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Cellhawk

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  1. Sad
    Cellhawk reacted to Sfinx in Mikael   
    Dear members of Ahoy World,
     
    It is with great sadness that I have to inform you of the passing of @Mikael on Friday July 15.
    He was involved in an motorcycle accident and succumbed to his injuries.
     
    I know Mikael was a big part of you community and he often talked about how much enjoyed the ARMA sessions he had with you all.
     
    I will come back with more information about the funeral arrangements when I get them.
     
    **Update
    The funeral will be held July 26.
    There has also been created a memorial page for Mikael LINK (page is in Norwegian). Here you can light a candle and leave your name ( Tenn et lys ) or write some words in his memory ( Skriv et minneord ) 
     
    And thank you all for your kinds words, it is really appreciate. He will truly be missed by all those who were lucky enough to know him  ❤️ 
  2. Like
    Cellhawk reacted to Ryko in Stiletto Feedback Thread   
    Stiletto version 060 is now on the server. Change log follows.
     
    Tembelan will be reverted to the previous version on the next update of the repo, until then it has been pushed to the back of the map rotation (Lythium is now default after server restart).
     
    CHANGE LOG 060
    1. Updated Stiletto engine to allow manually spawned missions and enabling / disabling of Stiletto mission engine during the mission.
    2. Added Taru to Russian EMF and Desert player factions
    3. While the M27 is available to all Blufor factions, the 60-round magazines are available for autoriflemen only. The new 40-round magazines are available for all M27 users
    4. Kill HVT mission completion has been overhauled. You now just need to locate (be within 8m of) the HVT's corpse for the mission to complete. In Kill HVT missions, the HVT is armed.
    5. Added point system for vehicle spawning. Values are set at an initial state and will be adjusted over time as we see how the system works. Vehicle resource points are refreshed at 1/1000th of their initial value every minute (so at a default of 150,000 points, 150 points are accumulated each turn). In addition, accumulated intel points are added to this rate. All default initial combat vehicles (except quad bikes and repair vehicles) have been removed from player bases.
    5A. Added the C-130 variants and AN-2 to unarmed plane spawns. Be very careful when placing plane spawns with LOGi: these are large vehicles.
    5B. Added the Mi-24G to Eastern faction vehicle spawns.
    5C. Added artillery vehicles to vehicle spawns.
    6. All vehicles from allied factions are now present in their respective vehicle spawners, so specific factions are no longer relevant (you do not have to be US Army to spawn a Blackhawk, but you do have to be a Western faction). Vehicle rarity is now governed solely by point cost.
     
    For clarity: Vehicle respawn points are separate from Logi points.
  3. Like
    Cellhawk got a reaction from Adshield in Stiletto Feedback Thread   
    I shall take the liberty of posting this generally meaningless reply just to write "I second that".
     
    Please do separate UK/US faction arsenals.
  4. Like
    Cellhawk reacted to Johnson in Stiletto Feedback Thread   
    Surly it's at least worth polling for, if loads of people would prefer for the faction gear to be more specific then why not add it?
     
    Separating the faction gear would also create a bunch of new scenarios and stuff, like having everything our modpack has to offer a little bit at a time (one day USMC, one day BAF, one day Serbs etc etc) rather than EVERYTHING at once. It would make each faction unique in multiple ways.
     
    I'm all for it, I think it's a great idea and as someone who has played on EU#3 for years, I really don't think were swaying into "Realism" or "Milsim", it's just more specifc gear with no impediment on gameplay, still plenty of choice and customization. Would be nice to see everyone on the same side for once, rather than MTP here, MARPAT there etc.
  5. Like
    Cellhawk got a reaction from Johnson in Stiletto Feedback Thread   
    I shall take the liberty of posting this generally meaningless reply just to write "I second that".
     
    Please do separate UK/US faction arsenals.
  6. Sad
    Cellhawk reacted to Ryko in Stiletto Feedback Thread   
    So in the past we've explored this concept, but have decided to leave the arsenal as open ended as possible. Part of the appeal of the AWE server is that you can choose your own interpretation of the scenario: if your character is an IDF soldier or a South Korean spec op attached to US forces, you can choose to play that way. 
     
    This philosophy also makes the mission much easier to maintain. If you want to have a scenario where everyone uses the same gear, consider submitting a game night. 
  7. Like
    Cellhawk reacted to Stanhope in Stiletto Feedback Thread   
    Feature request:
    Rework how player factions work.  

    Currently we have all the gear of one side in the arsenal regardless of the faction.  The only real difference is the vehicles we have access to.  Leading to people wearing whatever they feel like.  Now I don't have a problem with that but I do agree with the people who'd prefer if people were to be using the same faction specific gear.

    So my suggestion:
    Create a new faction: private military contractors for each side (blufor/opfor/indep).  Give these factions all the gear and vehicles of their respective side. Give the other factions faction specific gear only.  (So US army only gets army vests, weapons, uniforms, vehicles ...  BAF get BAF weapons, uniforms, vehicles, ...)
    In the mission params the random blufor param could be either altered to have a 50/50 (numbers up for debate) chance to spawn PMCs or a specific faction.  If the chance for a specific faction triggers one of the specific factions is chosen (Each faction having the same chance).  
    Or it could be altered to PMC having the same chance as any of the other factions.

    Obviously I'm willing to help create the new faction and help work on the arsenal restrictions.  I also have no problem with doing pretty much all the work and having it reviewed by steering.
  8. Like
    Cellhawk reacted to Johnson in Stiletto Feedback Thread   
    In the past few weeks where I have been playing Autorifleman quite realistically by putting down multiple bursts of fire to get EI on the move (supressing for Alpha), a spare barrel was certainly required. Yes I wasn't melting my barrel off but the rounds did become so inaccurate that it was needed.
     
    SHooting = heat
    Heat = less accuracy
    Less accuracy = more shooting
    More shooting = more heat
    More cheese = less cheese
    etc.
  9. Like
    Cellhawk reacted to Stanhope in Stiletto Feedback Thread   
    Could we have the gorgon (with NATO camo) as a spawnable vehicle for BLUFOR?  It looks a lot like the piranha DF30:
     
    And it's basically a carbon copy of the Pandur II: 
     
    Both of which are used by NATO forces.
  10. Like
    Cellhawk reacted to Johnson in Stiletto Feedback Thread   
    [FEATURE REQUST]
     
    Change the default camouflage of the Blackfish from Olive to Blue, looks more like the USMC MV-22 Osprey then, but futuristic.
  11. Like
    Cellhawk got a reaction from GhostDragon in Stiletto Feedback Thread   
    So... Servicing vehicles doesn't work properly then? It's bugged?
  12. Like
    Cellhawk got a reaction from Joebillibob in Stiletto Feedback Thread   
    I can now confirm this is actually an issue in the end. Not even Ural, but also KamAZ and who knows what else. Stole one from a roaming civie (looked like insurgent, not sure), serviced it (FOB), went to nearby town to gather intel, returned back and the fuel was almost empty. Freshly serviced and refuelled vehicle.
    Edit: Even after refuelling it again, by the time I wrote this post, lot of fuel has leaked already.
     
     
     
    Also, there's a small bug on Stratis - middle bridge of Agia Marina periodically spawns a vehicle underneath it. They don't explode, but they get damaged as hell every time, since they are stuck in the bridge. No tires and smoking.
  13. Like
    Cellhawk got a reaction from BBFSGaming in Stiletto Feedback Thread   
    Vehicle request
     
    We need something like CRV-6e Bobcat aka Nemmera ARV (as it's actually and truthfully called within our modset) with the bulldozer shovel to actually push stuff around, like unlucky plane wrecks off the airfield runway or tragic helicopter wrecks around the base (yeah, that shit happens).
     
    Thing is, we have no way to despawn them other than through the actual vehicle spawn, but you have to push it there.
    I can only use tanks right now, but their hitbox usually causes them to flip themselves, so I have to spawn yet another tank to unflip the previous one and try to finish pushing the wreck without flipping again. Since I changed my gameplay to first person only, it's now even harder to control the tank in a way that it doesn't flip when pushing stuff. From what I've tried with Bobcat (also seen on the server with Zeus assistance), it works just fine, without flipping.
    Or... this script.
     
     
    I know that a base cleanup script for wrecks could work (or just interaction menu to remove the actual wreck), but then again, whitelisting an existing vehicle and using that vehicle to clean the stuff seems more immersive and interesting.
     
    So in general, it might be a good dedicated Logi vehicle. It can also refuel other vehicles as well, through the ACE interaction menu.
    You could also implement a script that makes it spawn a "rampart" (least that's the name of it in Logi structures menu) in front of it without needing any "resource points" crate.
    The bulldozer shovel can be actually animated via scripting (source: wiki), so there could be a possibility of maybe creating a scrollwheel option to raise/lower the shovel.
    Also as seen in Remnants of War campaign, the turret can somehow be removed, which would repurpose the vehicle to a true Logi vehicle and reduce the likelihood of it being misused as actual fighting vehicle.
     
    As a bonus (or actually the main purpose?), it could be used as EOD vehicle, as it appears to be working very well with removing unexploded AP mines and with the shovel lowered (script), it should be able to disable AT mines as well. (Honestly, I started having trouble with replicating the removal of AT mines without taking damage. I am not into scripting, especially not in ArmA 3, but general idea would be - if plow lowered AND moving forward then disable damage from AT/AP mines.
     
    That could lead into more interesting missions (I know that's currently on hold)...
     
     
  14. Like
    Cellhawk reacted to Josh in Ode to Oderus EU#2 19:00 BST 22/04   
    Hello everyone, with the news of the passing of our friend and former moderator, Oderus we will be hosting a game and celebration of his life tomorrow at 19:00 BST 20:00 CEST on EU#2.
     
    I invite everyone to come if you knew him, if you didn't. Together we will share memories and enjoy playing the game where we all met Oderus.
     
    The game will be I&A2 with no mods, or vanilla mods.
     
    I intend to stream this event for those whom can't make it. https://www.twitch.tv/soggymuffineu
     
    Hopefully everyone can make it and we can enjoy what was the great Jeff Lincoln. 
  15. Like
    Cellhawk reacted to Stanhope in Stiletto Feedback Thread   
    Could we maybe, possible get the ability to change the weather from the mission board in base?  (Only as platco or ASL obviously)  It's kind of annoying that when you're standing on the edge of the freedom and you can't see the water.  And if no moderator is on we're stuck with skipping days ahead till we can actually see something.
  16. Sad
    Cellhawk reacted to Ryko in Stiletto Feedback Thread   
    I would say don't accidentally release the button.
  17. Like
    Cellhawk reacted to Ryko in Stiletto Feedback Thread   
    Version 014 on the server for all 5 maps.
     
    change log 014
    1. if you search multiple times, your chance to find things will improve: if you search exceptionally well on something that doesn't have anything to be found, you will be notified that there's no point to further searching.
    2. vehicles are now properly medical vehicles, so stitching in them works again.
    3. threat indicator styles changed to assist the (colour) blind.
    4. frequency of C4 traps tweaked slightly (should occur slightly less often)
    5. in the extract asset mission, you have a hold action applied to the asset so you'll know him when you find him (helps for when he decides to leave his position).
    6. tweaks for mission cleanup to improve performance.
    7. fixed "stop" action as the civs were going nuts when multiple players were calling out for them to stop.
    8. Dynamic groups: leadership should be decided properly now when joining a group.
    9. Arsenal updated to add various uniforms and helmets.
    10. Quick tagging and Quick mounting ACE modules added.
  18. Like
    Cellhawk reacted to Ryko in Stiletto Feedback Thread   
    Funnily enough, Arma's already taken this into account.
     
    What I'll do is the following:
     
    Safe: Light blue, fully coloured
    Neutral: Green, diagonal cross lines going from SW to NE
    Cautious: Yellow, horizontal cross lines
    Dangerous: Orange, diagonal cross lines going from SE to NW
    Hostile: Red, diagonal grid
    Unknown: Black, Cross marks
  19. Thanks
    Cellhawk reacted to Stanhope in Stiletto Feedback Thread   
    Correct me if i'm wrong but i didn't see a mod request here
  20. Haha
    Cellhawk reacted to ShadowAce11 in HAT Crews on Enhanced in a Nutshell   
    An accurate representation of Nomad does on their time off.
     
     
  21. Haha
    Cellhawk reacted to SiegeSix in New DLC 'Laws of War'   
    I think @LEO will be in love with this.
  22. Haha
    Cellhawk got a reaction from SkullCollector in EU3 Enhanced: fucked up but awesome experience!   
    I did not inject the morphine! I did not! 
  23. Like
    Cellhawk reacted to GrandBravo in New game-mode idea: SpecOps - Mission   
    Hi all, 
     
    It always interest me how carefree everyone can play the missions on AWE and I&A. Side mission secure, return to base and rearm. AO complete, return to base and rearm. Its a complete back and forth activity with minimal pressure and excitement. Sometimes something interesting happens but those situations are mostly Zeus interactions. That's why I came up with this idea to make players scratch their heads and improvise on the spot. I've been working on this idea for quite a while but I have minimal to no programming experience in Arma 3. I'm hoping that AW will look at it and might consider this as a new game-mode to make AhoyWorld stand out compared to other Arma 3 communities.
     
    Idea/story-line:
    SpecOps, works in unknown territory. Gathering intel, securing or executing objectives. There are around 5 missions active (see it as side missions on I&A). Each mission is different form the other. Secure a chopper, destroy a radio tower, execute an officer, save a hostage... you name it. Some missions can be succeeded very easily (execute an officer, sniper team just kills him). But some missions may contain intel that you can find on the spot. These intel packages can trigger a random mission nearby that might be time based (a hostage is going to be executed within 10 minutes, rescue him!) or story based (We're known of general Copey's location, get him before he relocates!). This forces you to improvise because RTB might take too long. The Marine's are there to support the SpecOps if shit hits the fan, extracting the SpecOps/hostage/VIP or take care of secondary missions. The main goal of this idea is to put pressure on you and your teammates where critical decisions are made on the spot and RTB is not the next task after a mission. 
     
    Start-up:
    I can understand that this might be quite a challenge to program. That's why I suggest to start in steps. AW already have tons of scripts and programming experience due to the I&A and AWE servers. It might be possible to setup a trail server to test the basic and obtaining the opinion of the community. Divide the map in 4 a 5 sectors (like you guys did with the FOB's and the AO spawning near that FOB) and spawn in each sector a so called "side-mission". If that side mission in that sector is complete, a new side mission will spawn nearby. AW obtain most of the scripts to complete this idea, they just need some tweaking. The collecting of intel in these mission (further explained in the Idea/Story-line) would be excluded in the beginning just to monitor server performance and game experience. After reviewing the community opinion about this idea, further steps can be initiated like adding the intel related factors and more mission idea's.
     
    Server settings: (optional)
    Mission time-based: Continuously (Game night)
    Accessibility: AW members (can be public of course but fear lone-wolfing attitude)
    Map: Tanoa (due to the density of the forest and theme)
    Enemies: Rebels
    Mods: None
    Player count: 20 - 25
    - Pilots: 2
    - UAV/Commander: 1
    - SpecOp team: 6
    - Recon team (snipers): 2 (1 sniper, 1 spotter)
    - Marine squad: 10 - 12
     
    Optional/secondary idea's:
    - If you have infiltrated an objective, a random event can occur where (for example) a jeep with a few guys (unaware what is going on) approach the objective. Forcing you to get out of there quickly and miss critical intel or risk being engaging in a fire fight.
    - Mission location divided in 4 a 5 sectors (top left, top right, bottom left, bottom right, middle), each sector can obtain a special character that the SpecOps team is trying to hunt down.
    - Add civilians to some missions for experience game play/realism/intel gathering.
    - Destroying ammo crates on side mission will lower gear quality of up following missions in that sector. [24-7-17]
    - I got a script where you can go undercover as a civilian and not be detected as a hostile. So maybe 2 slots for like CIA? [24-7-17]
    - *To be continued*
     
    Please give this idea a think-over and I hope that you guys get my vision. Its all a concept so don't assume that whats post here is a must. Additional ideas are welcome as always but lets keep this post clean for now and add suggestions in the steps beyond. 
     
    Greets,
     
    GrandBravo
  24. Like
    Cellhawk reacted to GrandBravo in EU3 Enhanced: fucked up but awesome experience!   
    Or objective was simple... Move in, eliminate any resistance we would face and destroy the Radio tower. We had a nice warm meal, packed and ready to go. Under the command of Maximus as ASL Lead and my trusty Team Leader Dirty Shape. A nice mission was prepped with good approach and over-watch positions. Alpha 2 would provide overwatch, where Alpha 1 will move in and secure the objective. We moved out with ASL, Alpha 1 and Alpha 2, full confidence that this would be a peace of cake but soon proven otherwise... Good men have fallen, mistakes have been made but the most important fact is that new bonds have been established and a brotherhood is formed.
     
    http://plays.tv/video/5992276e1637c53f13
     
    Ps: The action times are listed in the video description.
    @Cellhawk, @SkullCollector, @Mouldy
  25. Haha
    Cellhawk got a reaction from GrandBravo in EU3 Enhanced: fucked up but awesome experience!   
    I did not inject the morphine! I did not! 
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