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Ryko

AW Core Staff
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  1. Like
    Ryko got a reaction from Johnson in AWE FUTURE   
    Long term conceptual plan is to create a RHS / TFAR / ACE version of IA4 which can run on EU3.
  2. Like
    Ryko got a reaction from JJ Cakes in AWE FUTURE   
    Long term conceptual plan is to create a RHS / TFAR / ACE version of IA4 which can run on EU3.
  3. Like
    Ryko got a reaction from SirMurficus in AWE FUTURE   
    Long term conceptual plan is to create a RHS / TFAR / ACE version of IA4 which can run on EU3.
  4. Like
    Ryko got a reaction from MidnightRunner in AWE FUTURE   
    Long term conceptual plan is to create a RHS / TFAR / ACE version of IA4 which can run on EU3.
  5. Like
    Ryko got a reaction from WinterMute in AWE FUTURE   
    Long term conceptual plan is to create a RHS / TFAR / ACE version of IA4 which can run on EU3.
  6. Like
    Ryko reacted to ansin11 in I&A 4 Beta Test Feedback   
    @Ryko according to Arma 3 lore, Kavala used to be the capital city until Colonel Akhanteros and the AAF took over in 2026 and made Pyrgos the new capital.
  7. Like
    Ryko got a reaction from Kacper in I&A 4 Beta Test Feedback   
    There probably won't be a beta test this week as I'm a bit swamped IRL, and there are some new features coming into 52 based on player feedback.
     
    Here's the change log for 052 thus far:
     
     
    Point 14 deserves a bit more elaboration, based on TheScar's comment (Another thing i really want to happen is randomisation of AO´s). My initial thinking in IA4 was to remove the concept of priority objectives, but then I realized that doing this (while improving performance) does make each AO a bit of a "rinse and repeat" operation. Up until beta 051 there have actually been two random sub objectives, but they're not very well noticed. I have dramatically expanded on this concept, and now they are very much a thing, and they are randomized for each objective:
     

     
    There are six types of main objective zones:
    Airport and Stronghold - only five extra Airport zones exist on the whole map, as the players' base is one (and there 6 on Altis). Strongholds are military installations, of which there are only a handful on Altis. An airport or stronghold objective has a buffed up enemy presence, and will have a guarantee of two sub-objectives, and a 50% chance of a third.
    Capital - large urban areas (there might only be one on Altis, but I haven't checked and it's not immediately google-able). Guarantee of one subobjective, a 50% chance of a second, and a 25% chance of a third.
    City - urban area. 50% chance of a subobjective, 50% chance of a second subobjective, and 25% chance of a third.
    Village - small urban area. Up to three subobjectives, but a 25% chance of each.
    Industrial or Special areas - these are factories, big hill tops, and other areas of strategic importance. 33% chance of a subobjective, 33% chance of a second subobjective, and a 25% chance of a third subobjective.
     
    What does all this mean? For some areas there will be at least 2 if not 3 subobjectives, and for some areas there will be none. There are a total of 10 different sub objective types which I'm not going to reveal just yet (obviously, from the screenshot, there are at least 3 - destroy an enemy mortar team, eliminate an elite squad, and destroy an enemy command & control center).
     
    A sub objective adds 1-2 small squads, and/or a vehicle, and sometimes an objective that must be destroyed. It's not mandatory to complete the subobjectives: if you clear out a majority of the enemy presence in an AO, the main task will complete and close out the sub tasks. But since the troops added by the subobjectives are considered in the overall enemy presence, it's likely you'll be engaging the sub objectives.
     
    Other noteworthy points: I've made a first pass at custom squads, where a player can create their own squads and add/remove roles as they like. Up to 8 roles can be assigned, but these exclude special roles such as pilots, armor operators, and sniper/spotters (custom squads are infantry squads). The first mandatory role is a Squad leader, you can add as many basic riflemen as you like, but after that you can only add one role from the other types (medic, autorifleman, rifleman AT, etc). You'll be able to lock a squad and invite other players to join. Squad names will be fixed (NATO phonetic names from Foxtrot to Romeo).
     
    Next beta test will be next week, when 052 is ready, and probably after we're done the latest Steam Free Weekend for Arma
     
    - Ryko
  8. Like
    Ryko got a reaction from Walk'N in I&A 4 Beta Test Feedback   
    There probably won't be a beta test this week as I'm a bit swamped IRL, and there are some new features coming into 52 based on player feedback.
     
    Here's the change log for 052 thus far:
     
     
    Point 14 deserves a bit more elaboration, based on TheScar's comment (Another thing i really want to happen is randomisation of AO´s). My initial thinking in IA4 was to remove the concept of priority objectives, but then I realized that doing this (while improving performance) does make each AO a bit of a "rinse and repeat" operation. Up until beta 051 there have actually been two random sub objectives, but they're not very well noticed. I have dramatically expanded on this concept, and now they are very much a thing, and they are randomized for each objective:
     

     
    There are six types of main objective zones:
    Airport and Stronghold - only five extra Airport zones exist on the whole map, as the players' base is one (and there 6 on Altis). Strongholds are military installations, of which there are only a handful on Altis. An airport or stronghold objective has a buffed up enemy presence, and will have a guarantee of two sub-objectives, and a 50% chance of a third.
    Capital - large urban areas (there might only be one on Altis, but I haven't checked and it's not immediately google-able). Guarantee of one subobjective, a 50% chance of a second, and a 25% chance of a third.
    City - urban area. 50% chance of a subobjective, 50% chance of a second subobjective, and 25% chance of a third.
    Village - small urban area. Up to three subobjectives, but a 25% chance of each.
    Industrial or Special areas - these are factories, big hill tops, and other areas of strategic importance. 33% chance of a subobjective, 33% chance of a second subobjective, and a 25% chance of a third subobjective.
     
    What does all this mean? For some areas there will be at least 2 if not 3 subobjectives, and for some areas there will be none. There are a total of 10 different sub objective types which I'm not going to reveal just yet (obviously, from the screenshot, there are at least 3 - destroy an enemy mortar team, eliminate an elite squad, and destroy an enemy command & control center).
     
    A sub objective adds 1-2 small squads, and/or a vehicle, and sometimes an objective that must be destroyed. It's not mandatory to complete the subobjectives: if you clear out a majority of the enemy presence in an AO, the main task will complete and close out the sub tasks. But since the troops added by the subobjectives are considered in the overall enemy presence, it's likely you'll be engaging the sub objectives.
     
    Other noteworthy points: I've made a first pass at custom squads, where a player can create their own squads and add/remove roles as they like. Up to 8 roles can be assigned, but these exclude special roles such as pilots, armor operators, and sniper/spotters (custom squads are infantry squads). The first mandatory role is a Squad leader, you can add as many basic riflemen as you like, but after that you can only add one role from the other types (medic, autorifleman, rifleman AT, etc). You'll be able to lock a squad and invite other players to join. Squad names will be fixed (NATO phonetic names from Foxtrot to Romeo).
     
    Next beta test will be next week, when 052 is ready, and probably after we're done the latest Steam Free Weekend for Arma
     
    - Ryko
  9. Like
    Ryko reacted to JJ Cakes in I&A 4 Beta Test Feedback   
    I'd just like to note that when I&A4 started beta testing, I wasn't totally on board.  Now that I've had a chance to play it more I'm always happy when 4 is running on EU#1 and prefer it to 3.
  10. Like
    Ryko got a reaction from GhostDragon in I&A 4 Beta Test Feedback   
    I think I get where you're coming from. My objective is not to remake invade and annex, otherwise, we could just keep going with ia3. There are various things that don't work with 3, and things that we've decided to go ahead with in 4 as technical advancements. My hope is that some of the new framework elements make an equally but differently enjoyable experience. If it strays too much away from the desired experience I am completely open to modifying the mission to accommodate people's desires - I don't have an ego to bruise. 
  11. Like
    Ryko got a reaction from MidnightRunner in I&A 4 Beta Test Feedback   
    I think I get where you're coming from. My objective is not to remake invade and annex, otherwise, we could just keep going with ia3. There are various things that don't work with 3, and things that we've decided to go ahead with in 4 as technical advancements. My hope is that some of the new framework elements make an equally but differently enjoyable experience. If it strays too much away from the desired experience I am completely open to modifying the mission to accommodate people's desires - I don't have an ego to bruise. 
  12. Like
    Ryko got a reaction from Xwatt in I&A 4 Beta Test Feedback   
    I think I get where you're coming from. My objective is not to remake invade and annex, otherwise, we could just keep going with ia3. There are various things that don't work with 3, and things that we've decided to go ahead with in 4 as technical advancements. My hope is that some of the new framework elements make an equally but differently enjoyable experience. If it strays too much away from the desired experience I am completely open to modifying the mission to accommodate people's desires - I don't have an ego to bruise. 
  13. Like
    Ryko got a reaction from Lindi in I&A 4 Beta Test Feedback   
    I think I get where you're coming from. My objective is not to remake invade and annex, otherwise, we could just keep going with ia3. There are various things that don't work with 3, and things that we've decided to go ahead with in 4 as technical advancements. My hope is that some of the new framework elements make an equally but differently enjoyable experience. If it strays too much away from the desired experience I am completely open to modifying the mission to accommodate people's desires - I don't have an ego to bruise. 
  14. Like
    Ryko got a reaction from TheScar in I&A 4 Beta Test Feedback   
    Beta version 051 is online, and I hope to run a beta test tomorrow.

    Changes:

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

    Changes:

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

    Changes:

    051
    ---
    1. Added 0.5 second cooldown to spotting mechanic to prevent misuse.
    2. Blufor map tracking can now not be toggled on or off (previously coupled with toggling player name tags).
    3. Enemy artillery / mortar smoke signals are returned to RED colour. Enemy units who have red smokes in their inventory now dynamically have those replaced with basic smoke. Blue smoke products now returned to player arsenal. Red smokes will dynamically change to green smokes in player loadouts, should they somehow exist.
    4. Tweaked TK determination (players were getting TK notifications if they fragged themselves).
    5. Fixed error where player attempts to paradrop into base, gets denied notification but loses the reward.
    6. Tweak player group joining to fix cases where to Privates were marked as group leader. The first person to join a squad is the group leader, unless a higher-ranking role joins the squad.
    7. Reduced enemy paratrooper reinforcement spam, was spawning 1 squad per 10 players, now spawns 1 squad per 20 players, maximum 3.
    8. Default setting for enemy reinforcements is scaled to players (cap is 64 players, at that point it's almost 100% chance that enemies will be reinforced when their force in an AO drops below 50%). Previously the reinforcement check was made every 30 seconds, now it's made only one time. Should result in fewer enemy reinforcements.
    9. Tweak to enemy counter attack secondary mission (previously didn't complete)
    10. Added medical tent to main base.
    11. Tweak to blufor tracking in attempt to solve issue of markers disappearing over time.
    12. Tweaks to compass direction, especially for vehicle gunners.
    13. AI Soldier has been removed for the time being as he was severely bugged.
    14. Found and solved issue where inventory was spontaneously disappearing.
    15. Tweak to compass UI: bearing direction is now pink (captive colour) when you are in base, and white when you are not in base. This affects things like whether you are targetable by enemy AI, whether items near you will be automatically removed from the cleanup script, etc.
    16. First attempt at restoring purchased player rewards after disconnection / reconnection.
    17. Set default weather to no rain.
    18. Reward vehicles can now be locked in base, and have the default actions (repair, despawn, etc) and default inventory attached to them.
    19. Added clear vehicle inventory function to vehicles - must be at service pad, action is available to the driver.
    20. DRAGGING IS OFFLINE UNTIL FURTHER NOTICE AS IT IS BEING VERY DIFFICULTY AND TEMPERAMENTAL
    21. Normally, players may only purchase reward weapons inside the base zone. If they pick up an enemy weapon and they have the points for it, and the type of weapon is available to their role, they may purchase it in the field to remove the walking limitation.
    22. Slashed prices on many reward vehicles.
    23. Tweaked enemy reinforcements. Also added enemy armor reinforcements.
  17. Like
    Ryko got a reaction from Mark T in Vortex Ts3 or Discord   
    Hi RoyalKings,
     
    Right now there is no requirement for Vortex pilots to be on Teamspeak, though it is recommended.  On the EU1 public server, it's not really possible to make it mandatory that everyone use voice comms, so people really have to do the best they can to coordinate through the communication problems that exist in a public server:
    - some players don't speak English
    - some players don't want to, or know how to use voice or text communication
    - some players will use Teamspeak, others will use in-game voice comms.
     
    So in a sense it's almost better to insist that players use one form of communication and stick with it; Teamspeak is convenient and offers marginally better voice comms than in-game, but that's not consistently the case anymore.
     
    IA4 makes no specific provision for voice comms or communication, other than we don't allow voice comms on sideChat any more.  The intention on the EU1 server will be to keep it as open-ended as possible: if people want to chat their comms, or use the in-game voice, or use teamspeak, all those options are available. For other servers, we may make specific communication forms more mandatory.
  18. Thanks
    Ryko got a reaction from Plant1ing in I&A 4 Beta Test Feedback   
    Invisible objects cause issues for players who can't figure it out. I'd much rather just slide the offending concrete barrier a tick over to the right to make it easier for players to pass.
    Ah... well that's well more detail than I had in mind, again, with performance in mind. The entire medical structure gives a heal action if the player is damaged. I'll add a few bits and bobs but don't expect it to be super detailed.
    I think it's about right - not enough to destroy a whole bunch of friendly air, but enough to provide a disincentive to constantly fly over the AO.  I'm relying on ambient to spawn anti-air assets for players who loiter too long over the AO, if it continues to affect gameplay balance I'll increase the anti-air intensity.
     
    My long-term goal is to create a scenario where the difficulty scales upward as the mission progresses, ie., the OPFOR become a tougher challenge as more of the island is captured.  Right now it is essentially linear.
    Right now this is a mission parameter, and the default is Random weather with a cap on rain to a light drizzle. Fog is capped at 0 (there should never be fog). I may change the rain cap to none as you're right, it's consistently bitched about.
    I haven't seen that consistently, and it looks like a syncing issue. Not much I can do about it in the mission, and if it happened I would suggest that zeus can delete it and respawn it with the admin tools.
  19. Like
    Ryko got a reaction from Plant1ing in I&A 4 Beta Test Feedback   
    I will do some error checking
    The weapons available to put on the racks are straight from Bohemia's config files, so they're there because Bohemia has allowed it.  It worked for me in local testing, but could be messed up in a networked setting:

     
    Could do. I'll have a look. Was kind of a proof of concept at this stage anyway
     
    Yup, love it
    This won't solve your problem. Usually the problem is that people get to the objective, clear it of enemies and then realize that no one is an engineer to blow up the thing. Plus if you don't have the points before you go to the mission, you won't be able to purchase the explosive.
    Solution is to use the ammo drop misc reward, which drops an ammo box, in which is included 3 demo charges. Of course, only a team leader / squad leader can buy the ammo drop reward...
    Not super fond of this because players will abuse it and become a mortar team when they should be running trans. However I can see a situation to accomplish your goal, being able to deliver ammo to mortar, by letting the pilot spawn a miscellaneous crate that will offer X number of mortar reloads through an action.
    Balance is the current priority. Right now there are at least two 4-man anti-air squads in each AO. I'm not anxious to add mandatory Tigris to each AO because those vehicles will also shred players. I would like to find other solutions to address your real issue, which is that AT players and CAS players wreck an AO by themselves. If those players are not there and you balance around them, then the mission becomes extremely difficult for regular squads.
    I can already hear the complaining. Right now unattended quad bikes which are more than 100m away from a player or player spawn are automatically removed and put into the respawn queue. If it's not a pilot leaving a vehicle on the runway, it'll be another player trolling, so I don't want to start plotting exceptions that will just be unpacked in another form.
    There is a "despawn vehicle" action on every vehicle, just walk up to it. The current criteria are:
    - vehicle is not moving
    - vehicle is not able to move (so: destroyed, no rotors, no fuel, no wheels, red damage to engine, that sort of thing)
    - vehicle has no crew in it
    - vehicle is within 1000m of player spawn area
    There's a delay between side mission spawns, but to error check that I need to know what mission was completed (or not completed) previously. I'll check the rpt.
    I'll have a look, but good notes.
    Good call, removed simulation, should fix it
    Sounds like a locality thing. I think the solution is to lock it to the pilot only being able to adjust weaponry, and make it so the vehicle has to be uncrewed to service at all.
    Yeah, the servicing and squad systems don't take into account those vehicles, and they should.  Will look
    I need some specifics here. Screenshots would help
    There's a lot of logic at play here. In version 049, every squad in the AO that wasn't garrisoned would create an attack waypoint to engage a single, spotted infantryman, which doesn't make sense and leaves the AO vulnerable (theoretically, a single soldier could have lured away 75% of the OPFOR presence because they were the only available target). So now the enemy is proportionally responsive to spotted units: the closest squad will engage, and all vehicles are free to engage whichever targets are communicated by enemies.
     
    There are some other custom bits and pieces: if you shoot them, they'll leave garrisoned buildings, for example.
    I can't promise to support mods to the mission. On the plus side, you don't lose your RP when re-logging... and eventually you'll keep your custom reward purchases, too.
     
  20. Like
    Ryko reacted to MidnightRunner in I&A 4 Beta Test Feedback   
    Ammo drop reward purchase was not working yesterday or Sunday, you could buy it and activate it but nothing happened.
  21. Like
    Ryko got a reaction from Plant1ing in I&A 4 Beta Test Feedback   
    I'm actually looking into that right now - they should be broadcast on the admin chat channel, but they're not.  That's the intended behaviour (that admins should see it, that the team killer sees it)
    What you reported was that the weapon was marked as purchased, which is what I responded to. That's intended behaviour: you should see that you've purchased the item, but whether you can actually take it out of the arsenal is dependent on your selected role.
    At present, the SPAR 17 is not limited to a specific role - it can be purchased and used by any role.
    I'm still working out the kinks for vehicle purchasing, and you've just flagged a few issues that I've been struggling with. First and foremost, is the Pawnee a useful asset? I know it's fun as heck to fly, but I think as air support goes most players would prefer the Blackfoot in the air compared to the Pawnee, as the Blackfoot can arm itself with anti-tank missiles where the Pawnee is limited to rockets.
     
    Next, the only squad that logically would have access to the Pawnee would be Viper.  If the pilot runs the Pawnee by himself, the co-pilot has nothing to do. Theoretically you could mount anti-tank ordnance on the Pawnee.  So I suppose you could purchase a Pawnee if you lost your Blackfoot and you have the points.  But I think most players would probably run a default Pawnee (wouldn't take the time to rearm, or know it's possible) which means the asset is not able to counter enemy armor threats.
     
    The Viper squad limitation exists so long as the related asset (a spawned Blackfoot) doesn't exist. Once it respawns, a variable is reformed and the squad can be joined.
     
    Something I'm considering for vehicle pilots / crews is an option to use their reward points to speed up the respawn timer (ie., spend 500 points to shave off 10 minutes from the respawn timer).
     
    If you're rearming from another vehicle, that's vanilla arma and I have no control over that.
    Yeah, I just realized that - the pylon rearming system won't rearm non-pylon stations like the gun or countermeasures.
    The intended behaviour is to return the machine gun to 100% ammo. The Blackfoot and Wipeout don't carry extra magazines for their machine gun.
     
    Known bug. I hadn't heard about the fix to use the spotting mechanic on a friendly; I might just integrate that on a 30-minute cycle to refresh the icons.
    I'll have a think about this one.
  22. Like
    Ryko reacted to I.Jonsson in I&A 4 Beta Test Feedback   
    A very good point, agreed indeed. Just wanted to highlight the issue I had with it.
     
    The vanillasystem works for every vehicle, both air and ground; this only if you do not sit in the gunner seat for some reason. On the air service pad, in order to rearm cannon and countermeassure the 'vehicle service' works just fine, even in gunner seat.
     
    I also have messed around alittle bit with the pylon reamring system and found the following:
    -Through the rearm on Air Service Pad; If you change a weapontype without Removing the weapon you currently have on, it will add a double on the same spot. This can be done multiple times and therefore, in theory, can add unlimited supply of ammo. 
    -On the Wipeout, You can add the x3 Macer rockets on the 4 most middle racks, but they will not work, this is most likely because they are not intended to be there in the first place.
     
    What I can see from the rearm system is that whatever change you do, it will add or remove the weapon emidiatly. Is there a possebility to make it that you first choose your setup, and after that you have a "Rearm cycle" for some time. This way you might be able to get the duplicates away, and in that cycle you add the end of the service cycle, to add the cannon and countermeassures. (?)
    I have no clue how the system is coded or how it works, but it was just a though I had.
     
    In my experience it tends to fade out faster than 30 minutes. I would recomend a 10minute cycle.
    Whenever your icons are gone, even a friendly can spot another friendly in order for you to get your icons back. This ofcourse if you are within range to spot him yourself. 
     
     
    Ahoy!
     
  23. Thanks
    Ryko got a reaction from I.Jonsson in I&A 4 Beta Test Feedback   
    I'm actually looking into that right now - they should be broadcast on the admin chat channel, but they're not.  That's the intended behaviour (that admins should see it, that the team killer sees it)
    What you reported was that the weapon was marked as purchased, which is what I responded to. That's intended behaviour: you should see that you've purchased the item, but whether you can actually take it out of the arsenal is dependent on your selected role.
    At present, the SPAR 17 is not limited to a specific role - it can be purchased and used by any role.
    I'm still working out the kinks for vehicle purchasing, and you've just flagged a few issues that I've been struggling with. First and foremost, is the Pawnee a useful asset? I know it's fun as heck to fly, but I think as air support goes most players would prefer the Blackfoot in the air compared to the Pawnee, as the Blackfoot can arm itself with anti-tank missiles where the Pawnee is limited to rockets.
     
    Next, the only squad that logically would have access to the Pawnee would be Viper.  If the pilot runs the Pawnee by himself, the co-pilot has nothing to do. Theoretically you could mount anti-tank ordnance on the Pawnee.  So I suppose you could purchase a Pawnee if you lost your Blackfoot and you have the points.  But I think most players would probably run a default Pawnee (wouldn't take the time to rearm, or know it's possible) which means the asset is not able to counter enemy armor threats.
     
    The Viper squad limitation exists so long as the related asset (a spawned Blackfoot) doesn't exist. Once it respawns, a variable is reformed and the squad can be joined.
     
    Something I'm considering for vehicle pilots / crews is an option to use their reward points to speed up the respawn timer (ie., spend 500 points to shave off 10 minutes from the respawn timer).
     
    If you're rearming from another vehicle, that's vanilla arma and I have no control over that.
    Yeah, I just realized that - the pylon rearming system won't rearm non-pylon stations like the gun or countermeasures.
    The intended behaviour is to return the machine gun to 100% ammo. The Blackfoot and Wipeout don't carry extra magazines for their machine gun.
     
    Known bug. I hadn't heard about the fix to use the spotting mechanic on a friendly; I might just integrate that on a 30-minute cycle to refresh the icons.
    I'll have a think about this one.
  24. Like
    Ryko got a reaction from Stanhope in I&A 4 Beta Test Feedback   
    Version 050 will test later today.  Change log:
     
    1. Fixes to paradrop (hopefully parachute will be consistently applied?)
    2. Turret guns on Ghosthawk action repaired
    3. Point donation fixed for donating to team and group (wasn't correctly removing points from donator)
    4. FINALLY tracked down the bug for grenadiers losing uniforms and other items.
    5. Zeus players moving into non-zeus roles no longer retain invulnerability.
    6. Vehicle servicing script overhauled. Can no longer spam vehicle servicing action.
    7. Vehicles with dynamic loadouts such as helicopters and planes now have a custom loadout dialog, and vehicle servicing will not rearm these vehicles.
    8. Slight tweak to OPFOR presence in dynamic enemy count; number of enemy squads slightly reduced when based on player count.
    9. Tweak to main AO generation should not allow new AO to spawn on players.
    10. Turning off hints will now also disable entry/exit into AO messages.
    11. Tweak to script which prevents players from landing/driving vehicles into player spawn area. There is now also a warning.
    12. Mission parameter options now allow admin to set the default cost of a paradrop, and low-player behaviour: can now make paradrops free if no Vortex units are online, and if the player count is 7 or lower.
  25. Like
    Ryko got a reaction from Xwatt in I&A 4 Beta Test Feedback   
    My notes from today's test:
    - Inventory closing on its own - somehow related to backpack locking or vehicle locking script, no reason why that should be happening.
    - Users aren't getting a hint on zeus ping to stop endless spam of zeus pings.
    - Side missions didn't spawn.
    - Enemy reinforcements came in after an AO was cleared, not when enemies were reduced below 50%. The reinforcements went to the new AO. ?
    - Body dragging was terribly bad (bodies weren't released)
    - Gear restriction didn't remove blue smoke grenades, thus they were in some players default loadouts. Solution: don't remove these smokes, but change them to green smokes.
    - Wounded players aren't showing up correctly in the world and on map view.
    - Map markers are disappearing after time, for no good reason.
    - Consider different medium range scopes for marksmen (with alternate reticle)
    - Paradrop reward produced a script error.
    - Dead bodies cleanup: it's working as intended, but the result is that bodies aren't being cleared. Next version of this code will be much more aggressive to keep dead body count low
    - UAV recon missions produced a bug. Will consider making UAV have added functionality, ie., it will automatically recon areas that have the most players.
    - OPFOR were reacting to player presence appropriately - but this meant that almost all enemy squads responded to the presence of even one identified player. Consider restricting the number of squads the respond to player identification.
    - Purchased rewards are currently added to inventory; as a result they're not automatically saved to the player's current loadout. Solution will be to add these items to the arsenal, the player will have to equip them in the arsenal, then the loadout will be automatically saved.
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