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Ryko

AW Core Staff
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  1. Like
    Ryko got a reaction from JJ Cakes in I&A 4 Beta Test Feedback   
    Probably next Monday.
  2. Like
    Ryko got a reaction from RiverWolf in I&A 4 Beta Test Feedback   
    It'll be a little less obnoxious in the next version (in this version, they were disappearing in about 10 seconds.  That was never the intention; it was meant that they'd disappear over about 6 minutes.  New behaviour is as follows:
    1) Disappear functionality applies only to markers in sideChat. Markers in Global, Vehicle, Group, etc remain as normal.
    2) Markers prefaced with "LZ" are maintained in sideChat and transformed into a special LZ symbol.
    3) Other Markers disappear slowly over 6 minutes.
     
    It wouldn't be difficult, I just wonder how many people will dig down to find the preference to do so.
    I'll put it on the list. It probably won't make it in for initial release, but it's definitely an interesting idea.
     
    Yeah, thanks to Stanhope I have lined up enemy AI subskills to be similar to I&A3.  I figure there was some good work done to find the right mix of AI settings for that mission, which I'm more than happy to paste into 4.
  3. Like
    Ryko reacted to chicken_no6 in I&A 4 Beta Test Feedback   
    not sure if this bug has been reported before but if u donate points to the entire team they dont get spend from u so u coud donate infinity points to the team i had 6000 points
  4. Like
    Ryko got a reaction from MidnightRunner in Invade & Annex 4 beta test 081 - Monday September 28, 1700 UTC   
    The test went very well today, so we're going to keep the server running 4 until at least Wednesday.
  5. Thanks
    Ryko got a reaction from applechaser in Invade & Annex 4 beta test 081 - Monday September 28, 1700 UTC   
    The test went very well today, so we're going to keep the server running 4 until at least Wednesday.
  6. Like
    Ryko got a reaction from RiverWolf in Invade & Annex 4 beta test 081 - Monday September 28, 1700 UTC   
    On EU1. Come one, come all!
  7. Thanks
    Ryko got a reaction from SkullCollector in Today's TvT - Gauntlet vs Gauntlet (GvG)   
    Hey folks,
     
    Today's TvT will be something slightly different - BLUFOR and OPFOR playing against each other on a subset of the standard Gauntlet missions.  AI is still there - the CHDSK rebels - and they fire on both BLUFOR and OPFOR. We playtested it this afternoon and it was epic.  The more folks the better!
  8. Like
    Ryko reacted to Xwatt in Liberation Wednesday - 15/07/2020 @ 17:30 UTC   
    What is Liberation Wednesday?
    Liberation Wednesday will be an event ran weekly, in a gamenight format, with a formal, established chain of command and greater player numbers. For the fossils in our community, you may remember Stilleto Wednesdays, and here we are replicating that experience, but instead in the liberation format and following our gamenight etiquette. AWE will still remain open 24/7, but you can expect a more serious, teamwork focused, command orientated experience every Wednesday. We will be kicking off the first week of Liberation Wednesday with the introduction of Lythium.
     
    Server Details:
    IP: 116.202.224.207 Port: 2302  
    Mods Required:
    AW Liberation Lythium.html
     
    TS Address:
    ts.ahoyworld.net
     
    Mission Runtime:
    120+ minutes, a short debrief will be given at the end of this time, where players can choose to remain playing or log off.
     
    Squad Structure:
    Platoon x3 (Platco, RTO, UAV) Alpha, Bravo Charlie (9 man infantry teams) Logistics x2 Vortex x2 Reaper x2 Hammer x3  
    Friendly Forces:
    Russian Armed Forces
     
    Enemy Forces:
    Insurgent Forces
     
    Situation:
     
    Russian Forces have been deployed in the region of Lythium to clear the region of an insurgency force. We start with an operations base and an FOB, and we must take objectives in order to get supplies, intel and to clear the area of any insurgent forces. 
     
    Assets:
    1x MI-8T 2x KA-60 Additional assets can be purchased in accordance to commands discretion
     
    Mission:
     
    Clear the region of insurgent forces. Capture a factory and establish a supply route. Clear the area of IED's and mines where necessary, and protect civilian lives at all costs.
     
    Objectives:
    TBD by Command
     
    Movement Plan:
    At Commands discretion 
     
    R.O.E
    Fire when Fired upon  Civilians are present in the area so collateral damage is to be kept to a minimum. Only buildings clearly being used for a military purpose may be engaged. Civilian life must be protected (Hearts and minds)  
    Admin and Logistics:
     
    Equipment And Resupply:
    At Commands discretion Ammo crates can be purchased through the building menu Command HQ acts as an arsenal  
    Reinforcements:
    Unlimited At commanders discretion, transport assets are available. RTO (if present) will handle infantry reinserts and LZ's  
    Command and Control:
     
    Command:
    Operations and ground control lies with platoon commander RTO (if present) will handle air units  
    Communication:
    Radio channels are set for each element and can be viewed through the map . Platoon has limited discretion for change but structure is to be maintained.
     
    ==========================================================================================================================
     

     
     
     
  9. Thanks
    Ryko got a reaction from Guard81 in Building IDAP humanitarian missions in ARMA3   
    Hi!  I'd say the first thing you're going to want to do is go to youtube and learn about how the Eden editor works in Arma.  Make a very simple first mission involving tasks, like a typical "steal the car" mission (bring a car to a certain end point, mission success).  This will set you up for more complicated task management.
     
    For non-combatants, just make your players part of the civilian faction; civilians won't be shot at by any faction, unless you become a threat.
  10. Like
    Ryko got a reaction from Shadow Knight in Ahoyworld server upgrades   
    Ahoy mates,
     
    Ahoyworld is upgrading.  The server boxes upon which we run Arma 3 are acceptable, but as it happens we are doing well enough financially that we have decided to implement an update to better servers.  Our current boxes run on Intel i7-6700 Quad-core chips, and our new ones will run on Ryzen 5 3600 Hexa-core chips.  The numbers say it's a 29% upgrade, for essentially the same monthly cost.
     
    Now is a great time for Ahoyworld.  Our implementation of the subscription model has allowed us to actually plan into the future by having a projectable cash flow.  While donations are the life-blood of Ahoyworld, the peaks and valleys of donations have made planning quite difficult.
     
    However, the move to new servers is not free.  If you were considering a donation to Ahoyworld, now would be an excellent time to help us cover these costs, which we are projecting in the realm of €250.  We are on good footing, financially, but this transition will eat into our reserves a bit.
     
    Thanks for your attention!  We'll keep you updated with further information regarding the big upgrade as it becomes available.
     
    Best regards,
     
    Ahoyworld Core Staff members
  11. Thanks
    Ryko got a reaction from GhostDragon in Thoughts on leading a unit   
    Hi folks,
     
    I don't think I'm available on Saturday for Raz' leadership training, but of course I have lots of opinions, so I thought perhaps I'd put them down for posterity's sake.
     
    Generally
     
    There are three levels of command structure (as I see it) in EU3's platoon structure: Platoon leader, Squad leader, and Fire Team leader.  Each have their own obligations, scope of responsibility and function.  Regardless of the leader's position in the platoon, the common objectives are all the same:
     
    1) Complete the mission objective.
    2) Return all soldiers to base alive.
    3) Return all assets to base in working order.
     
    Unless the mission is a "clear the town" type mission, "killing all the enemy forces" is not on this list.  Indeed, I've led one or two missions where we barely shot at all.
     
    I would say the most important characteristic of a good leader is situational awareness: you have to be able to assess the things that are going on around you quickly, and make authoritative decisions.  Sometimes there is no right decision, but you just have to get things moving.  Standing around thinking about what to do, or appearing indecisive, leads to situations where people get killed.
     
    On leading a FIRE TEAM - being a Fire Team Leader (FTL)
     
    The fire team leader's role is to implement the squad leader's tactical plan which completes the mission objective.  The FTL leads by example, taking decisive actions which maneuvers the team into superior fighting positions.  The FTL is the primary contact with the Squad Leader, making reports on the team's progress and on any new battlefield information as it appears.
     
    FTL Checklist:
     
    Ensure everyone in the Fire Team:
     
    1) is on allocated radio channel and knows how to use their radio;
    2) carries a loadout of gear appropriate to their role, modified as required by the Squad Leader;
    3) has, and is using, earplugs;
    4) knows their role in the Fire Team;
    5) knows who will replace whom if the Team takes casualties (for example, who will call in to Squad Lead if the FTL is out of action, who will lead the FT).
     
    On leading a SQUAD - being a Squad Leader (SL)
     
    The squad leader's role is to implement the platoon commander's strategic plan which completes the mission objective.  The SL directs the Fire Teams, being aware of their relative positions and giving them move and action objectives which lead them into the overall mission. The SL should coordinate with other squads to implement the strategy.  The SL remains in contact with the Platoon Commander, making reports on the squad's progress and relaying new battlefield information acquired from the teams.  The Squad Leader should not be a front line unit, but should support the Fire Teams as required, especially in maneuvering the squad medic into positions where needed.
     
    It's a dangerous thing to micromanage two fireteams: the SL should give the FTLs movement and action objectives (move here, take this compound, destroy that vehicle, etc) and then let them decide how to implement.  Otherwise, the FTL is just another rifleman.  Giving the FTLs the agency to implement the SL's tactics gives them practice, allowing them the opportunity to try out skills that they can eventually use as a Squad Leader.
     
    SL Checklist:
     
    A) SL must:
    1) create radio channel(s) for the squad;
    2) coordinate with Platoon Commander in the development of a Strategic plan of action;
    3) know how to get in touch with other squads and elements (Vortex, Torch, Logi, etc).
     
    Ensure the Fire Team Leaders:
    1) are on appropriate radio channel(s) and have backups to communicate with the SL in the event they are injured and unresponsive;
    2) are aware of the strategic and tactical plans to be implemented by the fire teams;
    3) are aware of any special equipment their teams must carry to achieve the objective (explosives, etc).
     
    On leading a PLATOON - being a Platoon Commander (PC)
     
    The platoon leader is really only needed when there are multiple squads to manage: if there are Alpha, Bravo and Torch elements, for example, that's too much for any one squad leader, and it really helps to have a Platoon Commander to manage all those elements and let the individual SLs concentrate on their specific objectives.  The Platoon commander's role is to develop the overall strategy for completing the mission objective.  The PC can either make the plan completely independently or in conjunction with the Squad Leaders, but the PC always has the final say on how a plan will be carried out.
     
    The Platoon Commander should not micromanage the squads or fire teams directly - they can develop objectives for the squads to complete, but it's the role of the SLs and FTLs to figure out how to achieve these.  If the Platoon Commander overrides the decisions of a SL, it can lead to loss of morale, not to mention hurt feelings.  The Platoon Commander's role is largely planning and logistics: if you want to shoot things, you probably shouldn't take this role.  In fact, if you've come up with a good plan, you've got good Squad Leaders, and nothing goes way out of the ordinary, you might not even have anything to do other than coordinate comms.
     
    The PC should modify the mission strategy based on reports coming in from the field.  For example if the plan calls for a team to assault a compound and it turns out the compound is filled with tanks the team can't reasonably overcome, then the plan needs to change.  A good PC will liaise with the Squad Leaders on the ground to come up with a plan that will work.
     
    PC Checklist:
     
    The Platoon Commander must:
     
    1) create a plan which uses all the elements at their disposal;
    2) take into account the disposition of squads when creating a plan (For example, don't create a plan which uses CAS to just destroy all the targets, because that'll give nothing for all the other players to do);
    3) ensure the various Squads know how to reach Command element (via Long range and short range radios);
    4) ensure each squad knows their role in the strategy.
     
    There you go - there's my two cents!
     
    - R
  12. Like
    Ryko got a reaction from JJ Cakes in Ahoyworld server upgrades   
    Ahoy mates,
     
    Ahoyworld is upgrading.  The server boxes upon which we run Arma 3 are acceptable, but as it happens we are doing well enough financially that we have decided to implement an update to better servers.  Our current boxes run on Intel i7-6700 Quad-core chips, and our new ones will run on Ryzen 5 3600 Hexa-core chips.  The numbers say it's a 29% upgrade, for essentially the same monthly cost.
     
    Now is a great time for Ahoyworld.  Our implementation of the subscription model has allowed us to actually plan into the future by having a projectable cash flow.  While donations are the life-blood of Ahoyworld, the peaks and valleys of donations have made planning quite difficult.
     
    However, the move to new servers is not free.  If you were considering a donation to Ahoyworld, now would be an excellent time to help us cover these costs, which we are projecting in the realm of €250.  We are on good footing, financially, but this transition will eat into our reserves a bit.
     
    Thanks for your attention!  We'll keep you updated with further information regarding the big upgrade as it becomes available.
     
    Best regards,
     
    Ahoyworld Core Staff members
  13. Thanks
    Ryko got a reaction from LH5 in Ahoyworld server upgrades   
    Ahoy mates,
     
    Ahoyworld is upgrading.  The server boxes upon which we run Arma 3 are acceptable, but as it happens we are doing well enough financially that we have decided to implement an update to better servers.  Our current boxes run on Intel i7-6700 Quad-core chips, and our new ones will run on Ryzen 5 3600 Hexa-core chips.  The numbers say it's a 29% upgrade, for essentially the same monthly cost.
     
    Now is a great time for Ahoyworld.  Our implementation of the subscription model has allowed us to actually plan into the future by having a projectable cash flow.  While donations are the life-blood of Ahoyworld, the peaks and valleys of donations have made planning quite difficult.
     
    However, the move to new servers is not free.  If you were considering a donation to Ahoyworld, now would be an excellent time to help us cover these costs, which we are projecting in the realm of €250.  We are on good footing, financially, but this transition will eat into our reserves a bit.
     
    Thanks for your attention!  We'll keep you updated with further information regarding the big upgrade as it becomes available.
     
    Best regards,
     
    Ahoyworld Core Staff members
  14. Like
    Ryko got a reaction from Lindi in Ahoyworld server upgrades   
    Ahoy mates,
     
    Ahoyworld is upgrading.  The server boxes upon which we run Arma 3 are acceptable, but as it happens we are doing well enough financially that we have decided to implement an update to better servers.  Our current boxes run on Intel i7-6700 Quad-core chips, and our new ones will run on Ryzen 5 3600 Hexa-core chips.  The numbers say it's a 29% upgrade, for essentially the same monthly cost.
     
    Now is a great time for Ahoyworld.  Our implementation of the subscription model has allowed us to actually plan into the future by having a projectable cash flow.  While donations are the life-blood of Ahoyworld, the peaks and valleys of donations have made planning quite difficult.
     
    However, the move to new servers is not free.  If you were considering a donation to Ahoyworld, now would be an excellent time to help us cover these costs, which we are projecting in the realm of €250.  We are on good footing, financially, but this transition will eat into our reserves a bit.
     
    Thanks for your attention!  We'll keep you updated with further information regarding the big upgrade as it becomes available.
     
    Best regards,
     
    Ahoyworld Core Staff members
  15. Like
    Ryko got a reaction from MidnightRunner in Ahoyworld server upgrades   
    Ahoy mates,
     
    Ahoyworld is upgrading.  The server boxes upon which we run Arma 3 are acceptable, but as it happens we are doing well enough financially that we have decided to implement an update to better servers.  Our current boxes run on Intel i7-6700 Quad-core chips, and our new ones will run on Ryzen 5 3600 Hexa-core chips.  The numbers say it's a 29% upgrade, for essentially the same monthly cost.
     
    Now is a great time for Ahoyworld.  Our implementation of the subscription model has allowed us to actually plan into the future by having a projectable cash flow.  While donations are the life-blood of Ahoyworld, the peaks and valleys of donations have made planning quite difficult.
     
    However, the move to new servers is not free.  If you were considering a donation to Ahoyworld, now would be an excellent time to help us cover these costs, which we are projecting in the realm of €250.  We are on good footing, financially, but this transition will eat into our reserves a bit.
     
    Thanks for your attention!  We'll keep you updated with further information regarding the big upgrade as it becomes available.
     
    Best regards,
     
    Ahoyworld Core Staff members
  16. Like
    Ryko got a reaction from Schubz in Ahoyworld server upgrades   
    Ahoy mates,
     
    Ahoyworld is upgrading.  The server boxes upon which we run Arma 3 are acceptable, but as it happens we are doing well enough financially that we have decided to implement an update to better servers.  Our current boxes run on Intel i7-6700 Quad-core chips, and our new ones will run on Ryzen 5 3600 Hexa-core chips.  The numbers say it's a 29% upgrade, for essentially the same monthly cost.
     
    Now is a great time for Ahoyworld.  Our implementation of the subscription model has allowed us to actually plan into the future by having a projectable cash flow.  While donations are the life-blood of Ahoyworld, the peaks and valleys of donations have made planning quite difficult.
     
    However, the move to new servers is not free.  If you were considering a donation to Ahoyworld, now would be an excellent time to help us cover these costs, which we are projecting in the realm of €250.  We are on good footing, financially, but this transition will eat into our reserves a bit.
     
    Thanks for your attention!  We'll keep you updated with further information regarding the big upgrade as it becomes available.
     
    Best regards,
     
    Ahoyworld Core Staff members
  17. Thanks
    Ryko got a reaction from SkullCollector in Ahoyworld server upgrades   
    Ahoy mates,
     
    Ahoyworld is upgrading.  The server boxes upon which we run Arma 3 are acceptable, but as it happens we are doing well enough financially that we have decided to implement an update to better servers.  Our current boxes run on Intel i7-6700 Quad-core chips, and our new ones will run on Ryzen 5 3600 Hexa-core chips.  The numbers say it's a 29% upgrade, for essentially the same monthly cost.
     
    Now is a great time for Ahoyworld.  Our implementation of the subscription model has allowed us to actually plan into the future by having a projectable cash flow.  While donations are the life-blood of Ahoyworld, the peaks and valleys of donations have made planning quite difficult.
     
    However, the move to new servers is not free.  If you were considering a donation to Ahoyworld, now would be an excellent time to help us cover these costs, which we are projecting in the realm of €250.  We are on good footing, financially, but this transition will eat into our reserves a bit.
     
    Thanks for your attention!  We'll keep you updated with further information regarding the big upgrade as it becomes available.
     
    Best regards,
     
    Ahoyworld Core Staff members
  18. Like
    Ryko got a reaction from Kacper in I&A 4 Beta Test Feedback   
    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.
  19. Like
    Ryko got a reaction from LH5 in I&A 4 Beta Test Feedback   
    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.
  20. Like
    Ryko got a reaction from Stanhope in I&A 4 Beta Test Feedback   
    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.
  21. Thanks
    Ryko got a reaction from Mark T in I&A 4 Beta Test Feedback   
    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.
  22. Like
    Ryko got a reaction from WinterMute in AW Staff Racial/Ethnic discrimination   
    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.
  23. Like
    Ryko got a reaction from MidnightRunner in AW Staff Racial/Ethnic discrimination   
    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.
  24. Like
    Ryko got a reaction from Stanhope in AW Staff Racial/Ethnic discrimination   
    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.
  25. Like
    Ryko got a reaction from Toasted_Bread_Slice in I&A 4 Beta Test Feedback   
    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.
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