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Ryko

AW Core Staff
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  1. Haha
    Ryko got a reaction from gigglebok in A3 Warlords update 1.86   
    Bonne chance!
  2. Haha
    Ryko got a reaction from Stanhope in A3 Warlords update 1.86   
    Bonne chance!
  3. Thanks
    Ryko got a reaction from gigglebok in A3 Warlords update 1.86   
    Sure.
     
    As an example, in the Missions\Priority\priorityarty.sqf file, we changed
    _position = [[[getMarkerPos currentAO , 2500]],["water","out"]] call BIS_fnc_randomPos; to
     
    _position = [getMarkerPos currentAO, 10, 2500, 10, 0, 0.1, 0, [], [0,0,0]] call BIS_fnc_findSafePos; Technically there's a whole loop there to ensure it's a flat and empty space, but it's probably not necessary because BIS_fnc_findSafePos has its own gradient detection (that's what the 0.1 is for in that statement).
  4. Like
    Ryko reacted to GhostDragon in RPT file cleaner   
    Hi guys, just wanted to release a script that I think will be useful for mission developers and also other server hosts that use RPT files to detect issues within the server.
     
    The script is designed to take a rpt files that are inserted into the Readfile folder. This will then go through and remove all bloat from the file and output a new file within the Outputfile folder with a short_ prefix. 
     
    I will take more recommendations for things that can be cut from the report file. 
     
     
    In the next month or so I plan on releasing a new Restarter coded in python. This script will be implemented into the restarter. However this is a standalone script for easy use by mission devs
    To download go to the gitlab linked below:
     
    https://gitlab.kamaradski.com/Ghostdragons445/arma-rpt-shortener
  5. Like
    Ryko got a reaction from Zico in Invade & Annex 3 updated - Arma 1.86   
    Invade & Annex has now been updated for the Arma 1.86 (Warlords) update and is running on EU1.
     
    Any issues, please note it here.
     
    Thanks
     
    - Ryko
  6. Like
    Ryko got a reaction from GhostDragon in Invade & Annex 3 updated - Arma 1.86   
    Invade & Annex has now been updated for the Arma 1.86 (Warlords) update and is running on EU1.
     
    Any issues, please note it here.
     
    Thanks
     
    - Ryko
  7. Like
    Ryko got a reaction from PiranhA in Invade & Annex 3 updated - Arma 1.86   
    Invade & Annex has now been updated for the Arma 1.86 (Warlords) update and is running on EU1.
     
    Any issues, please note it here.
     
    Thanks
     
    - Ryko
  8. Like
    Ryko got a reaction from Lindi in Invade & Annex 3 updated - Arma 1.86   
    Invade & Annex has now been updated for the Arma 1.86 (Warlords) update and is running on EU1.
     
    Any issues, please note it here.
     
    Thanks
     
    - Ryko
  9. Like
    Ryko got a reaction from Stanhope in Invade & Annex 3 updated - Arma 1.86   
    Invade & Annex has now been updated for the Arma 1.86 (Warlords) update and is running on EU1.
     
    Any issues, please note it here.
     
    Thanks
     
    - Ryko
  10. Like
    Ryko got a reaction from Mark T in A3 Warlords update 1.86   
    For anyone looking to update I&A3 -
     
    The mission uses a fairly old method for finding a flat, empty location that's not on water. An example:
    private _position = [[[getMarkerPos currentAO , PARAMS_AOSize]],["water","out"]] call BIS_fnc_randomPos; The problem that we identified is that BIS_fnc_randomPos itself uses BIS_fnc_getArea to validate the array presented to it, and the data we are sending doesn't conform to that, thus throwing the error.
     
    We are almost finished an update to I&A3 which should allow the mission to work, involving changing all the references to BIS_fnc_randomPos to the more modern BIS_fnc_findSafePos function... about 79 in total, scattered across all the files.
     
    Now you know why I wanted to start I&A4 completely from scratch!
     
    - Ryko
  11. Thanks
    Ryko got a reaction from Mark T in Invade & Annex 3 updated - Arma 1.86   
    Invade & Annex has now been updated for the Arma 1.86 (Warlords) update and is running on EU1.
     
    Any issues, please note it here.
     
    Thanks
     
    - Ryko
  12. Like
    Ryko got a reaction from TheScar in A3 Warlords update 1.86   
    ... and EU1 is now running I&A3 again.
  13. Like
    Ryko got a reaction from MidnightRunner in A3 Warlords update 1.86   
    For anyone looking to update I&A3 -
     
    The mission uses a fairly old method for finding a flat, empty location that's not on water. An example:
    private _position = [[[getMarkerPos currentAO , PARAMS_AOSize]],["water","out"]] call BIS_fnc_randomPos; The problem that we identified is that BIS_fnc_randomPos itself uses BIS_fnc_getArea to validate the array presented to it, and the data we are sending doesn't conform to that, thus throwing the error.
     
    We are almost finished an update to I&A3 which should allow the mission to work, involving changing all the references to BIS_fnc_randomPos to the more modern BIS_fnc_findSafePos function... about 79 in total, scattered across all the files.
     
    Now you know why I wanted to start I&A4 completely from scratch!
     
    - Ryko
  14. Like
    Ryko got a reaction from MidnightRunner in A3 Warlords update 1.86   
    ... and EU1 is now running I&A3 again.
  15. Like
    Ryko got a reaction from Stanhope in A3 Warlords update 1.86   
    ... and EU1 is now running I&A3 again.
  16. Sad
    Ryko reacted to TheScar in I&A 4 Beta Test Feedback   
  17. Like
    Ryko reacted to Mark T in Community Update #4   
    Hi Chaps,
     
    Just a brief one this month, First off we would like to thank you all for your donations, the support we've received has been quite astonishing. ❤️
     
    A couple of things have been added to our site, one is the merch tab that you will find on top of the forums:

     
    This will direct you to our AW store page where you can purchase all types of clothing, unfortunately there are no mugs
    If you hover over the About tab there is a page with availabilities, those can be requested rather than me set the whole shop up which would take months.
    It's still very early stages but more items will be added eventually.
     
    -----------------------------------------
     
    We now have a dedicated Invade and Annex page added to the website:

    http://www.ahoyworld.net/comingsoon/invade-annex-4/
     
    There you will find the details of what I&A is about and what has changed in 4.
    During the last beta test we found some unforeseen issues and bugs so we decided to stop the count down timer, once these have been smashed we will notify you when the count down begins
     
    That is all for now, lets prepare for a busy period of festive cheers and beers and remember, don't forget to vote soon for the AhoyWorld end of year 2018 awards.
     
    If anyone has any concerns, issues or see anything they shouldn't please don't hesitate to contact a member of Core Staff or myself.
     
    CS
     
     
  18. 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.
  19. Like
    Ryko got a reaction from Mark T in Squad menu bug   
    We're still in beta testing - on Friday, we did the first beta test on EU1, with around 40 players on server. It was not without its problems - instead of the custom difficulty we wanted to use, the server chose Veteran difficulty, so it messed with map markers and restricted it to first-person only. Vehicle respawning (still!) didn't work properly, and admins were being kicked often by battleye.
     
    I'm narrowing down those issues, but essentially the mission is feature-complete so now the next round(s) of testing will be devoted to bug killing and optimization.
  20. Thanks
    Ryko got a reaction from Kacper in I&A 4 Beta Test Feedback   
    I have finished the next update to IA4, we are now at beta 042.
     
    Here is the changelog for 041:
    1. Removed red smoke grenades from player arsenal to avoid confusion.
    2. Pilot roles now added to UAV chat channel.
    3. Spotted markers now disappear on dead targets instead of turning into civilian markers.
    4. Tweak to map / waypoint display
    5. Ammo drop fixed (now just one crate)
    6. Spotting range changed to 2d distance rather than 3d distance
    7. Player in command of squad is now indicated by ^ marker in squad menu.
    8. Fixes to cleanup script.
    9. Secondary missions won't spawn if players aren't connected (persistent mission quality of life issue).
    10. Tweaks to fog.
    11. Tweaks to vehicle respawning
    12. Pilots may now carry and use Tool kits.
    13. Tweaks to player healing, hopefully fixed reward for this.
    14. Fixes to destroy enemy artillery side mission:
    - reduced by 100% the rate at which artillery fires.
    - players in artillery danger zone receive notification that rounds are incoming.
    15. Tweaks to ammo box drop.
    16. Tweak to role selection (you cannot join Viper or Reaper if an appropriate vehicle is not available to use)
    17. Reduced initial spawned ground vehicles to prevent clutter.
    18. Disabled side voice chat.
    19. Added UAV View to IA4 menu - you must be Platoon Commander, Squad Leader, Team Leader or Spotter role to use this. It's currently a bit buggy - unexpected results may occur.
     
    ... and what to expect in 042:
    1. Added custom repair / refuel / rearm scripting to the service pads. Use the welding cart / tool cart / engine crane by each pad to activate vehicle servicing.
    - The vehicle closest to the service pad (Rescue helipad) will be serviced.
    - Vehicle engine must be turned off for servicing.
    2. Redesigned the bases to accommodate integrated helipads. Helicopters may be serviced at the helipads. De-cluttered some of the billboards; billboard media rotates on billboards every 20 seconds.
    3. Tweaks to vehicle respawning
    4. Complete overhaul of UAV view control.
    5. Added 'what's new in I+A4' dialog
    6. Enemy units drop weapons again now that gear restrictions have been loosened.
    7. Reduced frequency of ambient AI spawns, and increased ranges from any player that ambient can spawn in at.
    8. Added 'Nudge Vehicle' action to vehicles to allow you to get the unstuck. Must be empty of crew, nothing behind it, and will provide a small amount of velocity rearward.
    9. Overhauled reward points donation. It is now a separate submenu beside the vehicles, weapons, gears and miscellaneous tabs on the top of the dialog. You can now specify a specific player, a group, or the whole team.
     
    The next beta test is tomorrow (Friday) at 1900 UTC, on EU1!
  21. Thanks
    Ryko got a reaction from itsmemario in I&A 4 Beta Test Feedback   
    I have finished the next update to IA4, we are now at beta 042.
     
    Here is the changelog for 041:
    1. Removed red smoke grenades from player arsenal to avoid confusion.
    2. Pilot roles now added to UAV chat channel.
    3. Spotted markers now disappear on dead targets instead of turning into civilian markers.
    4. Tweak to map / waypoint display
    5. Ammo drop fixed (now just one crate)
    6. Spotting range changed to 2d distance rather than 3d distance
    7. Player in command of squad is now indicated by ^ marker in squad menu.
    8. Fixes to cleanup script.
    9. Secondary missions won't spawn if players aren't connected (persistent mission quality of life issue).
    10. Tweaks to fog.
    11. Tweaks to vehicle respawning
    12. Pilots may now carry and use Tool kits.
    13. Tweaks to player healing, hopefully fixed reward for this.
    14. Fixes to destroy enemy artillery side mission:
    - reduced by 100% the rate at which artillery fires.
    - players in artillery danger zone receive notification that rounds are incoming.
    15. Tweaks to ammo box drop.
    16. Tweak to role selection (you cannot join Viper or Reaper if an appropriate vehicle is not available to use)
    17. Reduced initial spawned ground vehicles to prevent clutter.
    18. Disabled side voice chat.
    19. Added UAV View to IA4 menu - you must be Platoon Commander, Squad Leader, Team Leader or Spotter role to use this. It's currently a bit buggy - unexpected results may occur.
     
    ... and what to expect in 042:
    1. Added custom repair / refuel / rearm scripting to the service pads. Use the welding cart / tool cart / engine crane by each pad to activate vehicle servicing.
    - The vehicle closest to the service pad (Rescue helipad) will be serviced.
    - Vehicle engine must be turned off for servicing.
    2. Redesigned the bases to accommodate integrated helipads. Helicopters may be serviced at the helipads. De-cluttered some of the billboards; billboard media rotates on billboards every 20 seconds.
    3. Tweaks to vehicle respawning
    4. Complete overhaul of UAV view control.
    5. Added 'what's new in I+A4' dialog
    6. Enemy units drop weapons again now that gear restrictions have been loosened.
    7. Reduced frequency of ambient AI spawns, and increased ranges from any player that ambient can spawn in at.
    8. Added 'Nudge Vehicle' action to vehicles to allow you to get the unstuck. Must be empty of crew, nothing behind it, and will provide a small amount of velocity rearward.
    9. Overhauled reward points donation. It is now a separate submenu beside the vehicles, weapons, gears and miscellaneous tabs on the top of the dialog. You can now specify a specific player, a group, or the whole team.
     
    The next beta test is tomorrow (Friday) at 1900 UTC, on EU1!
  22. Like
    Ryko got a reaction from Amentes in I&A 4 Beta Test Feedback   
    So I like this idea, I think that five lanes is probably a bit overkill; two lanes should probably suffice, and while I'm thinking about it, I will combine the pickup zone with a rearm/refuel/repair station.
     
    I very much like the idea of adding signs in base that direct players where they need to go. I also had this idea of reducing the sign clutter in base (there are no less than seven images on different sign boards throughout the base) - instead of signs for each image, there will be about two large signboards per base that rotate through the images.
  23. Like
    Ryko got a reaction from Lindi in Community Update#3   
    We've been taking a look at this for I&A4.  Here's the proposed implementation:
     
    1) In base, you're restricted to your class weapons. We don't want Medics armed with rocket launchers; rather we want players to appreciate the utility of each of the individual roles. If you are given, or pick up, a piece of gear that you couldn't ordinarily equip yourself with, you put it down automatically on the ground.
    2) Outside of base (400m) you can pick up and use any gear that is available, but you are restricted to walking as long as it's in your inventory.
     
    In both cases, you're given a nag hint that tells you what the offending gear is or was.
     
    This "should" address the idea of keeping each role special, while also allowing players to use non-class gear in extraordinary situations.
  24. Like
    Ryko got a reaction from Amentes in Community Update#3   
    We've been taking a look at this for I&A4.  Here's the proposed implementation:
     
    1) In base, you're restricted to your class weapons. We don't want Medics armed with rocket launchers; rather we want players to appreciate the utility of each of the individual roles. If you are given, or pick up, a piece of gear that you couldn't ordinarily equip yourself with, you put it down automatically on the ground.
    2) Outside of base (400m) you can pick up and use any gear that is available, but you are restricted to walking as long as it's in your inventory.
     
    In both cases, you're given a nag hint that tells you what the offending gear is or was.
     
    This "should" address the idea of keeping each role special, while also allowing players to use non-class gear in extraordinary situations.
  25. Like
    Ryko got a reaction from Kacper in Community Update#3   
    We've been taking a look at this for I&A4.  Here's the proposed implementation:
     
    1) In base, you're restricted to your class weapons. We don't want Medics armed with rocket launchers; rather we want players to appreciate the utility of each of the individual roles. If you are given, or pick up, a piece of gear that you couldn't ordinarily equip yourself with, you put it down automatically on the ground.
    2) Outside of base (400m) you can pick up and use any gear that is available, but you are restricted to walking as long as it's in your inventory.
     
    In both cases, you're given a nag hint that tells you what the offending gear is or was.
     
    This "should" address the idea of keeping each role special, while also allowing players to use non-class gear in extraordinary situations.
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