking limitation.
    22. Slashed prices on many reward vehicles.
    23. Tweaked enemy reinforcements. Also added enemy armor reinforcements.

  5. Hi RoyalKings,

     

    Right now there is no requirement for Vortex pilots to be on Teamspeak, though it is recommended.  On the EU1 public server, it's not really possible to make it mandatory that everyone use voice comms, so people really have to do the best they can to coordinate through the communication problems that exist in a public server:

    - some players don't speak English

    - some players don't want to, or know how to use voice or text communication

    - some players will use Teamspeak, others will use in-game voice comms.

     

    So in a sense it's almost better to insist that players use one form of communication and stick with it; Teamspeak is convenient and offers marginally better voice comms than in-game, but that's not consistently the case anymore.

     

    IA4 makes no specific provision for voice comms or communication, other than we don't allow voice comms on sideChat any more.  The intention on the EU1 server will be to keep it as open-ended as possible: if people want to chat their comms, or use the in-game voice, or use teamspeak, all those options are available. For other servers, we may make specific communication forms more mandatory.

  6. 3 hours ago, Plant1ing said:

    If it's possible that atv can pass through that obstacle

    Invisible objects cause issues for players who can't figure it out. I'd much rather just slide the offending concrete barrier a tick over to the right to make it easier for players to pass.

    3 hours ago, Plant1ing said:

    I'll send you composition on request.

    Ah... well that's well more detail than I had in mind, again, with performance in mind. The entire medical structure gives a heal action if the player is damaged. I'll add a few bits and bobs but don't expect it to be super detailed. :)

    3 hours ago, Plant1ing said:

    more than two AA teams

    I think it's about right - not enough to destroy a whole bunch of friendly air, but enough to provide a disincentive to constantly fly over the AO.  I'm relying on ambient to spawn anti-air assets for players who loiter too long over the AO, if it continues to affect gameplay balance I'll increase the anti-air intensity.

     

    My long-term goal is to create a scenario where the difficulty scales upward as the mission progresses, ie., the OPFOR become a tougher challenge as more of the island is captured.  Right now it is essentially linear.

    3 hours ago, Plant1ing said:

    Change mission file so rain is none

    Right now this is a mission parameter, and the default is Random weather with a cap on rain to a light drizzle. Fog is capped at 0 (there should never be fog). I may change the rain cap to none as you're right, it's consistently bitched about.

    3 hours ago, Plant1ing said:

    When hunter on spawns go into ground

    I haven't seen that consistently, and it looks like a syncing issue. Not much I can do about it in the mission, and if it happened I would suggest that zeus can delete it and respawn it with the admin tools.

  7. 12 hours ago, I.Jonsson said:

    Through the rearm on Air Service Pad; If you change a weapontype without Removing the weapon you currently have on, it will add a double on the same spot. This can be done multiple times and therefore, in theory, can add unlimited supply of ammo. 

    I will do some error checking

    12 hours ago, I.Jonsson said:

    -On the Wipeout, You can add the x3 Macer rockets on the 4 most middle racks, but they will not work, this is most likely because they are not intended to be there in the first place.

    The weapons available to put on the racks are straight from Bohemia's config files, so they're there because Bohemia has allowed it.  It worked for me in local testing, but could be messed up in a networked setting:

    Untitled-2.jpg

     

    12 hours ago, I.Jonsson said:

    Is there a possebility to make it that you first choose your setup, and after that you have a "Rearm cycle" for some time. This way you might be able to get the duplicates away, and in that cycle you add the end of the service cycle, to add the cannon and countermeassures.

    Could do. I'll have a look. Was kind of a proof of concept at this stage anyway

     

    29 minutes ago, Plant1ing said:

    Implementation: Of First Aid Station instead of green watchtower in main terminal base. Watchtower is useless to us. I don't even watch it

    Yup, love it

    29 minutes ago, Plant1ing said:

    Everybody can take c4 block but they need to be purchased. Let's say 1000-2000 RPs. Sometimes we don't have engineer on server. Satchels are restricted to engineers.

    This won't solve your problem. Usually the problem is that people get to the objective, clear it of enemies and then realize that no one is an engineer to blow up the thing. Plus if you don't have the points before you go to the mission, you won't be able to purchase the explosive.

    Solution is to use the ammo drop misc reward, which drops an ammo box, in which is included 3 demo charges. Of course, only a team leader / squad leader can buy the ammo drop reward...

    32 minutes ago, Plant1ing said:

    Pilots can take MK6 bags. If pilot is out of tasks he can deliver ammo to mortar

    Not super fond of this because players will abuse it and become a mortar team when they should be running trans. However I can see a situation to accomplish your goal, being able to deliver ammo to mortar, by letting the pilot spawn a miscellaneous crate that will offer X number of mortar reloads through an action.

    33 minutes ago, Plant1ing said:

    at least two Tigrises on every AO which spawns.

    Balance is the current priority. Right now there are at least two 4-man anti-air squads in each AO. I'm not anxious to add mandatory Tigris to each AO because those vehicles will also shred players. I would like to find other solutions to address your real issue, which is that AT players and CAS players wreck an AO by themselves. If those players are not there and you balance around them, then the mission becomes extremely difficult for regular squads.

    35 minutes ago, Plant1ing said:

    Pilots can't drive ATVs, prowlers and hunters. They do mess around base and leaving them on runways. In process they do not respawn.

    I can already hear the complaining. Right now unattended quad bikes which are more than 100m away from a player or player spawn are automatically removed and put into the respawn queue. If it's not a pilot leaving a vehicle on the runway, it'll be another player trolling, so I don't want to start plotting exceptions that will just be unpacked in another form.

    36 minutes ago, Plant1ing said:

    Wreckages sometimes aren't cleaning up. We had blown BF on runway and it stayed there.

    There is a "despawn vehicle" action on every vehicle, just walk up to it. The current criteria are:

    - vehicle is not moving

    - vehicle is not able to move (so: destroyed, no rotors, no fuel, no wheels, red damage to engine, that sort of thing)

    - vehicle has no crew in it

    - vehicle is within 1000m of player spawn area

    38 minutes ago, Plant1ing said:

    Side mission just stops spawning.

    There's a delay between side mission spawns, but to error check that I need to know what mission was completed (or not completed) previously. I'll check the rpt.

    39 minutes ago, Plant1ing said:

    UAV of side mission is movable object. Players catapulted it with Panther to nearby town resulting in temporary side mission distortion. Players reported they couldn't find "Retrieve intel" option in scrollbar. Make UAV non movable object.

    I'll have a look, but good notes.

    42 minutes ago, Plant1ing said:

    Arsenal boxes to non-movable objects. Players flip them with vehicles.

    Good call, removed simulation, should fix it

    43 minutes ago, Plant1ing said:

    I've explained to you the process of pylons.

    Sounds like a locality thing. I think the solution is to lock it to the pilot only being able to adjust weaponry, and make it so the vehicle has to be uncrewed to service at all.

    44 minutes ago, Plant1ing said:

    When you are rich and buy new Blackfoot

    Yeah, the servicing and squad systems don't take into account those vehicles, and they should.  Will look

    45 minutes ago, Plant1ing said:

    Adjust "passing-barrier" on helipads zone. Sometimes we stuck trying to pass. Especially pilots.

    I need some specifics here. Screenshots would help

    45 minutes ago, Plant1ing said:

    AI is weird and won't engage. Can you adjust awareness of AI in AO? When they spot you, then they storm you. Otherwise, they are chill AI.

    There's a lot of logic at play here. In version 049, every squad in the AO that wasn't garrisoned would create an attack waypoint to engage a single, spotted infantryman, which doesn't make sense and leaves the AO vulnerable (theoretically, a single soldier could have lured away 75% of the OPFOR presence because they were the only available target). So now the enemy is proportionally responsive to spotted units: the closest squad will engage, and all vehicles are free to engage whichever targets are communicated by enemies.

     

    There are some other custom bits and pieces: if you shoot them, they'll leave garrisoned buildings, for example.

    47 minutes ago, Plant1ing said:

    After couple of deaths, mod "re-stock" magazines stops working.

    I can't promise to support mods to the mission. On the plus side, you don't lose your RP when re-logging... and eventually you'll keep your custom reward purchases, too.

     

  8. On 1/26/2019 at 4:50 PM, Kacper said:

    Will teamkill messages return in I&A 4?

    I'm actually looking into that right now - they should be broadcast on the admin chat channel, but they're not.  That's the intended behaviour (that admins should see it, that the team killer sees it)

    On 1/27/2019 at 5:25 AM, Igor said:

    But I could buy the SPAR-17 in an other color and use it with the new role

    What you reported was that the weapon was marked as purchased, which is what I responded to. That's intended behaviour: you should see that you've purchased the item, but whether you can actually take it out of the arsenal is dependent on your selected role.

    At present, the SPAR 17 is not limited to a specific role - it can be purchased and used by any role.

    17 hours ago, I.Jonsson said:

    -Purchasing the Pawnee does not register to the viper unit and will not let you join that unit if the BF is dead. (not sure if bough when BF was alive or dead,not sure of what can trigger the fault if it sometimes do work) Note, It does work after the viper have respawned again.

    I'm still working out the kinks for vehicle purchasing, and you've just flagged a few issues that I've been struggling with. First and foremost, is the Pawnee a useful asset? I know it's fun as heck to fly, but I think as air support goes most players would prefer the Blackfoot in the air compared to the Pawnee, as the Blackfoot can arm itself with anti-tank missiles where the Pawnee is limited to rockets.

     

    Next, the only squad that logically would have access to the Pawnee would be Viper.  If the pilot runs the Pawnee by himself, the co-pilot has nothing to do. Theoretically you could mount anti-tank ordnance on the Pawnee.  So I suppose you could purchase a Pawnee if you lost your Blackfoot and you have the points.  But I think most players would probably run a default Pawnee (wouldn't take the time to rearm, or know it's possible) which means the asset is not able to counter enemy armor threats.

     

    The Viper squad limitation exists so long as the related asset (a spawned Blackfoot) doesn't exist. Once it respawns, a variable is reformed and the squad can be joined.

     

    Something I'm considering for vehicle pilots / crews is an option to use their reward points to speed up the respawn timer (ie., spend 500 points to shave off 10 minutes from the respawn timer).

     

    17 hours ago, I.Jonsson said:

    -Rearming vehicles of all sorts AS you sit as a gunner will most of the times fail. In the Slammer UP it will never work to rearm from another vehicle IF you sit in gunnerseat.

    If you're rearming from another vehicle, that's vanilla arma and I have no control over that.

    17 hours ago, I.Jonsson said:

    -Blackfoot rearmingsystem have issues with changing the type of weaponary, and will not rearm the "brrrtbrrrt" (had not enough time to check if it worked bether by jumping out during the rearm, and test wether it worked bether to rearm as pilot or gunner.)

    Yeah, I just realized that - the pylon rearming system won't rearm non-pylon stations like the gun or countermeasures.

    17 hours ago, I.Jonsson said:

    -Reloading a magazine on the Blackfoot for the machine gun will only readd the previous amount of bullets. (Not sure if intended to have a 2nd magazine, ONLY have a 2nd magazine sometimes after a rearm)

    The intended behaviour is to return the machine gun to 100% ammo. The Blackfoot and Wipeout don't carry extra magazines for their machine gun.

     

    17 hours ago, I.Jonsson said:

    -Targeting system, Friendly Units fades out from time to time on the map. (Spotting a friendly will make everyone visible again, for a few minutes or more; Toggeling the friendly icons from the I&4A menu will not change the fading, the only known way to fix it visually is to spot)

    Known bug. I hadn't heard about the fix to use the spotting mechanic on a friendly; I might just integrate that on a 30-minute cycle to refresh the icons.

    17 hours ago, I.Jonsson said:

    -Add a sell option for your newly purchased vehicles, this if you change your mind after a while, or if the battlefield changes and you are not in need of that vehicle no more. 

    I'll have a think about this one.

  9. Thanks for the feedback, folks. 

    19 hours ago, Stanhope said:

    tank commanders currently don't have access to the UAV, could this be made possible?

    Yep, makes sense. 

    15 hours ago, MidnightRunner said:

    SAM side mission only spawned the radar not the launchers, is this as designed?

    When I checked in zeus, they were both there (the first time that mission spawned). Those units are super touchy about spawning, if they fall over they die and thus get removed by the cleanup script. 

     

    5 hours ago, Igor said:

    Weapon and gear rewards were no longer in arsenal, after changing player rolle but in the reward menu there were still marked as bought

    Working as intended. If you change to a role that can't use your purchased weaponry, you still have it in case you change back to that role. 

     

    5 hours ago, Igor said:

    20:00:20 Trying to execute a disabled command 'createunit' (2 args)

    20:02:09 Trying to execute a disabled command 'createvehicle' (1 arg)

    These are both disabled commands so working as intended. No idea what your client is trying to create. Put in to make life much harder for script kiddies. Your other errors are also known commodities... And not much I can do about them. 

     

    5 hours ago, Kacper said:

    I've noticed that when i was trying to switch control of the DAGR rockets to gunner, it just didn't work (blackfoot). It were weapon slots [1] and [6].

    Thanks. I think these commands need to be remotely executed on the server, not locally, which is how I currently have it. There is little detail on the commands dealing with pylons, it's been... interesting

  10. Version 050 will test later today.  Change log:

     

    1. Fixes to paradrop (hopefully parachute will be consistently applied?)
    2. Turret guns on Ghosthawk action repaired
    3. Point donation fixed for donating to team and group (wasn't correctly removing points from donator)
    4. FINALLY tracked down the bug for grenadiers losing uniforms and other items.
    5. Zeus players moving into non-zeus roles no longer retain invulnerability.
    6. Vehicle servicing script overhauled. Can no longer spam vehicle servicing action.
    7. Vehicles with dynamic loadouts such as helicopters and planes now have a custom loadout dialog, and vehicle servicing will not rearm these vehicles.
    8. Slight tweak to OPFOR presence in dynamic enemy count; number of enemy squads slightly reduced when based on player count.
    9. Tweak to main AO generation should not allow new AO to spawn on players.
    10. Turning off hints will now also disable entry/exit into AO messages.
    11. Tweak to script which prevents players from landing/driving vehicles into player spawn area. There is now also a warning.
    12. Mission parameter options now allow admin to set the default cost of a paradrop, and low-player behaviour: can now make paradrops free if no Vortex units are online, and if the player count is 7 or lower.

  11. 20 minutes ago, Igor said:

    20:42:05 Cannot create non-ai vehicle Ares_Module_Player_Teleport,
    20:42:05 Cannot create object 18:20 with type[Entity], param[Ares_Module_Player_Teleport], NMT code[91]:
    20:42:05 Cannot create object 18:21 with type[AIUnit], param[unit], NMT code[113]:

    Thanks for your other code notes; this is an error that's built in to Ares/Achilles, it's produced when a zeus uses Ares/Achilles to teleport.

  12. My notes from today's test:

    - Inventory closing on its own - somehow related to backpack locking or vehicle locking script, no reason why that should be happening.

    - Users aren't getting a hint on zeus ping to stop endless spam of zeus pings.

    - Side missions didn't spawn.

    - Enemy reinforcements came in after an AO was cleared, not when enemies were reduced below 50%. The reinforcements went to the new AO. ?

    - Body dragging was terribly bad (bodies weren't released)

    - Gear restriction didn't remove blue smoke grenades, thus they were in some players default loadouts. Solution: don't remove these smokes, but change them to green smokes.

    - Wounded players aren't showing up correctly in the world and on map view.

    - Map markers are disappearing after time, for no good reason.

    - Consider different medium range scopes for marksmen (with alternate reticle)

    - Paradrop reward produced a script error.

    - Dead bodies cleanup: it's working as intended, but the result is that bodies aren't being cleared. Next version of this code will be much more aggressive to keep dead body count low

    - UAV recon missions produced a bug. Will consider making UAV have added functionality, ie., it will automatically recon areas that have the most players.

    - OPFOR were reacting to player presence appropriately - but this meant that almost all enemy squads responded to the presence of even one identified player. Consider restricting the number of squads the respond to player identification.

    - Purchased rewards are currently added to inventory; as a result they're not automatically saved to the player's current loadout. Solution will be to add these items to the arsenal, the player will have to equip them in the arsenal, then the loadout will be automatically saved.

  13. 6 hours ago, Sentri said:

    1. Clean-Up script dosn't work, everywhere were dead bodys

    I've checked the logs and the script is running: if you were seeing the dead bodies, then the clean up script is probably working as intended. The script is designed to clean up bodies and wrecks that are outside the immediate visual range of the player, so you don't run up to scavenge equipment from a body, and it suddenly despawns because the it's time to run the script. Once all players are far enough away from a dead body, it will despawn. I'm fine tuning the timing and distance for these checks, in order to improve performance.

     

    6 hours ago, Sentri said:

    2. No second arsenal, there are resupply boxes but they are a bit Glitched, throwing out of inventory or not being accessible

    I'm going to change these static boxes to arsenals as that's fairly easy to accomplish, but this version is the first time I'd heard of that bug or I would probably have done it sooner.

     

    6 hours ago, Sentri said:

    3. Reaper Pilot was flying Ghost Hwak, don't think that's intended that way

    No, it's not.

     

    6 hours ago, Sentri said:

    4. Some information would be nice, like a secondary mission marker and an info text, not just an circle somewhere

    The secondary missions are tasks, if you click on the task on the map you will be reward with information about what you're supposed to do.

     

    6 hours ago, Sentri said:

    5. I changed often roles to see what their equip is, that's when I noticed I blocked 6 slots in a squad and no role was properly working for me anymore

    Yeah, that's a bug.

     

    Thanks for posting

  14. Thanks folks, I'm sorry I couldn't be there for the actual test. Family stuff I couldn't get away from...

    On 1/1/2019 at 4:33 PM, Stanhope said:

    Performance warning: SimpleSerialization::Write 'params' is using type of ',TEXT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types

    This has been the bane of my existence, next to vehicle respawning. I have no idea what's causing this. I think it's related to using publicVariable to try and send a large chunk of text, but I don't see where I do that.

     

    On 1/1/2019 at 4:33 PM, Stanhope said:

    22:22:09 Trying to execute a disabled command 'createvehiclelocal' (2 args)

    Hmmm, this kind of sucks because it means Bohemia uses the createVehicleLocal in one of its scripts, and I'm disabling the command as an anti-hacking measure. I have a sense it's connected to vehicle smoke launchers as it stems from 22:22:09 File A3\functions_f\Effects\fn_effectFiredSmokeLauncher.sqf [BIS_fnc_effectFiredSmokeLauncher], line 52, however I'm surprised they'd use a local effect for that.

     

    23 hours ago, Lindi said:

    Feature: Most of Achiles modules broken or dissabled? (Grayed out option windows)

    Achilles uses its own functions, and since I have disabled the ability of clients to remotely execute functions and scripts on the server unless they are specifically whitelisted, I am basically reduced to waiting to see what functions and scripts produce this error, and then whitelisting them. 048 should fix achilles, and a variety of other things that weren't working...

     

    23 hours ago, Lindi said:

    Feature: Inventory not staying open for more than a second or two in base.

    I'm not sure what's causing this, but I'm investigating. I had heard a report that it's linked to opening up the static inventory boxes, so I will be replacing those with standard arsenal boxes, by popular demand.

     

    23 hours ago, Lindi said:

    Suggestion: Guardian base. Block off chopper pads completely to prevent ramming of choppers with vehicles.

    Yup

     

    23 hours ago, Lindi said:

    Feature: Stanhope was both pilot and Co-pilot for Viper squad

    Nice one Stan

     

    23 hours ago, Lindi said:

    Feature: 53 players online my frames  ~20 to 25 (normal for I&A3), suspect scaling enemy precence to players and lots of dead bodies and vehicles laying about, maybe make clean up faster?    

    There are some provisions in the mission for faster removal of dead bodies and wrecks; my intention with the cleanup script is to try and remove bodies that have been clearly abandoned by players so they don't immediately despawn in full view of the player. Every "cleanup period" the script checks all dead bodies and wrecks to see if they're within a certain distance of any player, and if not, they are removed. Further, there is a scaled acceleration so if we are more than 20 players, both the frequency of this cleanup period, and the distance from any player, are reduced.  I'll continue to fine tune these numbers.

     

    As for the presence of enemies, that is such a tricky thing. If I scale back the number of enemies, people complain that the AOs are completed too quickly.

     

    23 hours ago, Lindi said:

    Feature: Midnight Reported trying to mute a player (map/players/mute) but it muted the player 5 rows above the intended one.

    That's a Bohemia/Arma thing, not related to the mission.

     

    23 hours ago, Lindi said:

    Feature: Players are able to teleport to the carrier, but the carrier is not there!

    I'll definitely have to check where it went...

     

    23 hours ago, Kacper said:

    Also I've seen an enemy Neophron landing at base

    I don't know why they're still doing that, I've gone to great lengths to try and get them to stop doing that...

     

    21 hours ago, applechaser said:

    2. donating points doesn't work (pressing "donate" doesn't do anything)
    3. buying uav actions doesn't work (pressing "purchase" doesn't do anything)

    These were both functions that didn't make it into the whitelist, they're there in version 048.

     

    21 hours ago, applechaser said:

    1. make Crossroads whitelisted or somthing along those lines so not every person can just grab to troll with

        maybe apply for HQ acces on forums

        or maybe an in game voting system so that if someone wants the role they can cast a vote among the other players

    I'd like to eventually implement this, for both Crossroads as well as the specialized roles (Sierra/Tango recon, Armor, Vortex trans, Viper and Reaper CAS).

     

    21 hours ago, applechaser said:

    2. Opening doors of the tower would be fun to use as atc

    I think those doors are locked by Bohemia.

     

    13 hours ago, Stanhope said:

    And someone said that the grenadier role spawned without uniform and that he couldn't chose one in the arsenal either. 

    I'm not sure what's up with the grenadier role, but I've seen that before, as well.

     

    10 hours ago, Mark T said:

    side mission could not complete, unable to release hostages.

    Again, another function that wasn't whitelisted, it's entered now and that should work.

     

    9 hours ago, Mark T said:

    6. Rifleman flying huron.

    All players, even Vortex pilots, are classed as "rifleman" - it's the squad / role that determines whether you can fly a heli or not.

     

    7 hours ago, Igor said:

    21:36:43 Trying to execute a disabled command 'ctrlcreate' (2 args)

    I'm glad to catch that, that's a common way hackers are able to give themselves a method to run scripts on the server.  Not that I'm saying you did, but that's why that command is disabled, as the mission will never need to run that.

     

    3 hours ago, drewc95 said:

    FPS problems across the server

    I'm sorry to say that this isn't actually that useful a comment, unless you can give me some additional context (ie., you encountered FPS problems in a specific situation and it fluctuated a lot - good one second, bad the next). I don't know anything about your computer and internet connection, which are both huge factors in determining how your client runs the mission.  Most people report better FPS in 4 than in 3.

     

    3 hours ago, drewc95 said:

    Zeus couldn’t seem to edit the weather as we had fog and lots of it 

    Yes, the setFog command wasn't whitelisted - the weather commands are now available.

  15. AW MVP 2018: all the donators and subscribers, you folks keep this place going!

    AW most friendly admin/staff member 2018: @Chuck

    AW most helpful admin/staff member 2018: @Mark T

    AW most helpful user *Non-staff* 2018: Oh dear. I should really spend more time on servers

    AW strictest admin/staff member 2018: @S0zi0p4th

    AW most absent staff member 2018: @S0zi0p4th

    AW most active staff member 2018: Tough call, too close to call

    AW friendliest user 2018: @GamerbugUK

    AW most tacti-cool ARMA player 2018: @Noah_Hero

     

  16. 21 hours ago, athert said:

    Finally i can place my feedback about today testing, dont forget that its just my opinions.

    opinions are always welcome.

    21 hours ago, athert said:

    a) I dont like current place of base. It is not designed well for vehicles (tanks need go straight to hill, it takes me cca 8 minutes to move with tank to AO that was 3km away). I think Terminal as central place will be better. (During writing this list, Scar mention that too, its not fun)

    We've gone back and forth on this but the majority concensus was that players like it better to have one main base as was the case in I&A2, rather than unlockable FOBs as is the case in I&A3. The difference in I&A4 is that the main base location is randomly positioned between one of the six airfields, including Terminal. On EU1 when we launch, we will probably set the default base location to Terminal because it appeals to the general pub player. Right now in beta testing we are spawning the base in the random locations (or non-Terminal) to identify specific base problems: for example, in last night's test we identified that the Huron's spawn placement is no good, as it exploded every time on spawn/respawn.

    21 hours ago, athert said:

    b) I hate current role restriction system. If i will not be fast and i will pick "light-at" then i cannot grab titan so im useless against almost every vehicle.

    If everyone has access to the Titan, then there's no point in having an AT specialist, or specialists at all for that matter. We have lightened up on restrictions, so that if you are in the field and you need to pick up someone's AT launcher, you can do that (you just can't run with it). This is to encourage players working as a team to complement each other's roles.

    21 hours ago, athert said:

    c) I dont like timed point system for AO/Side missions. I can kill almost every enemy on that AO but if i will be killed and i will need to move back to this AO by my own (or it will be really far away from base), then i will get zero points from this AO/Side. I think it will be better if i will get percentage by killed enemies or something but time is not so good.

    There's no perfect solution for this. What if you drive a vehicle into the AO and take a bunch of fire from the enemy units, distracting them while the other players complete the objective? Now you get no points, despite being vitally important to the completion of the mission.  Or a repair specialist, or other specialist roles, who aren't awarded by kills. Also, if you kill every enemy in the AO, you will likely have accumulated more points than the objective reward, just by individual kill points.

     

    If you die in the AO on your own, because you weren't within range of a medic or a team that can save you, then I think you might be doing it wrong.

    21 hours ago, athert said:

    d) I get just 300 points during whole 90min gameplay.. i can say its mostly becouse of bad gear setup (point -B-).

    Points are subject to balancing

    21 hours ago, athert said:

    e) There was player who was trying to ressurect another player but in that time, enemy vehicle showed up and start shooting at whole squad. I destroy that vehicle but i got penalty for killing friendly player. I saved 6 lives but still get penalty becouse of 1 derp becouse he was trying to ressurect someone. 5/7 will save squad again. (it will be better if there will be some better check. Something like if im shooting at enemy vehicle and there is player, i will not get penalty. Same for grenades etc.)

    That's unfortunate, but the same check prevents a player from griefing other players. Your situation is probably more rare than teamkilling, which I think we can all agree needs a defensible solution.

    21 hours ago, athert said:

    f) Some roles was obsolete. I was gunner but i was driving my tank becouse our real driver was AFK whole time.

    See my comment to TheScar above

    21 hours ago, athert said:

    g) I dont like that new spot system. On old IA, i was checking by map if im shooting at enemy or not but now i can see only friendly so i cannot be so sure if its friendly player or not.

    I think it will take some getting used to, but in this system if you're not sure if your target is friendly or enemy, spot it and it instantly gives you a target notification that it's either enemy (red target square) or friendly/civilian (no-shoot indicator). You didn't have to go to the map, check your location, estimate your direction and distance to what you're looking at, etc.  Plus the spotting system allows for the UAV to actually be useful, rather than relying on poor callouts by a UAV operator.  And your spots are visible to other players. I think the system is just a whole lot better than current. Feel free to tell me why I'm wrong.

     

    Plus "now I can only see friendly so I cannot be so sure if its friendly player or not" - makes no sense to me.

    21 hours ago, athert said:

    h) I cannot rearm at Ammo truck.

    It's a vanilla arma action, you need to be parked fairly specifically near its range to get the action.  Since it's so flakey, that's why I added repair/rearm/refuel pads.

    21 hours ago, athert said:

    i) Panthers are bad.

    #blameBIS and see my comment to TheScar, above

    21 hours ago, athert said:

    j) I like new vehicle reward system.. if i can really purchase something.

    Balancing, but yes, I think it will be better than reward vehicles

    21 hours ago, athert said:

    k) I like that we have default tanks at base from start.

    Heavy assets like the Slammer and the Marshall operate on a delayed start, but yes, I think it will work better

  17. 21 hours ago, TheScar said:

    - 2 Panthers,1 Slammer (which was taken by 1 guy already - makes the role selection Driver,Gunner,COmmander obsolete)

    - no access to a repair kit as gunner

    In the default parameter selection (likely what will run on EU1) the armor roles are fluid, meaning any of the roles can perform any of the functions. In the strict parameter setting, only the individual roles can control their various functions (only the Driver can get into the driver seat, etc).

    Again, by default only the driver and commander had access to repair kits, but I suppose for the sake of completeness there's no really great reason the gunner shouldn't have access to it as well, so I'll add it.

    21 hours ago, TheScar said:

    - spend 9min driving uphill only to be fkked up by a close encounter to a BTR,fun thing the Panther didnt exploded but both of us crew got send to revive

    - why a Panther even? its adds nothing to make use of that thing,besides driving over a simple rock disables its engine

    These are Arma problems, not mission problems. Panther vs BTR is probably going to be in favour of the BTR. Panther is there to allow GAMBLER & HITMAN to server as combat taxi while they wait for Slammer & Marshall style vehicles to spawn/respawn.

    21 hours ago, TheScar said:

    - enemy air was consistent active over AO,leaving armor with no defense measurements towards it

    Sounds like a players problem, not a mission problem

    21 hours ago, TheScar said:

    I spend more time driving with low speed towards an AO rather than spend time in it.

    That being said,participation marker should be extended starting 1km off AO border.

    I'm curious about the difference between 800m and 1km, but I have no real qualms about extending it.

    21 hours ago, TheScar said:

     me getting stuck in a AFKscript check that kept killing myself on and on and on giving me 21 deaths in the aftermath.

    That's not intentional, the AFK script is really only meant to run on pilot slots or if the server is completely full, so it is definitely bugged (should also have kicked you from the server if it was working properly).

  18. 5 hours ago, athert said:

    I dont know how many points will be generated from 100% AO, or Side mission

    Here's the layout of awards: all these points can be modified by a mission parameter which augments or reduces award points by +/- %, depending on whether the parameter makes the mission easier or harder.  By default, there's no modification.

     

    All these points are subject to change: they are placeholders as we figure out balance.

     

    Complete primary objective: 400 points.

    Complete secondary objective: 600 points.

     

    Both of these amounts are modified by your time in the relevant AO.  When you first get the notification that you are engaging the (primary/secondary) mission, that's telling you that you've been there for under a minute.  Every minute you are present in the AO, you get 25% of the final award.  So you have to remain in the relevant AO for at least 4 minutes to receive the full award.  This also decreases by 25% for each minute you're out of the relevant AO, until you get the message that you're no longer engaging the mission.  This helps mitigate those scenarios where you die and then the AO completes, and you'd get nothing, as well as rewarding players who have been in the AO longer than other players.

     

    The following awards are assigned as soon as they are completed, rather than when a particular objective is completed.

     

    Kill an enemy soldier: 25 points

    Destroy an enemy vehicle:

    - Tank: 300 points

    - Air vehicle (plane/helicopter): 500 points

    - Other vehicle: 150 points

    Heal a wounded player: 150 points (not sure if this is working)

    Revive a player: 250 points (not sure if this is working)

     

    Transport pilots in Vortex also have a special reward cycle: every 30 seconds they are in the air transporting players, they receive 5 points per player in their cargo.

     

    Points for kills are shared between members in a squad: if you are within 300 meters of a squad mate who receives reward points from a kill, you will receive 33% of those points. This is primarily to reward vehicle crews (commander & gunner) but (theoretically) it also incentivizes a squad to stick together.  So if a player kills a soldier, he receives 25 points, and any squad mate within 300m will receive 8 points.

     

    Points for kills are also shared with the Platoon commander: he will receive 10% of all points generated.  This is primarily so that over time he can afford to purchase UAV missions, ammo drops and vehicles for squads.

     

    There are also point penalties:

    Teamkill a player: 500 points

    Kill a civilian: 300 points

     

    5 hours ago, athert said:

    i will like to have option to capture enemy vehicles.

    I'll have a think about this, but my instinct says no. It's pretty easy for enemy vehicle crews to abandon their vehicles (especially if they flip them) which would mean enemy vehicles can become pretty easy to come by.  There's a mechanic in place to discourage players from using non-class weaponry, but I can't imagine a mechanic which would do the same for enemy vehicles.

     

    5 hours ago, athert said:

    AI soldier will be under my command or it will be just "dummy" npc that will shoot at everything and i cannot tell him not to do? will he have unlimited ammo?

    Actually @Stanhope isn't right in this case - he doesn't join your squad, he runs on a local loop so that he constantly tries to keep up with you, but will engage targets that he becomes aware of. He also has a program to try to revive you if you get incapacitated. However, there have to be no active enemies nearby, and he has to have a medkit (he doesn't have unlimited supplies).  Right now he's a work in progress and might not make the final cut.

     

    5 hours ago, athert said:

    UAV strikes will have some sort of cooldown or you can use them as you want?

    Right now, the cooldown is that the UAV's actually not great at conducting a strike. :) The UAV will vector into a strike position, and then attempt to engage your selected target. However, if it loses track of the target, it might actually engage another target of opportunity. But once you give the UAV a strike order, it will try for some time to fulfill that order, and is unavailable during that time. It's hard to spam that function, and frankly, in testing the UAV has been more useful as a recon tool.  It's also noteworthy that the UAV isn't targetable by enemies while it is in recon mode, but when it goes into strike mode it is targetable by enemies (and, in testing, has been shot down on several occasions).

     

    5 hours ago, athert said:

    Later version of MBT cost more than CAS ... Attack helicopter cost same as low MBT

    Again, the point values on everything are subject to change. It's also worth noting that players can share points, so if there's a need for a high-caliber vehicle, it's a matter of getting the entire team to cooperate and pony up the required points.

  19. By request, here is a the code which defines the reward costs in I&A4:

     

    Spoiler

    if ( playerFaction in [1001, 1002, 1003] ) then
    {    rewardVehicles = [
            "B_LSV_01_unarmed_F", 300, [],
            "B_MRAP_01_F", 500, [],
            "B_MRAP_01_hmg_F", 1000, [],
            "B_MRAP_01_gmg_F", 1500, [],
            "B_LSV_01_armed_F", 1000, [],
            "B_LSV_01_AT_F", 1800, [],
            "B_APC_Tracked_01_rcws_F", 3500, ["arm_c", "arm_g", "arm_d"],
            "B_APC_Tracked_01_AA_F", 6000, ["arm_c", "arm_g", "arm_d"],
            "B_APC_Wheeled_01_cannon_F", 4000, ["arm_c", "arm_g", "arm_d"],
            "B_APC_Tracked_01_CRV_F", 4500, ["arm_c", "arm_g", "arm_d"],
            "B_AFV_Wheeled_01_cannon_F", 6500, ["arm_c", "arm_g", "arm_d"],
            "B_AFV_Wheeled_01_up_cannon_F", 7500, ["arm_c", "arm_g", "arm_d"],
            "B_MBT_01_cannon_F", 10000, ["arm_c", "arm_g", "arm_d"],
            "B_MBT_01_TUSK_F", 14000, ["arm_c", "arm_g", "arm_d"],
            "B_Heli_Light_01_F", 4000, ["air_p", "air_cp"],
            "B_Heli_Light_01_armed_F", 6500, ["air_p", "air_cp"],
            "B_Heli_Attack_01_dynamicLoadout_F", 10000, ["air_p", "air_cp"],
            "B_Plane_CAS_01_dynamicLoadout_F", 12000, ["air_p", "air_cp", "air_fp"],
            "B_Plane_Fighter_01_F", 15000, ["air_p", "air_cp", "air_fp"],
            "B_Plane_Fighter_01_Stealth_F", 17000, ["air_p", "air_cp", "air_fp"],
            "B_T_VTOL_01_infantry_F", 12000, ["air_p", "air_cp"],
            "B_T_VTOL_01_vehicle_F", 12000, ["air_p", "air_cp"],
            "B_T_VTOL_01_armed_F", 25000, ["air_p", "air_cp"]
        ];

        rewardWeapons = [
            "hgun_Pistol_01_F", 50, [],
            "hgun_Rook40_F", 75, [],
            "hgun_ACPC2_F", 75, [],
            "hgun_Pistol_heavy_02_F", 100, [],
            "SMG_02_F", 125, [],
            "hgun_PDW2000_F", 125, [],
            "SMG_03C_camo", 125, [],
            "SMG_03C_hex", 125, [],
            "SMG_03C_khaki", 125, [],
            "SMG_03_black", 175, [],
            "SMG_03_camo", 175, [],
            "SMG_03_hex", 175, [],
            "SMG_03_khaki", 175, [],
            "SMG_03C_TR_black", 225, [],
            "SMG_03C_TR_camo", 225, [],
            "SMG_03C_TR_hex", 225, [],
            "SMG_03C_TR_khaki", 225, [],
            "SMG_03_TR_black", 275, [],
            "SMG_03_TR_camo", 275, [],
            "SMG_03_TR_hex", 275, [],
            "SMG_03_TR_khaki", 275, [],
            "arifle_TRG20_F", 150, [],
            "arifle_TRG21_F", 200, [],
            "arifle_TRG21_GL_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "arifle_SPAR_03_blk_F", 300, [],
            "arifle_SPAR_03_khk_F", 300, [],
            "arifle_SPAR_03_snd_F", 300, [],
            "arifle_Mk20C_plain_F", 150, [],
            "arifle_Mk20C_F", 150, [],
            "arifle_Mk20_plain_F", 200, [],
            "arifle_Mk20_F", 200, [],
            "arifle_Mk20_GL_plain_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "arifle_Mk20_GL_F", 300, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "arifle_AKM_F", 300, [],
            "arifle_AKS_F", 250, [],
            "arifle_AK12_F", 350, [],
            "arifle_AK12_GL_F", 400, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "LMG_Mk200_F", 500, ["inf_ar", "inf_mg"],
            "LMG_03_F", 500, ["inf_ar", "inf_mg"],
            "LMG_Zafir_F", 500, ["inf_ar", "inf_mg"]
        ];
        
        casHeli = "Heli_Attack_01_base_F";
        casPlane1 = "Plane_CAS_01_base_F";
        casPlane2 = "Plane_Fighter_01_Base_F";
    };

    if ( playerFaction in [2001,2002,2003] ) then
    {    rewardVehicles = [
            "O_T_LSV_02_unarmed_F", 300, [],
            "O_MRAP_02_F", 500, [],
            "O_MRAP_02_hmg_F", 1000, [],
            "O_MRAP_02_gmg_F", 1500, [],
            "O_T_LSV_02_armed_F", 1200, [],
            "O_T_LSV_02_AT_F", 1800, [],
            "O_APC_Wheeled_02_rcws_v2_F", 3000, ["arm_c", "arm_g", "arm_d"],
            "O_APC_Tracked_02_AA_F", 6000, ["arm_c", "arm_g", "arm_d"],
            "O_APC_Wheeled_02_cannon_F", 3500, ["arm_c", "arm_g", "arm_d"],
            "O_APC_tracked_02_cannon_F", 4000, ["arm_c", "arm_g", "arm_d"],
            "O_MBT_02_cannon_F", 10000, ["arm_c", "arm_g", "arm_d"],
            "O_MBT_04_cannon_F", 15000, ["arm_c", "arm_g", "arm_d"],
            "O_MBT_04_command_F", 18000, ["arm_c", "arm_g", "arm_d"],
            "O_Heli_light_02_unarmed_F", 4000, ["air_p", "air_cp"],
            "O_Heli_Transport_02_F", 6000, ["air_p", "air_cp"],
            "O_Heli_light_02_F", 8000, ["air_p", "air_cp"],
            "O_T_VTOL_02_infantry_dynamicLoadout_F", 12000, ["air_p", "air_cp"],
            "O_T_VTOL_02_vehicle_dynamicLoadout_F", 12000, ["air_p", "air_cp"],
            "O_Heli_Attack_02_dynamicLoadout_F", 10000, ["air_p", "air_cp"],
            "O_Plane_CAS_02_dynamicLoadout_F", 12000, ["air_p", "air_cp", "air_fp"],
            "O_Plane_Fighter_02_F", 15000, ["air_p", "air_cp", "air_fp"],
            "O_Plane_Fighter_02_Stealth_F", 17000, ["air_p", "air_cp", "air_fp"]
        ];
        
        rewardWeapons = [
            "hgun_Pistol_01_F", 50, [],
            "hgun_P07_F", 75, [],
            "hgun_P07_khk_F", 75, [],
            "hgun_ACPC2_F", 75, [],
            "hgun_Pistol_heavy_01_F", 100, [],
            "SMG_01_F", 125, [],        
            "SMG_03C_camo", 125, [],
            "SMG_03C_hex", 125, [],
            "SMG_03C_khaki", 125, [],
            "SMG_03_black", 175, [],
            "SMG_03_camo", 175, [],
            "SMG_03_hex", 175, [],
            "SMG_03_khaki", 175, [],
            "SMG_03C_TR_black", 225, [],
            "SMG_03C_TR_camo", 225, [],
            "SMG_03C_TR_hex", 225, [],
            "SMG_03C_TR_khaki", 225, [],
            "SMG_03_TR_black", 275, [],
            "SMG_03_TR_camo", 275, [],
            "SMG_03_TR_hex", 275, [],
            "SMG_03_TR_khaki", 275, [],
            "hgun_PDW2000_F", 125, [],
            "arifle_TRG20_F", 150, [],
            "arifle_TRG21_F", 200, [],
            "arifle_TRG21_GL_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "arifle_SPAR_03_blk_F", 300, [],
            "arifle_SPAR_03_khk_F", 300, [],
            "arifle_SPAR_03_snd_F", 300, [],
            "arifle_Mk20C_plain_F", 150, [],
            "arifle_Mk20C_F", 150, [],
            "arifle_Mk20_plain_F", 200, [],
            "arifle_Mk20_F", 200, [],
            "arifle_Mk20_GL_plain_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "arifle_Mk20_GL_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "arifle_AKM_F", 300, [],
            "arifle_AKS_F", 250, [],
            "arifle_AK12_F", 350, [],
            "arifle_AK12_GL_F", 400, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "LMG_Mk200_F", 500, ["inf_ar", "inf_mg"],
            "LMG_03_F", 500, ["inf_ar", "inf_mg"],
            "LMG_Zafir_F", 500, ["inf_ar", "inf_mg"]
        ];
        
        casHeli = "Heli_Attack_02_base_F";
        casPlane1 = "Plane_CAS_02_base_F";
        casPlane2 = "Plane_Fighter_02_Base_F";
    };

    if ( playerFaction in [3001] ) then
    {    rewardVehicles = [
            "I_G_Offroad_01_armed_F", 750, [],
            "I_G_Offroad_01_AT_F", 1500, [],
            "I_MRAP_03_F", 500, [],
            "I_MRAP_03_hmg_F", 1000, [],
            "I_MRAP_03_gmg_F", 1500, [],
            "I_LT_01_scout_F", 2500, ["arm_c", "arm_g", "arm_d"],
            "I_LT_01_AA_F", 6000, ["arm_c", "arm_g", "arm_d"],
            "I_APC_Wheeled_03_cannon_F", 3500, ["arm_c", "arm_g", "arm_d"],
            "I_APC_tracked_03_cannon_F", 4000, ["arm_c", "arm_g", "arm_d"],
            "I_LT_01_AT_F", 4000, ["arm_c", "arm_g", "arm_d"],
            "I_LT_01_cannon_F", 5000, ["arm_c", "arm_g", "arm_d"],
            "I_MBT_03_cannon_F", 9500, ["arm_c", "arm_g", "arm_d"],
            "I_Heli_light_03_unarmed_F", 4000, ["air_p", "air_cp"],
            "I_Heli_Transport_02_F", 6000, ["air_p", "air_cp"],
            "I_Heli_light_03_dynamicLoadout_F", 8000, ["air_p", "air_cp"],
            "I_Plane_Fighter_03_AA_F", 10000, ["air_p", "air_cp", "air_fp"],
            "I_Plane_Fighter_03_CAS_F", 12000, ["air_p", "air_cp", "air_fp"],
            "I_Plane_Fighter_04_F", 14000, ["air_p", "air_cp", "air_fp"]
        ];
        
        rewardWeapons = [
            "hgun_Pistol_01_F", 50, [],
            "hgun_Rook40_F", 75, [],
            "hgun_P07_F", 75, [],
            "hgun_P07_khk_F", 75, [],
            "hgun_Pistol_heavy_01_F", 100, [],
            "hgun_Pistol_heavy_02_F", 100, [],
            "SMG_01_F", 125, [],
            "SMG_02_F", 125, [],
            "SMG_03C_camo", 125, [],
            "SMG_03C_hex", 125, [],
            "SMG_03C_khaki", 125, [],
            "SMG_03_black", 175, [],
            "SMG_03_camo", 175, [],
            "SMG_03_hex", 175, [],
            "SMG_03_khaki", 175, [],
            "SMG_03C_TR_black", 225, [],
            "SMG_03C_TR_camo", 225, [],
            "SMG_03C_TR_hex", 225, [],
            "SMG_03C_TR_khaki", 225, [],
            "SMG_03_TR_black", 275, [],
            "SMG_03_TR_camo", 275, [],
            "SMG_03_TR_hex", 275, [],
            "SMG_03_TR_khaki", 275, [],
            "arifle_TRG20_F", 150, [],
            "arifle_TRG21_F", 200, [],
            "arifle_TRG21_GL_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "arifle_SPAR_01_blk_F", 200, [],
            "arifle_SPAR_01_khk_F", 200, [],
            "arifle_SPAR_01_snd_F", 200, [],
            "arifle_SPAR_03_blk_F", 300, [],
            "arifle_SPAR_03_khk_F", 300, [],
            "arifle_SPAR_03_snd_F", 300, [],
            "arifle_AKM_F", 300, [],
            "arifle_AKS_F", 250, [],
            "arifle_AK12_F", 350, [],
            "arifle_AK12_GL_F", 400, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
            "LMG_Mk200_F", 500, ["inf_ar", "inf_mg"],
            "LMG_03_F", 500, ["inf_ar", "inf_mg"],
            "LMG_Zafir_F", 500, ["inf_ar", "inf_mg"]
        ];
        
        casHeli = "Heli_light_03_dynamicLoadout_base_F";
        casPlane1 = "Plane_Fighter_03_Base_F";
        casPlane2 = "Plane_Fighter_04_Base_F";
    };

    rewardGear = [
        "muzzle_snds_L", 50, [],
        "muzzle_snds_M", 50, [],
        "muzzle_snds_H", 50, [],
        "muzzle_snds_B", 50, [],
        "muzzle_snds_acp", 50, [],
        "muzzle_snds_H_MG", 50, [],
        "muzzle_snds_H_SW", 50, [],
        "muzzle_snds_acp", 50, [],
        "muzzle_snds_338_black", 50, [],
        "muzzle_snds_338_green", 50, [],
        "muzzle_snds_338_sand", 50, [],
        "muzzle_snds_93mmg", 50, [],
        "muzzle_snds_93mmg_tan", 50, [],
        "muzzle_snds_H_khk_F", 50, [],
        "muzzle_snds_H_snd_F", 50, [],
        "muzzle_snds_m_khk_F", 50, [],
        "muzzle_snds_m_snd_F", 50, [],
        "muzzle_snds_58_blk_F", 50, [],
        "muzzle_snds_58_wdm_F", 50, [],
        "muzzle_snds_58_ghex_F", 50, [],
        "muzzle_snds_58_hex_F", 50, [],
        "muzzle_snds_B_khk_F", 50, [],
        "muzzle_snds_B_snd_F", 50, [],
        "muzzle_snds_65_TI_blk_F", 50, [],
        "muzzle_snds_65_TI_hex_F", 50, [],
        "muzzle_snds_65_TI_ghex_F", 50, [],
        "muzzle_snds_H_MG_blk_F", 50, [],
        "muzzle_snds_H_MG_khk_F", 50, [],
        
        "optic_mrd", 50, [],
        "optic_Yorris", 50, [],
        "optic_NVS", 150, ["inf_mm", "inf_sni"],
        "optic_MRCO", 200, [],
        "optic_hamr", 200, [],
        "optic_Hamr_khk_F", 200, [],
        "optic_Arco", 250, [],
        "optic_Arco_blk_F", 250, [],
        "optic_Arco_ghex_F", 250, [],
        "optic_ERCO_blk_F", 250, [],
        "optic_ERCO_khk_F", 250, [],
        "optic_ERCO_snd_F", 250, [],
        "acc_flashlight_pistol", 50, [],
        "acc_flashlight", 50, [],
        "acc_pointer_IR", 50, [],    
        
        "bipod_01_F_snd", 50, [],
        "bipod_01_F_blk", 50, [],
        "bipod_01_F_mtp", 50, [],
        "bipod_02_F_blk", 50, [],
        "bipod_02_F_tan", 50, [],
        "bipod_02_F_hex", 50, [],
        "bipod_03_F_blk", 50, [],
        "bipod_03_F_oli", 50, [],
        "bipod_01_F_khk", 50, [],
        
        "H_Hat_Safari_olive_F", 300, ["cmd_platco", "inf_sl"],
        "H_Hat_Safari_sand_F", 300, ["cmd_platco", "inf_sl"]
    ];

    rewardMisc = [
        "Paradrop", 500, [], "Can only be purchased and used in base. Deploy from a cargo plane loitering 1,800m above Altis. You'll automatically be equipped with a parachute that will temporarily replace your backpack, and when you touch down your backpack will be restored. The parachute does NOT open automatically!",
        "Ammo Drop", 500, ["cmd_platco", "inf_sl", "inf_tl", "sup_sl", "arm_c"], "A civilian airplane will buzz overhead and drop an ammo crate by parachute for you to resupply your squad. Look for the blue smoke!",
        "AI Soldier", 1500, [], "Creates a basic AI soldier that will follow you through the battlefield, fight enemies it detects, and will heal you if you are incapacitated. He will jump into the same vehicle as you, but he won't accompany you on a paradrop.",
        "UAV Recon", 1000, ["cmd_platco", "inf_sl", "inf_tl", "inf_spo"], "Submit a request for GOBLIN to recon the area around you, assuming the UAV is not already tasked with orders from another team. The UAV will loiter either around your position, or the position of an assigned waypoint for your team. It will spot targets for the entire team.",
        "UAV Strike", 2000, ["cmd_platco", "inf_sl", "inf_tl"], "Submit a request for GOBLIN to strike a spotted vehicle target with an air-to-ground missile. You must spot the target vehicle and then make your request; GOBLIN will take it from there (you do not have to lase the target)."
    ];

     

    You need a little information to unpack this information, as it's lifted straight from the codebase.

     

    Faction identities:

    1001, 1002 and 1003 are NATO, NATO Pacific and CTRG (western) factions.
    2001, 2002 and 2003 are CSAT, CSAT Pacific and Viper (eastern) factions.
    3001 is the AAF.

     

    Each reward is the name, the cost, and the roles it's limited to; for miscellaneous rewards, the description is appended as the fourth item.

     

    I encourage people to discuss / debate the relative costs of these items. I expect these to iron out over time.

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