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Ryko

AW Core Staff
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  1. 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.
  2. Like
    Ryko got a reaction from LH5 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.
  3. Like
    Ryko reacted to MidnightRunner in [EU2] Unsung Air Cav Deployment Week 4 06/12/19 @ 18:30 UTC   
    Mission Name:
    [EU2] Unsung 1st Cavalry Deployment Week 4
    18:30 UTC
     
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    TFAR_Beta
    CBA_A3
    The_Unsung_Vietnam_War_Mod
     
    Recommended Mods:
    ShackTac User Interface
     
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 41 (3 Squads of 11,  command, and vortex )
     
     
    Situation
    In order to increase our influence in the area and the effective range of our patrols we have established a small outpost on a major river junction, code named "outpost Kable". Since its creation Kable has been been subjected to highly organised attacks. We suspect the enemy have a designated command and control element in the area with responsibility for assaulting Outpost Kable. You are to insert to Kable to aid in its defense and the defense of the outlying OP Hammer. Once security in the immediate area has been increased you are tasked with patrolling the surrounding area to search for any enemy command assets and neutralise them.
     
    Friendly Forces:
    US 1st Air Cavalry Division
    Army of the Republic of Vietnam (A.R.V.N.)
     
    Assets:
    UH-1D Iroquois (Slick) X 4
    UH-1C/M21 X 2 (Armed Huey)
    CH-47A Chinook X 2
    A-7D Corsair II(CAS) X 2
    A-1H Skyraider (CAS) X 2
    AH-1G Cobra X 1
    Various ground transport and support vehicles
     
     
    Enemy Forces:
    National Liberation Front (Việt Cộng)
    People's Army of Vietnam (P.A.V.N.)
     
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
    Patrol the designate route and search for any enemy activity. Provide security and stability to the area. Extract once area is secure.
     
     
    Execution
     
    Objectives:
    Insert by helicopter
    Provide security for Outpost Kable
    Investigate the source of the enemy attacks and disrupt any C&C infrastructure found
    Extract once objectives are complete
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed personnel may be engaged on sight.
    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)
     
    Optional Tasks:
    Provide any necessary support to civilians in the area.
     
    Admin & Logistics
     
    Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed on the map in game. Platoon has limited discretion for change but structure is to be maintained.
     
    Good Morning Vietnam!!
     

  4. Like
    Ryko reacted to Stanhope in I&A 4 Beta Test Feedback   
    Some errors from my RPT (first round of testing, before the restart) (alright, maybe just one):
     
  5. Like
    Ryko got a reaction from Mark T in Community Update #7   
    It's been good having a steady hand at the tiller.  Thanks.
  6. Like
    Ryko reacted to Stanhope in I&A 4 Beta Test Feedback   
    Some stuff from my RPT today:
     
  7. Like
    Ryko got a reaction from Geb in I&A 4 Beta Test Feedback   
    Hi folks,
     
    Here's the thread to provide comments, questions or criticism for Invade & Annex 4.
     
    Current changelog (version 040):
    1. Loadout automatically saved when arsenal is closed.
    2. Fix for units can't ride in helicopter cargo.
    3. Fixed Team Leader, Spotter added to UAV chat channel.
    4. Tweak to gear removal daemon (CTRG marksman had SPAR17 removed despite it being in default loadout)
    5. Players may now see other group's waypoints (useful for showing helicopter pilots where to go, for example)
    6. Tweak to hostage rescue mission (rescue addactions may now disappear after being used, thus allowing the mission to complete)
    7. Tweaks to automatic parachute script (previously worn backpacks were not restored)
    8. Added weapon optics, muzzles and bipods to gear restriction script.
    9. Tweaks to vehicle respawning in attempt to fix it.
    10. Added Sling Weapon action.
    11. Tweaks to blufor tracking and spotting, you can now spot civilian and teammates. Spot timeout increased to 60 seconds (from 30).
    12. Deploying chaff/flares in base zone now doesn't count as firing in base.
    13. Tweaks to vehicle ejection detection so parachutes are only applied when required.
    14. Added NVGs to default loadouts in CTRG.
    15. Fix to destroy artillery mission (mission wouldn't complete if arty partially destroyed or uncrewed)
    16. Added respawn report button to IA4 menu.
    17. Tweaks to handleHeal event handler to attempt to reward medical actions.
    18. Tweaked fog settings (default: no fog).
    19. Added skyscraper buildings to Pyrgos and Kavala.
    20. Added enemy mortar support; mortar team occasionally spawns in main AO and targets players in the area. Enemy mortars target with RED SMOKE and after they are sighted in, will fire HE shells.
     
    Our next beta test is tonight at 1900 UTC.
  8. Like
    Ryko got a reaction from Radfahrer in I&A 4 Beta Test Feedback   
    I&A4 version 070 change log

    FIXES
    1. Overhaul of Rescue Civs secondary mission (Civs weren't spawning in buildings, or near OPFOR defenders).
    2. Random revive from incapacitation, should be much less often. If you self-revive once, you won't self-revive again until respawn.
    3. Overhaul of all sub-objectives to improve success conditions.
    4. More work on custom groups. Maybe now it works? Who knows!
    5. Admin scripts (should) be visible now for staff
    6. Slung weapon was being detected as a non-class weapon for purposes of the gear restriction script (lolz)
    7. Weather regulation script had an error which could result in a sunny (default) setting producing rain. Should now work as intended (Default parameter = sunny weather)
    8. Player vehicles shouldn't be deleted in zones allocated for other bases.
    9. Assets from secondary missions were sometimes caught up in orphan units subroutine after main AO was completed.
    10. Possible fix for UGV reward asset
     
    TWEAKS
    1. Arsenal quartermaster animations changed so he doesn't walk through the table.
    2. Removed more trees at Abdera runway.
    3. Opfor awareness process won't run on groups where all the members are dead.
    4. Given that BIS has changed how createVehicleLocal can be abused and that this abuse is no longer possible, removed createVehicleLocal from disabledCommands list; custom smoke countermeasures deployment has been removed and we're back to Bohemia's local solution.
    5. The vehicle at the Repair depot sub-objective now has some flavour damage.
    6. Updated secondary task names for better visibility on map.
    7. Tweaks to main AO win condition
    8. Civilian vehicles should now despawn after AO is completed if player is significantly far away, and hasn't been claimed by player
    9. Vortex players should no longer be considered as potential targets for ambient anti-air spawns
    10. Finessed ammo box deployment from helicopters (could spawn too close when helicopter was landed)
    11. Reward gear is now added to arsenal, not put into inventory, after purchasing.
     
    NEW
    1. Added Teamkills history list for admins. Will only populate with information after admin connects (historical information will not be populated).
    2. Admin can see current Main AO status, reflecting how many units are left in the AO before it is considered complete
     
    Plus, we are trying some new server config options which might help with situations where units controlled by the headless client are not detecting players.
  9. Like
    Ryko got a reaction from Radfahrer in I&A 4 Beta Test Feedback   
    I&A 4 beta 069 change log:

    NEW
    ---
    1. Showing/hiding admin scripts preference now saved to player profile.
    2. Reward point donation cap of 10,000 points.
    3. When incapacitated, the hint regarding the nearest teammate will disappear when you are revived, or when you die.
    4. Closing the map will clear any active hint, including (and most importantly) the hint you get if you click on a unit to reveal the squad composition or vehicle crew.
    5. Zeus players may show/hide enemy units on their map.
     
    FIXES
    1. Repair depot success condition
    2. Admin scripts didn't appear. 
    3. Admin TK notices now don't include the projectile as that information is usually missing
    4. Zeus control double-click *may* be fixed
    5. Fixed bug where players could donate infinite points.
    6. Air unit players (Vortex, Viper, Reaper and Talon) no longer receive engagement zone messages (nor receive reward points for being in the zone at mission completion).
    7. Bug in IA4 menu re Air Channel button. (thanks Stanhope)
    8. Bug related to MPHit eventhandler on Ammo depot, repair depot, and command center subobjectives (thanks Stanhope)
    9. Base cleanup script re-activated. This will occasionally kick players out of inventory screens.
    10. Fixes to two-strike rule for Vortex pilots.
    11. Attempted fixes for custom groups.
    12. Players no longer able to purchase non-class reward weapons and take them from arsenal (you can purchase them, but they won't show up in arsenal until you change to an appropriate role).
     
    TWEAKS
    1. Random chance of waking up from incapacitation has been tweaked significantly; should happen much less often, if at all.
    2. Waking up from incapacitation, player will be wounded and limping, which can be fixed with a first aid kit or medpack.
    3. Tweaked location of Selakano air service stations.
    4. Changed max player count to 61 (1 HC slot, 60 player slots)
    5. Tweaked conditions for picking up non-class, non-faction weapons.
    - a non-class weapon will increase your difficulty to aim (setCustomAimCoef to 6). (For example: a NATO medic using a NATO autorifle.)
    - a non-faction weapon will give you a 50% reward point penalty.
    (For example: a NATO grenadier using a CSAT grenade launcher.)
    - a non-class, non-faction weapon will do both.
    (For example: a NATO medic using a CSAT grenade launcher.)
    6. Arsenal will disappear when opened (locally) for cosmetic reasons, and will re-appear when closed.
  10. Like
    Ryko got a reaction from Schubz in I&A 4 Beta Test Feedback   
    Generally, anyone is free to commandeer an MRAP or Troop transport and insert themselves, rather than relying on helicopters.  As Stanhope and Toast indicate it's more about getting players into the action quickly.  But you're free to play any way you want.
     
    The side missions (which failed during testing, we only had one, and then a second after I spawned it) are supposed to simulate this kind of action.  A convoy mission is never going to happen in Arma because the AI is pathetic at driving.  Plus, you need to build in so much exception handling: what does the convoy do if it's engaged?   Etc.  But mostly it's just about the fact that even if you spawn all the vehicles in a column on the road, they will inevitably crash into each other.
     
    We tried running VCOM once on I&A... it brought the server to a standstill.  It's great, but there is a player cap on performance.
     
    No convoy mission or mission like this, but a new concept in IA4 is that a primary AO will be considered "completed" when you eliminate 85% of the units.  So there will be some units left in the AO, and they receive a new mission to travel to the next AO, so you will find moving between AOs in this case.
  11. Like
    Ryko reacted to Brandz in I&A 4 Beta Test Feedback   
    Enjoying playing on the new update, however found that randomly i would get multiple zeus pop up  after pressing Y a minute later some times and cause my arsenal to randomly kick me out sticking me in arsenal view causing a relog. and there sometimes is a script error whilst joining causing a time out and players to be forced to wait the wait timer before reconnecting due to not being able to load in due to the error.  unfortunately didn't manage to get a screenshot of script, but it is to do with the loading in and the pop up i assume.
  12. Like
    Ryko got a reaction from Kacper in I&A 4 Beta Test Feedback   
    I&A4 version 070 change log

    FIXES
    1. Overhaul of Rescue Civs secondary mission (Civs weren't spawning in buildings, or near OPFOR defenders).
    2. Random revive from incapacitation, should be much less often. If you self-revive once, you won't self-revive again until respawn.
    3. Overhaul of all sub-objectives to improve success conditions.
    4. More work on custom groups. Maybe now it works? Who knows!
    5. Admin scripts (should) be visible now for staff
    6. Slung weapon was being detected as a non-class weapon for purposes of the gear restriction script (lolz)
    7. Weather regulation script had an error which could result in a sunny (default) setting producing rain. Should now work as intended (Default parameter = sunny weather)
    8. Player vehicles shouldn't be deleted in zones allocated for other bases.
    9. Assets from secondary missions were sometimes caught up in orphan units subroutine after main AO was completed.
    10. Possible fix for UGV reward asset
     
    TWEAKS
    1. Arsenal quartermaster animations changed so he doesn't walk through the table.
    2. Removed more trees at Abdera runway.
    3. Opfor awareness process won't run on groups where all the members are dead.
    4. Given that BIS has changed how createVehicleLocal can be abused and that this abuse is no longer possible, removed createVehicleLocal from disabledCommands list; custom smoke countermeasures deployment has been removed and we're back to Bohemia's local solution.
    5. The vehicle at the Repair depot sub-objective now has some flavour damage.
    6. Updated secondary task names for better visibility on map.
    7. Tweaks to main AO win condition
    8. Civilian vehicles should now despawn after AO is completed if player is significantly far away, and hasn't been claimed by player
    9. Vortex players should no longer be considered as potential targets for ambient anti-air spawns
    10. Finessed ammo box deployment from helicopters (could spawn too close when helicopter was landed)
    11. Reward gear is now added to arsenal, not put into inventory, after purchasing.
     
    NEW
    1. Added Teamkills history list for admins. Will only populate with information after admin connects (historical information will not be populated).
    2. Admin can see current Main AO status, reflecting how many units are left in the AO before it is considered complete
     
    Plus, we are trying some new server config options which might help with situations where units controlled by the headless client are not detecting players.
  13. Like
    Ryko got a reaction from Mark T in I&A 4 Beta Test Feedback   
    I&A4 version 070 change log

    FIXES
    1. Overhaul of Rescue Civs secondary mission (Civs weren't spawning in buildings, or near OPFOR defenders).
    2. Random revive from incapacitation, should be much less often. If you self-revive once, you won't self-revive again until respawn.
    3. Overhaul of all sub-objectives to improve success conditions.
    4. More work on custom groups. Maybe now it works? Who knows!
    5. Admin scripts (should) be visible now for staff
    6. Slung weapon was being detected as a non-class weapon for purposes of the gear restriction script (lolz)
    7. Weather regulation script had an error which could result in a sunny (default) setting producing rain. Should now work as intended (Default parameter = sunny weather)
    8. Player vehicles shouldn't be deleted in zones allocated for other bases.
    9. Assets from secondary missions were sometimes caught up in orphan units subroutine after main AO was completed.
    10. Possible fix for UGV reward asset
     
    TWEAKS
    1. Arsenal quartermaster animations changed so he doesn't walk through the table.
    2. Removed more trees at Abdera runway.
    3. Opfor awareness process won't run on groups where all the members are dead.
    4. Given that BIS has changed how createVehicleLocal can be abused and that this abuse is no longer possible, removed createVehicleLocal from disabledCommands list; custom smoke countermeasures deployment has been removed and we're back to Bohemia's local solution.
    5. The vehicle at the Repair depot sub-objective now has some flavour damage.
    6. Updated secondary task names for better visibility on map.
    7. Tweaks to main AO win condition
    8. Civilian vehicles should now despawn after AO is completed if player is significantly far away, and hasn't been claimed by player
    9. Vortex players should no longer be considered as potential targets for ambient anti-air spawns
    10. Finessed ammo box deployment from helicopters (could spawn too close when helicopter was landed)
    11. Reward gear is now added to arsenal, not put into inventory, after purchasing.
     
    NEW
    1. Added Teamkills history list for admins. Will only populate with information after admin connects (historical information will not be populated).
    2. Admin can see current Main AO status, reflecting how many units are left in the AO before it is considered complete
     
    Plus, we are trying some new server config options which might help with situations where units controlled by the headless client are not detecting players.
  14. Like
    Ryko got a reaction from LH5 in I&A 4 Beta Test Feedback   
    I&A4 version 070 change log

    FIXES
    1. Overhaul of Rescue Civs secondary mission (Civs weren't spawning in buildings, or near OPFOR defenders).
    2. Random revive from incapacitation, should be much less often. If you self-revive once, you won't self-revive again until respawn.
    3. Overhaul of all sub-objectives to improve success conditions.
    4. More work on custom groups. Maybe now it works? Who knows!
    5. Admin scripts (should) be visible now for staff
    6. Slung weapon was being detected as a non-class weapon for purposes of the gear restriction script (lolz)
    7. Weather regulation script had an error which could result in a sunny (default) setting producing rain. Should now work as intended (Default parameter = sunny weather)
    8. Player vehicles shouldn't be deleted in zones allocated for other bases.
    9. Assets from secondary missions were sometimes caught up in orphan units subroutine after main AO was completed.
    10. Possible fix for UGV reward asset
     
    TWEAKS
    1. Arsenal quartermaster animations changed so he doesn't walk through the table.
    2. Removed more trees at Abdera runway.
    3. Opfor awareness process won't run on groups where all the members are dead.
    4. Given that BIS has changed how createVehicleLocal can be abused and that this abuse is no longer possible, removed createVehicleLocal from disabledCommands list; custom smoke countermeasures deployment has been removed and we're back to Bohemia's local solution.
    5. The vehicle at the Repair depot sub-objective now has some flavour damage.
    6. Updated secondary task names for better visibility on map.
    7. Tweaks to main AO win condition
    8. Civilian vehicles should now despawn after AO is completed if player is significantly far away, and hasn't been claimed by player
    9. Vortex players should no longer be considered as potential targets for ambient anti-air spawns
    10. Finessed ammo box deployment from helicopters (could spawn too close when helicopter was landed)
    11. Reward gear is now added to arsenal, not put into inventory, after purchasing.
     
    NEW
    1. Added Teamkills history list for admins. Will only populate with information after admin connects (historical information will not be populated).
    2. Admin can see current Main AO status, reflecting how many units are left in the AO before it is considered complete
     
    Plus, we are trying some new server config options which might help with situations where units controlled by the headless client are not detecting players.
  15. Like
    Ryko reacted to Lindi in MOD ADDITION   
    Ace on EU1 is a little problematic, the mod set has been kept to client side only mods because we want to keep the server as accessible to new players as possible! That means you are not required to download any mods to be able to play. This will hopefully keep the threshold for joining our EU1 server as low as possible.
     
    We also arrange weekly game nights on EU2, where we run TFAR beta on top of the default EU1 mods. This is to ensure better communication and better quality of play and immersion as well. These game nights employ or more coordinated squad and command structure and a specific mission to complete as a team.
     
    ACE among others used to be an essential part of the Enhanced Server (AWE). The Enhanced server has been inactive for a while but the plan is to restart the AWE server once I&A4 is out of beta. As far as I'm aware I&A4 is pretty much feature complete, but we are still ironing out performance issues and the occasional bug.
  16. Like
    Ryko got a reaction from Stanhope in I&A 4 Beta Test Feedback   
    I&A 4 beta 069 change log:

    NEW
    ---
    1. Showing/hiding admin scripts preference now saved to player profile.
    2. Reward point donation cap of 10,000 points.
    3. When incapacitated, the hint regarding the nearest teammate will disappear when you are revived, or when you die.
    4. Closing the map will clear any active hint, including (and most importantly) the hint you get if you click on a unit to reveal the squad composition or vehicle crew.
    5. Zeus players may show/hide enemy units on their map.
     
    FIXES
    1. Repair depot success condition
    2. Admin scripts didn't appear. 
    3. Admin TK notices now don't include the projectile as that information is usually missing
    4. Zeus control double-click *may* be fixed
    5. Fixed bug where players could donate infinite points.
    6. Air unit players (Vortex, Viper, Reaper and Talon) no longer receive engagement zone messages (nor receive reward points for being in the zone at mission completion).
    7. Bug in IA4 menu re Air Channel button. (thanks Stanhope)
    8. Bug related to MPHit eventhandler on Ammo depot, repair depot, and command center subobjectives (thanks Stanhope)
    9. Base cleanup script re-activated. This will occasionally kick players out of inventory screens.
    10. Fixes to two-strike rule for Vortex pilots.
    11. Attempted fixes for custom groups.
    12. Players no longer able to purchase non-class reward weapons and take them from arsenal (you can purchase them, but they won't show up in arsenal until you change to an appropriate role).
     
    TWEAKS
    1. Random chance of waking up from incapacitation has been tweaked significantly; should happen much less often, if at all.
    2. Waking up from incapacitation, player will be wounded and limping, which can be fixed with a first aid kit or medpack.
    3. Tweaked location of Selakano air service stations.
    4. Changed max player count to 61 (1 HC slot, 60 player slots)
    5. Tweaked conditions for picking up non-class, non-faction weapons.
    - a non-class weapon will increase your difficulty to aim (setCustomAimCoef to 6). (For example: a NATO medic using a NATO autorifle.)
    - a non-faction weapon will give you a 50% reward point penalty.
    (For example: a NATO grenadier using a CSAT grenade launcher.)
    - a non-class, non-faction weapon will do both.
    (For example: a NATO medic using a CSAT grenade launcher.)
    6. Arsenal will disappear when opened (locally) for cosmetic reasons, and will re-appear when closed.
  17. Like
    Ryko got a reaction from Geb in I&A 4 Beta Test Feedback   
    IA4 change logs for 067 and 068; 068 will be tested today at 1800 UTC.
     
    068
    ---
    NEW
    1. Engineers, Pilots and Armor crew have a new action to add emergency fuel to a vehicle that has no fuel.
    2. Any role which has access to the Air channel may now use the button in the IA4 menu to add or remove themselves from the channel. Intended for Squad leaders who don't want to hear air chatter.
    3. Added Livonia camo uniforms to default western arsenal.
    4. Added Quality of Life features for Zeus users:
    - canned admin messages
    - ability to delete objects while not in zeus
    - admin scripts submenus available (and can be toggled)
    5. New rule for picking up non-class or non-faction weapons: instead of not being able to run, you will have an increased difficulty to aim. (setCustomAimCoef=4 instead of default 1)
    6. If you are incapacitated, there is a small chance every 4 seconds that you will wake up.
    FIXES
    1. Zeus/staff players can now donate points and purchase rewards without having any points.
    2. Refined success condition for enemy mortar subobjective.
    3. Attempt to catch error when player attempt to join role before fully connected to the server (prevent 'Error: No Unit' in squad list)
    4. Reward point donation to team/group.
    5. Only Vortex group members can fly Transport aircraft (previously: VIPER pilots could crew/fly Vortex vehicles)
    6. Contact DLC woodland uniforms were accidentally added to Sniper/Spotter kit; added for all roles to select.
    7. Error in Destroy Radio Tower secondary mission
    8. Added all base magazines to arsenal.
    9. Pre-purchased gear configuration (taking gear from arsenal no longer disappears)
    10. Being nearby a destroyed subobjective will no longer delete your vehicle; you still might take damage from an explosion, however.
    11. Fixed secondary missions to improve performance. Enemy unit composition has been lowered in all missions.
    12. Armed/Unarmed UGV reward fixed, should now work
    TWEAKS
    1. Reinforcement air vehicles spawn further away, and despawn further away.
    2. Changed IA4 menu: toggle map markers button moved to map/diary link.
    3. Changed method for detecting player interaction with primary / secondary objectives and moved to client to improve server performance. Message to player on these engagements also changed to be less intrusive.
    4. Additional information on teamkill/incapacitation situations.
    5. Rending an OPFOR mortar disabled in any way will destroy the spotting UAV.
    6. Attempt to get enemy subojectives off the roads.
    7. Hold Actions now have percentage hints to show progress, in the event that BIS' progress icon disappears.
    8. Destroy artillery secondary mission tweaked to encourage actual firing of artillery shells.
    9. Enemy CAS lessened slightly. Should reduce instances of multiple enemy CAS in the air, unless there is a lot of player Air.
    10. 50% chance ambient AI spawns will prefer players with high scores.
    11. Tweaked custom smoke screen deployment (will only run on clients within 2km of smoke deployment).
    067
    ---
    NEW
    1. Added reward point values chart to map diary. Reward points are modified by the difficulty setting, and also by the skill level of the unit killed, so this may not be consistent from game to game, but is rather a base value.
    TWEAKS
    1. Overhaul of opforAwarenessDaemon script to improve performance.
    2. Increased readability of dynamic text on map (spotted vehicle time codes, player titles, vehicle despawn and delock timers)
    3. Default grenadier loadout for basic NATO: sand tracer magazine changed to black tracer magazine. Default autorifleman for NATO: added 1 tracer 100-round magazine.
    4. Removed Secure Intelligence Documents subobjective as wonky
    5. Added more vests to Western Arsenal
    6. Tweaks to enemy CAS support
    7. Overhauled enemy reinforcements code for performance and minor errors
    8. Tweaked position / distance / opacity for in-world player name tags, especially for wounded players. Wounded players will now be visible up to 200m. Your squad mates are visible up to 60m. Other non-wounded team members are visible up to 20m.
    FIXES
    1. Underbarrel-launched smoke grenades were bouncing contrary to intended behaviour.
    2. Fix to cleanup script accidentally removing non-dead vehicles.
    3. VIPER crew able to fly CAS helicopter alone, fixed, requires full crew in helicopter
    4. Fixes to reward point donation.
  18. Like
    Ryko got a reaction from Jonas in I&A 4 Beta Test Feedback   
    Yeah, agreed. I will make some changes to incapacitation, so that it's not quite so random. 
  19. Like
    Ryko reacted to Stanhope in I&A 4 Beta Test Feedback   
    In the latest version pilots will start engaging the AO when they fly into it, regardless of their height.  Meaning that on more than one occasion while I was flying the wipeout just inside the edge of the AO at 2km up I got points for participating in the AO even though I didn't fire a single shot at that AO.  I don't know if this is intentional or not but it wasn't in the previous version so I thought I'd mention it. 
    Some potentially interesting stuff from my RPT:
     
  20. Like
    Ryko got a reaction from MidnightRunner in I&A 4 Beta Test Feedback   
    Yeah, agreed. I will make some changes to incapacitation, so that it's not quite so random. 
  21. Like
    Ryko got a reaction from Jonas in I&A 4 Beta Test Feedback   
    IA4 change logs for 067 and 068; 068 will be tested today at 1800 UTC.
     
    068
    ---
    NEW
    1. Engineers, Pilots and Armor crew have a new action to add emergency fuel to a vehicle that has no fuel.
    2. Any role which has access to the Air channel may now use the button in the IA4 menu to add or remove themselves from the channel. Intended for Squad leaders who don't want to hear air chatter.
    3. Added Livonia camo uniforms to default western arsenal.
    4. Added Quality of Life features for Zeus users:
    - canned admin messages
    - ability to delete objects while not in zeus
    - admin scripts submenus available (and can be toggled)
    5. New rule for picking up non-class or non-faction weapons: instead of not being able to run, you will have an increased difficulty to aim. (setCustomAimCoef=4 instead of default 1)
    6. If you are incapacitated, there is a small chance every 4 seconds that you will wake up.
    FIXES
    1. Zeus/staff players can now donate points and purchase rewards without having any points.
    2. Refined success condition for enemy mortar subobjective.
    3. Attempt to catch error when player attempt to join role before fully connected to the server (prevent 'Error: No Unit' in squad list)
    4. Reward point donation to team/group.
    5. Only Vortex group members can fly Transport aircraft (previously: VIPER pilots could crew/fly Vortex vehicles)
    6. Contact DLC woodland uniforms were accidentally added to Sniper/Spotter kit; added for all roles to select.
    7. Error in Destroy Radio Tower secondary mission
    8. Added all base magazines to arsenal.
    9. Pre-purchased gear configuration (taking gear from arsenal no longer disappears)
    10. Being nearby a destroyed subobjective will no longer delete your vehicle; you still might take damage from an explosion, however.
    11. Fixed secondary missions to improve performance. Enemy unit composition has been lowered in all missions.
    12. Armed/Unarmed UGV reward fixed, should now work
    TWEAKS
    1. Reinforcement air vehicles spawn further away, and despawn further away.
    2. Changed IA4 menu: toggle map markers button moved to map/diary link.
    3. Changed method for detecting player interaction with primary / secondary objectives and moved to client to improve server performance. Message to player on these engagements also changed to be less intrusive.
    4. Additional information on teamkill/incapacitation situations.
    5. Rending an OPFOR mortar disabled in any way will destroy the spotting UAV.
    6. Attempt to get enemy subojectives off the roads.
    7. Hold Actions now have percentage hints to show progress, in the event that BIS' progress icon disappears.
    8. Destroy artillery secondary mission tweaked to encourage actual firing of artillery shells.
    9. Enemy CAS lessened slightly. Should reduce instances of multiple enemy CAS in the air, unless there is a lot of player Air.
    10. 50% chance ambient AI spawns will prefer players with high scores.
    11. Tweaked custom smoke screen deployment (will only run on clients within 2km of smoke deployment).
    067
    ---
    NEW
    1. Added reward point values chart to map diary. Reward points are modified by the difficulty setting, and also by the skill level of the unit killed, so this may not be consistent from game to game, but is rather a base value.
    TWEAKS
    1. Overhaul of opforAwarenessDaemon script to improve performance.
    2. Increased readability of dynamic text on map (spotted vehicle time codes, player titles, vehicle despawn and delock timers)
    3. Default grenadier loadout for basic NATO: sand tracer magazine changed to black tracer magazine. Default autorifleman for NATO: added 1 tracer 100-round magazine.
    4. Removed Secure Intelligence Documents subobjective as wonky
    5. Added more vests to Western Arsenal
    6. Tweaks to enemy CAS support
    7. Overhauled enemy reinforcements code for performance and minor errors
    8. Tweaked position / distance / opacity for in-world player name tags, especially for wounded players. Wounded players will now be visible up to 200m. Your squad mates are visible up to 60m. Other non-wounded team members are visible up to 20m.
    FIXES
    1. Underbarrel-launched smoke grenades were bouncing contrary to intended behaviour.
    2. Fix to cleanup script accidentally removing non-dead vehicles.
    3. VIPER crew able to fly CAS helicopter alone, fixed, requires full crew in helicopter
    4. Fixes to reward point donation.
  22. Like
    Ryko got a reaction from Kacper in I&A 4 Beta Test Feedback   
    IA4 change logs for 067 and 068; 068 will be tested today at 1800 UTC.
     
    068
    ---
    NEW
    1. Engineers, Pilots and Armor crew have a new action to add emergency fuel to a vehicle that has no fuel.
    2. Any role which has access to the Air channel may now use the button in the IA4 menu to add or remove themselves from the channel. Intended for Squad leaders who don't want to hear air chatter.
    3. Added Livonia camo uniforms to default western arsenal.
    4. Added Quality of Life features for Zeus users:
    - canned admin messages
    - ability to delete objects while not in zeus
    - admin scripts submenus available (and can be toggled)
    5. New rule for picking up non-class or non-faction weapons: instead of not being able to run, you will have an increased difficulty to aim. (setCustomAimCoef=4 instead of default 1)
    6. If you are incapacitated, there is a small chance every 4 seconds that you will wake up.
    FIXES
    1. Zeus/staff players can now donate points and purchase rewards without having any points.
    2. Refined success condition for enemy mortar subobjective.
    3. Attempt to catch error when player attempt to join role before fully connected to the server (prevent 'Error: No Unit' in squad list)
    4. Reward point donation to team/group.
    5. Only Vortex group members can fly Transport aircraft (previously: VIPER pilots could crew/fly Vortex vehicles)
    6. Contact DLC woodland uniforms were accidentally added to Sniper/Spotter kit; added for all roles to select.
    7. Error in Destroy Radio Tower secondary mission
    8. Added all base magazines to arsenal.
    9. Pre-purchased gear configuration (taking gear from arsenal no longer disappears)
    10. Being nearby a destroyed subobjective will no longer delete your vehicle; you still might take damage from an explosion, however.
    11. Fixed secondary missions to improve performance. Enemy unit composition has been lowered in all missions.
    12. Armed/Unarmed UGV reward fixed, should now work
    TWEAKS
    1. Reinforcement air vehicles spawn further away, and despawn further away.
    2. Changed IA4 menu: toggle map markers button moved to map/diary link.
    3. Changed method for detecting player interaction with primary / secondary objectives and moved to client to improve server performance. Message to player on these engagements also changed to be less intrusive.
    4. Additional information on teamkill/incapacitation situations.
    5. Rending an OPFOR mortar disabled in any way will destroy the spotting UAV.
    6. Attempt to get enemy subojectives off the roads.
    7. Hold Actions now have percentage hints to show progress, in the event that BIS' progress icon disappears.
    8. Destroy artillery secondary mission tweaked to encourage actual firing of artillery shells.
    9. Enemy CAS lessened slightly. Should reduce instances of multiple enemy CAS in the air, unless there is a lot of player Air.
    10. 50% chance ambient AI spawns will prefer players with high scores.
    11. Tweaked custom smoke screen deployment (will only run on clients within 2km of smoke deployment).
    067
    ---
    NEW
    1. Added reward point values chart to map diary. Reward points are modified by the difficulty setting, and also by the skill level of the unit killed, so this may not be consistent from game to game, but is rather a base value.
    TWEAKS
    1. Overhaul of opforAwarenessDaemon script to improve performance.
    2. Increased readability of dynamic text on map (spotted vehicle time codes, player titles, vehicle despawn and delock timers)
    3. Default grenadier loadout for basic NATO: sand tracer magazine changed to black tracer magazine. Default autorifleman for NATO: added 1 tracer 100-round magazine.
    4. Removed Secure Intelligence Documents subobjective as wonky
    5. Added more vests to Western Arsenal
    6. Tweaks to enemy CAS support
    7. Overhauled enemy reinforcements code for performance and minor errors
    8. Tweaked position / distance / opacity for in-world player name tags, especially for wounded players. Wounded players will now be visible up to 200m. Your squad mates are visible up to 60m. Other non-wounded team members are visible up to 20m.
    FIXES
    1. Underbarrel-launched smoke grenades were bouncing contrary to intended behaviour.
    2. Fix to cleanup script accidentally removing non-dead vehicles.
    3. VIPER crew able to fly CAS helicopter alone, fixed, requires full crew in helicopter
    4. Fixes to reward point donation.
  23. Like
    Ryko got a reaction from Stanhope in I&A 4 Beta Test Feedback   
    IA4 change logs for 067 and 068; 068 will be tested today at 1800 UTC.
     
    068
    ---
    NEW
    1. Engineers, Pilots and Armor crew have a new action to add emergency fuel to a vehicle that has no fuel.
    2. Any role which has access to the Air channel may now use the button in the IA4 menu to add or remove themselves from the channel. Intended for Squad leaders who don't want to hear air chatter.
    3. Added Livonia camo uniforms to default western arsenal.
    4. Added Quality of Life features for Zeus users:
    - canned admin messages
    - ability to delete objects while not in zeus
    - admin scripts submenus available (and can be toggled)
    5. New rule for picking up non-class or non-faction weapons: instead of not being able to run, you will have an increased difficulty to aim. (setCustomAimCoef=4 instead of default 1)
    6. If you are incapacitated, there is a small chance every 4 seconds that you will wake up.
    FIXES
    1. Zeus/staff players can now donate points and purchase rewards without having any points.
    2. Refined success condition for enemy mortar subobjective.
    3. Attempt to catch error when player attempt to join role before fully connected to the server (prevent 'Error: No Unit' in squad list)
    4. Reward point donation to team/group.
    5. Only Vortex group members can fly Transport aircraft (previously: VIPER pilots could crew/fly Vortex vehicles)
    6. Contact DLC woodland uniforms were accidentally added to Sniper/Spotter kit; added for all roles to select.
    7. Error in Destroy Radio Tower secondary mission
    8. Added all base magazines to arsenal.
    9. Pre-purchased gear configuration (taking gear from arsenal no longer disappears)
    10. Being nearby a destroyed subobjective will no longer delete your vehicle; you still might take damage from an explosion, however.
    11. Fixed secondary missions to improve performance. Enemy unit composition has been lowered in all missions.
    12. Armed/Unarmed UGV reward fixed, should now work
    TWEAKS
    1. Reinforcement air vehicles spawn further away, and despawn further away.
    2. Changed IA4 menu: toggle map markers button moved to map/diary link.
    3. Changed method for detecting player interaction with primary / secondary objectives and moved to client to improve server performance. Message to player on these engagements also changed to be less intrusive.
    4. Additional information on teamkill/incapacitation situations.
    5. Rending an OPFOR mortar disabled in any way will destroy the spotting UAV.
    6. Attempt to get enemy subojectives off the roads.
    7. Hold Actions now have percentage hints to show progress, in the event that BIS' progress icon disappears.
    8. Destroy artillery secondary mission tweaked to encourage actual firing of artillery shells.
    9. Enemy CAS lessened slightly. Should reduce instances of multiple enemy CAS in the air, unless there is a lot of player Air.
    10. 50% chance ambient AI spawns will prefer players with high scores.
    11. Tweaked custom smoke screen deployment (will only run on clients within 2km of smoke deployment).
    067
    ---
    NEW
    1. Added reward point values chart to map diary. Reward points are modified by the difficulty setting, and also by the skill level of the unit killed, so this may not be consistent from game to game, but is rather a base value.
    TWEAKS
    1. Overhaul of opforAwarenessDaemon script to improve performance.
    2. Increased readability of dynamic text on map (spotted vehicle time codes, player titles, vehicle despawn and delock timers)
    3. Default grenadier loadout for basic NATO: sand tracer magazine changed to black tracer magazine. Default autorifleman for NATO: added 1 tracer 100-round magazine.
    4. Removed Secure Intelligence Documents subobjective as wonky
    5. Added more vests to Western Arsenal
    6. Tweaks to enemy CAS support
    7. Overhauled enemy reinforcements code for performance and minor errors
    8. Tweaked position / distance / opacity for in-world player name tags, especially for wounded players. Wounded players will now be visible up to 200m. Your squad mates are visible up to 60m. Other non-wounded team members are visible up to 20m.
    FIXES
    1. Underbarrel-launched smoke grenades were bouncing contrary to intended behaviour.
    2. Fix to cleanup script accidentally removing non-dead vehicles.
    3. VIPER crew able to fly CAS helicopter alone, fixed, requires full crew in helicopter
    4. Fixes to reward point donation.
  24. Like
    Ryko got a reaction from MidnightRunner in I&A 4 Beta Test Feedback   
    IA4 change logs for 067 and 068; 068 will be tested today at 1800 UTC.
     
    068
    ---
    NEW
    1. Engineers, Pilots and Armor crew have a new action to add emergency fuel to a vehicle that has no fuel.
    2. Any role which has access to the Air channel may now use the button in the IA4 menu to add or remove themselves from the channel. Intended for Squad leaders who don't want to hear air chatter.
    3. Added Livonia camo uniforms to default western arsenal.
    4. Added Quality of Life features for Zeus users:
    - canned admin messages
    - ability to delete objects while not in zeus
    - admin scripts submenus available (and can be toggled)
    5. New rule for picking up non-class or non-faction weapons: instead of not being able to run, you will have an increased difficulty to aim. (setCustomAimCoef=4 instead of default 1)
    6. If you are incapacitated, there is a small chance every 4 seconds that you will wake up.
    FIXES
    1. Zeus/staff players can now donate points and purchase rewards without having any points.
    2. Refined success condition for enemy mortar subobjective.
    3. Attempt to catch error when player attempt to join role before fully connected to the server (prevent 'Error: No Unit' in squad list)
    4. Reward point donation to team/group.
    5. Only Vortex group members can fly Transport aircraft (previously: VIPER pilots could crew/fly Vortex vehicles)
    6. Contact DLC woodland uniforms were accidentally added to Sniper/Spotter kit; added for all roles to select.
    7. Error in Destroy Radio Tower secondary mission
    8. Added all base magazines to arsenal.
    9. Pre-purchased gear configuration (taking gear from arsenal no longer disappears)
    10. Being nearby a destroyed subobjective will no longer delete your vehicle; you still might take damage from an explosion, however.
    11. Fixed secondary missions to improve performance. Enemy unit composition has been lowered in all missions.
    12. Armed/Unarmed UGV reward fixed, should now work
    TWEAKS
    1. Reinforcement air vehicles spawn further away, and despawn further away.
    2. Changed IA4 menu: toggle map markers button moved to map/diary link.
    3. Changed method for detecting player interaction with primary / secondary objectives and moved to client to improve server performance. Message to player on these engagements also changed to be less intrusive.
    4. Additional information on teamkill/incapacitation situations.
    5. Rending an OPFOR mortar disabled in any way will destroy the spotting UAV.
    6. Attempt to get enemy subojectives off the roads.
    7. Hold Actions now have percentage hints to show progress, in the event that BIS' progress icon disappears.
    8. Destroy artillery secondary mission tweaked to encourage actual firing of artillery shells.
    9. Enemy CAS lessened slightly. Should reduce instances of multiple enemy CAS in the air, unless there is a lot of player Air.
    10. 50% chance ambient AI spawns will prefer players with high scores.
    11. Tweaked custom smoke screen deployment (will only run on clients within 2km of smoke deployment).
    067
    ---
    NEW
    1. Added reward point values chart to map diary. Reward points are modified by the difficulty setting, and also by the skill level of the unit killed, so this may not be consistent from game to game, but is rather a base value.
    TWEAKS
    1. Overhaul of opforAwarenessDaemon script to improve performance.
    2. Increased readability of dynamic text on map (spotted vehicle time codes, player titles, vehicle despawn and delock timers)
    3. Default grenadier loadout for basic NATO: sand tracer magazine changed to black tracer magazine. Default autorifleman for NATO: added 1 tracer 100-round magazine.
    4. Removed Secure Intelligence Documents subobjective as wonky
    5. Added more vests to Western Arsenal
    6. Tweaks to enemy CAS support
    7. Overhauled enemy reinforcements code for performance and minor errors
    8. Tweaked position / distance / opacity for in-world player name tags, especially for wounded players. Wounded players will now be visible up to 200m. Your squad mates are visible up to 60m. Other non-wounded team members are visible up to 20m.
    FIXES
    1. Underbarrel-launched smoke grenades were bouncing contrary to intended behaviour.
    2. Fix to cleanup script accidentally removing non-dead vehicles.
    3. VIPER crew able to fly CAS helicopter alone, fixed, requires full crew in helicopter
    4. Fixes to reward point donation.
  25. Like
    Ryko got a reaction from LH5 in I&A 4 Beta Test Feedback   
    IA4 change logs for 067 and 068; 068 will be tested today at 1800 UTC.
     
    068
    ---
    NEW
    1. Engineers, Pilots and Armor crew have a new action to add emergency fuel to a vehicle that has no fuel.
    2. Any role which has access to the Air channel may now use the button in the IA4 menu to add or remove themselves from the channel. Intended for Squad leaders who don't want to hear air chatter.
    3. Added Livonia camo uniforms to default western arsenal.
    4. Added Quality of Life features for Zeus users:
    - canned admin messages
    - ability to delete objects while not in zeus
    - admin scripts submenus available (and can be toggled)
    5. New rule for picking up non-class or non-faction weapons: instead of not being able to run, you will have an increased difficulty to aim. (setCustomAimCoef=4 instead of default 1)
    6. If you are incapacitated, there is a small chance every 4 seconds that you will wake up.
    FIXES
    1. Zeus/staff players can now donate points and purchase rewards without having any points.
    2. Refined success condition for enemy mortar subobjective.
    3. Attempt to catch error when player attempt to join role before fully connected to the server (prevent 'Error: No Unit' in squad list)
    4. Reward point donation to team/group.
    5. Only Vortex group members can fly Transport aircraft (previously: VIPER pilots could crew/fly Vortex vehicles)
    6. Contact DLC woodland uniforms were accidentally added to Sniper/Spotter kit; added for all roles to select.
    7. Error in Destroy Radio Tower secondary mission
    8. Added all base magazines to arsenal.
    9. Pre-purchased gear configuration (taking gear from arsenal no longer disappears)
    10. Being nearby a destroyed subobjective will no longer delete your vehicle; you still might take damage from an explosion, however.
    11. Fixed secondary missions to improve performance. Enemy unit composition has been lowered in all missions.
    12. Armed/Unarmed UGV reward fixed, should now work
    TWEAKS
    1. Reinforcement air vehicles spawn further away, and despawn further away.
    2. Changed IA4 menu: toggle map markers button moved to map/diary link.
    3. Changed method for detecting player interaction with primary / secondary objectives and moved to client to improve server performance. Message to player on these engagements also changed to be less intrusive.
    4. Additional information on teamkill/incapacitation situations.
    5. Rending an OPFOR mortar disabled in any way will destroy the spotting UAV.
    6. Attempt to get enemy subojectives off the roads.
    7. Hold Actions now have percentage hints to show progress, in the event that BIS' progress icon disappears.
    8. Destroy artillery secondary mission tweaked to encourage actual firing of artillery shells.
    9. Enemy CAS lessened slightly. Should reduce instances of multiple enemy CAS in the air, unless there is a lot of player Air.
    10. 50% chance ambient AI spawns will prefer players with high scores.
    11. Tweaked custom smoke screen deployment (will only run on clients within 2km of smoke deployment).
    067
    ---
    NEW
    1. Added reward point values chart to map diary. Reward points are modified by the difficulty setting, and also by the skill level of the unit killed, so this may not be consistent from game to game, but is rather a base value.
    TWEAKS
    1. Overhaul of opforAwarenessDaemon script to improve performance.
    2. Increased readability of dynamic text on map (spotted vehicle time codes, player titles, vehicle despawn and delock timers)
    3. Default grenadier loadout for basic NATO: sand tracer magazine changed to black tracer magazine. Default autorifleman for NATO: added 1 tracer 100-round magazine.
    4. Removed Secure Intelligence Documents subobjective as wonky
    5. Added more vests to Western Arsenal
    6. Tweaks to enemy CAS support
    7. Overhauled enemy reinforcements code for performance and minor errors
    8. Tweaked position / distance / opacity for in-world player name tags, especially for wounded players. Wounded players will now be visible up to 200m. Your squad mates are visible up to 60m. Other non-wounded team members are visible up to 20m.
    FIXES
    1. Underbarrel-launched smoke grenades were bouncing contrary to intended behaviour.
    2. Fix to cleanup script accidentally removing non-dead vehicles.
    3. VIPER crew able to fly CAS helicopter alone, fixed, requires full crew in helicopter
    4. Fixes to reward point donation.
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