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Posts posted by Ryko
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Update chopper whitelist to include OPFOR / IND choppers (co-pilot exclusion)
Review repair function on vehicle repair boxes
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FYI, I have updated the remaining 5 maps for version 062 of Stiletto and set them into the rotation.
- Johnson and BBFSGaming
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The weather used to change over time but that resulted in some particularly awful fog events, so no, it will not change. If you want to change the weather get into a command position (SL or PC) and change it at the whiteboard (assuming that still works).
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Try without dynasound etc enabled?
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9 hours ago, Stanhope said:
On the first mission did we run into that timer that fails the mission after x amount of time or ...?
Likely yes, the timer ran out
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- Popular Post
Hi folks,
As some of you have noticed lately, I haven't been as active on server or in development of the Stiletto mission. Things have become busier in my life over the last few months, leading to less available time to put into Arma; coupled with the fact that Stiletto is more (or less) at a stable version, the purpose of this post is to inform you that for the foreseeable future, I won't be continuing further development of the mission.
There is a notable exception to this: on the staff level, we are envisioning an update to the mods employed on the AWE server, which will necessitate an overhaul to the vehicles available for spawning and equipment available in the arsenal. I'll be putting forward a version 061 of Stiletto to accommodate this, but after that, I don't foresee a version 062 (except of course, when there are minor bugs to quash from 061).
What I will consider for 061 are essential mission fixes seen in 060 (if something is broken in the current version, I'll want to have it as fixed as possible). In addition, the vehicle spawning system is new, using points, and this is an opportunity to fine tune any point costs that haven't been working. I haven't seen any feedback about that, so I'm assuming it's not causing big problems.
That said, I'm willing to allow other interested developers to extend the mission beyond 061: if you're interested in this, drop me a message.
I do hope to be able to get online again, it's just that for the next few months, I'm going to be swamped with a few projects IRL. As I've always been the first to say to everyone else - real life has to come first.
Thanks,
- Ryko
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What you're asking for is to redefine the default standard of the mission. I would argue the majority of players would prefer a Vortex at 0-8 players. If you want to try it out and see if your theory is sound, go into Plat Co and remove Vortex as a group.
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7 hours ago, BBFSGaming said:
then dies when we all try to squad up at once
So as it turns out this was related to the Tembelan map, had nothing to do with the server. We've changed out the Tembelan mod, so that issue shouldn't resurface.
- BBFSGaming and GhostDragon
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5 hours ago, Mad Eye Moody said:
So would it be o.k. when the server is empty
Yep, that'd be fine. You'd need to go platoon commander to activate the Logistics squad, then change roles to one of the engineers.
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6 hours ago, J0hnson said:
Will the arty vehicles now spawnable actually be able to be used with no Arty Computer or range table?
Also @Ryko could that ACE boat push be applied to other craft? Things like the RHIB should be pushable really.
Yeah we'll probably bring the computer back, it's fun to do the ranging manually but in the end there are so many variables that don't line up it's too unpredictable.
For the RHIB, from what I can see it's baked in by class name, so you will have to bitch at ace for that.
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12 minutes ago, Mad Eye Moody said:
Ok so only works on some missions? Not like the R3F mod then
It's built in to Stiletto
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Stiletto version 060 is now on the server. Change log follows.
Tembelan will be reverted to the previous version on the next update of the repo, until then it has been pushed to the back of the map rotation (Lythium is now default after server restart).
CHANGE LOG 060
1. Updated Stiletto engine to allow manually spawned missions and enabling / disabling of Stiletto mission engine during the mission.
2. Added Taru to Russian EMF and Desert player factions
3. While the M27 is available to all Blufor factions, the 60-round magazines are available for autoriflemen only. The new 40-round magazines are available for all M27 users
4. Kill HVT mission completion has been overhauled. You now just need to locate (be within 8m of) the HVT's corpse for the mission to complete. In Kill HVT missions, the HVT is armed.
5. Added point system for vehicle spawning. Values are set at an initial state and will be adjusted over time as we see how the system works. Vehicle resource points are refreshed at 1/1000th of their initial value every minute (so at a default of 150,000 points, 150 points are accumulated each turn). In addition, accumulated intel points are added to this rate. All default initial combat vehicles (except quad bikes and repair vehicles) have been removed from player bases.
5A. Added the C-130 variants and AN-2 to unarmed plane spawns. Be very careful when placing plane spawns with LOGi: these are large vehicles.5B. Added the Mi-24G to Eastern faction vehicle spawns.
5C. Added artillery vehicles to vehicle spawns.
6. All vehicles from allied factions are now present in their respective vehicle spawners, so specific factions are no longer relevant (you do not have to be US Army to spawn a Blackhawk, but you do have to be a Western faction). Vehicle rarity is now governed solely by point cost.For clarity: Vehicle respawn points are separate from Logi points.
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ACE is a local effect, so nope
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10 hours ago, Stanhope said:
Follow up:
When the rally was implemented what was it intended for? And does staff think it's still being used as it was originally intended to be used?It was implemented during a phase with low server pop, when no one wanted to run Vortex. Original implementation was that it was disabled when a Vortex was online, and then people asked for it to be more regularly available so Vortex could be used for CAS.
I feel the responsibility for using the rally point exists strictly with the Squad Leader deploying it: yes, they must be aware that by using this function they are removing a need to use Vortex for insertions. I can think of several scenarios where this is preferable: for example, going after an AA unit objective, using Vortex to re-insert troops is not preferable.
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It's whatever the command element has decided it should be.
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28 minutes ago, Noah_Hero said:
Feel bad that the idea is just thrown away
I don't see how that's justified as I explained why Stiletto, and Gauntlet before it, was not structured this way. Locking down the arsenal to a bare minimum is something more akin to what a dedicated milsim server might do, and that's not the spirit of AWE. You've always been free to choose your own level of realism and immersion, and that's not likely to change, for better or worse.
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So in the past we've explored this concept, but have decided to leave the arsenal as open ended as possible. Part of the appeal of the AWE server is that you can choose your own interpretation of the scenario: if your character is an IDF soldier or a South Korean spec op attached to US forces, you can choose to play that way.
This philosophy also makes the mission much easier to maintain. If you want to have a scenario where everyone uses the same gear, consider submitting a game night.
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I should have said "force" instead of "ask". I guess my point was that you're treading on ground that we as staff see all the time, you can have what you see as a perfectly reasonable change to the rules / modset / game mode and not get consistent or rational feedback from the user base. You have to expect that some people are just going to disagree with you without elaborating on why. It's the exact same reason that people don't like playing as a Russian faction and will go play something else instead, despite the mission having made allowances to make Eastern play more West-like (by adding Picatinny-style AK's, for example, which mount Western optics).
I would suspect that the main reason a SAF faction would be unpopular would be simply that it's not a conventional Western style faction, which the majority of the user base seems to enjoy playing the most.
As I've stated in another thread, I'm on hold for further development of Stiletto, and limiting my time on this mission to game-breaking updates. That said, if you want to build your own SAF faction, structurally it wouldn't be that hard; however the arsenal as coded right now envisions a pretty strict delineation between east and west factions, and a SAF faction would fly in the face of that. If you look at the Spetsnatz faction (1043.sqf) you can see how there's a custom addition of weaponry that adds the NPZ weapons, and that'd be the way to get around that.
- R
Invade & Annex 4 Alpha Test Feedback
in AW Invade & Annex Development
Posted
Getting the mission file won't entirely help you as a bunch of server side scripting is in effect; the mission won't play properly outside of the server.