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DomT

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Everything posted by DomT

  1. If we go again with this faction, we'll get them put in for the next time as this mission is already submitted
  2. Operation Rising Phoenix Modset Arma 3 Preset OperationRisingPhoenix.html Introduction The next playthrough of ORP is here with new features and plenty of new ground to cover. It is taking the slot of the normal Frontlines Wednesday. We are remaining as the AMF on Lythium however our enemy has changed to keep things fresh and hopefully we'll have a look at some of the other missions on offer. Current Map: - Lythium Current BLUFOR Faction: - French Armed Forces - HQ, 3-man element - Alpha-Delta, 9-man rifle squads - Raptor/Spectre, 2-man aviation teams - Warpig/Black Widow, 3-man armor crews - FSG, 5-man weapons squad Current OPFOR Faction: - Karzeghistan Royal Guard Command & Logistics Overall command falls on the HQ element. Chain of command applies.
  3. We've implemented a slight change to vehicle permissions. Now any engineer, crewman or commander can enter the heavy vehicles and pilots can enter the (main) pilot seat on any aircraft. This means that logi pilot cannot drive heavy vehicles, however the couterpart role still can, giving a slightly more important role to the engineer I have however just noticed that there is a bug denying logi engineer access to vehicles, due to him being a slightly different class of engineer. I'll get it fixed for next update. Ref the vehicle recyling, the vehicle needs to be empty to be deleted without possibly causing issues hence why it can't be. Did you try hopping in the seat the body was in via ACE?
  4. Sadly for garrisoned units I use LAMBS garrison script which removes my ability to choose specifically where they go, the best I can do is ask it to bias towards higher vantage points. The number that do garrison is based on the threat, specifically the 2nd, 5th and 7th squad spawned will garrison, so depending on the threat will depend on how many you find garrisoned.
  5. Thanks for all the votes people, its nice to see what an impact Frontlines has made. It was really fun to build and, with the suggestions from everyone, continue to improve. Frontlines will always be the gamemode designed by the community, for the community. Even with my more limited time currently, we'll keep building it up further
  6. I assume this is selling the free one? Either way, I've put in a change to stop this
  7. Cheers, very good spot, this has been in since the start Fixed for next update
  8. Both of these are in and being expanded on since 0.5 Its available to SL's+ when civ rep >0%. LH has updated the HIDF faction now, including some extra weapons and vehicles as he explains above. The opfor units are as they were designed in the mod they are from, we can make custom factions however that may not be worth the effort Guerillas just got a big overhaul so they'll feature a lot differently now already All ideas are taken into account and tracked here, as this was a gamemode designed for AW in mind we do take forward most suggestions. Additionally, the building mechanics we discussed on discord are done/being worked on also. Ref more objects to build, any classnames can be suggested below (and usually added).
  9. Usually the mobile respawn helicopter is the bigger capacity helicopter for the faction, not necessarily its flying characteristics. The chinook is the same as used for the USMC factions and there is the ground one if that is better. Its meant to bring more life to the map, along with the ambient civs who drive/walk around the map. Its not his fault a FOB was built on an international airport It also makes it so anything airborne isn't necessarily a target, giving a bit less of a 'blow everything out the sky' idea. I can turn him off for this map, if others feel the same way. Apologies, this has been listed on my to-do list once my time frees up. And this was also done
  10. Something like this is very do-able, linking it with Mikaels as well. I'll be looking into doing this, however I just can't find the time too right now, so this may take longer then I usually push out new content.
  11. I don't believe any factions should, so intentional. Didn't really see the need and they add unnecessary clutter for this more casual style of mission.
  12. I've not changed the %chance of surrender since original release which was at 60%. I imagine its just they're bleeding out quicker then you can find them as nothing otherwise has changed.
  13. I've upped the max IEDs to 20 (one every 5%) as suggested. I was also considering making the ambient civs a bit more explosive but not sure how I can suitably balance that to give players a chance. I'm not sure on civs having guns in an AO as there is so few (sometimes 0) and we need some to avoid people obliterating an area
  14. Hmm, the terrain alignment is seperate to the height you build at, so you do still need to bring it above the ground. And it now takes 25, as it should have to begin with :). I most certainly can, but I need some ideas as I am hardly creative myself. A rep below 0% triggers guerillas to attack you, and for every 10% below 0, 1 IED will be placed at the objective. << those are the current consequences, happy to have new ideas if people can think of something viable within Arma.
  15. Fixed, funny how it was never noticed before Didn't work, how so? Its about aligning to the ground (whether it places exactly, or matches the terrain gradient) so not sure what you were trying to achieve here.
  16. Evening all, Frontlines has been a collaborative project, using ideas from other game modes and community members, mashing them together and building on it to create a tailored gamemode desired by the AW community. As part of the work on Frontlines, I spent a considerable amount of time setting up the configs (which design Blufor, Opfor, Guer and Civilian) and maps to make them as easy as possible to create and edit. This was done in part to make it open for all to contribute. Therefore I would like to share what we have created and invite those interested to make their own factions and maps (within the modset). This google doc shows the progress on various factions and maps. If you would like to contribute, this zip folder has all of those listed on the doc as complete/played in as examples as well as a guide taking you through the process of making them. Once you have decided to make one, if you can suggest onto the google doc to allow us to track and avoid cross-pollination. Map and Factions.zip Additionally, the FOBs, Supply Depots and IED Factories used in the secondary missions are all created by community members, so if you would like to create more of those for us to add in for further variety, please drop a message here and I can go through the process with you. Again it is relatively straightforward. Any other questions, feel free to drop them here.
  17. I'll get this added for next update. Not 100% sure whats going on here, as its very specific wall portions and only at Charlie currently. I've adjusted some code slightly to see if it'll help out in the future. I'll get them added again for the future, I will also change the code so vehicles are spawned in last; so vehicles *should* spawn on top.
  18. Done for next update, will show in brackets the number of players within 100m (irrespective of height) within the centre of the FOB or mobile respawn
  19. No, but if I'm on your wavelength there are options to help build a lot; So repeat build is very useful for FOB defences
  20. I've shuffled the tower slightly to prevent it clipping, it also now spawns a smaller tower setup but it works better. So you're asking me to spawn more enemies to come and rush you riiiiiiiiiiight?
  21. I have to keep threat balanced so what number would you suggest? Some other numbers are; FOB Hunt: -40% IED Factory: -15% Supply Depot: -5% Taking a tower: -3% Taking a village: +5% Destroying a tower: -10% So all in all, destroying a tower after taking it actually reduces it by 13%, which is close to the value of doing a IED factory (which has the intel cost). We need to make sure its not too good, as then other things will be neglected. The insta-destruction of a tower was never aimed to be the primary way of threat reduction, just an extra way to reduce threat or get some consistent intel.
  22. From tomorrow, the amount of light vehicles that are spawned at all types of objectives will be reduced by 1, meaning the minimum vehicles at each objective will drop to 2 from 3. This should make it easier for smaller groups and also reduce the chances of GMG's wrecking buildings. Enjoy
  23. Are you sure it didn't get loaded into another vehicle nearby? There is a check to make sure if the vehicle is already full, it can't add more, and moves on to check other nearby vehicles.
  24. Thanks, have it fixed for the next update
  25. Side mission has been implemented so sectors can 'request repairs' from your forces. They will request a number of supplies from you which you need to deliver within 30 minutes, then you will gain 75% of the civ rep loss (so currently +6%). The side mission will be added on the next map change, due to it not being accurate for the current run I have also added a small menu to choose the amount of crates you want to retrieve from a factory, as well as the ability to withdraw resources from a FOB.
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