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DomT

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Posts posted by DomT

  1. On 6/23/2021 at 6:38 PM, Havoc said:

    Mobile respawn marker shows even though the vehicle itself is destroyed (wreck).

    Should be fixed next update.

     

    On 6/23/2021 at 7:50 PM, Havoc said:

    Helicopter explodes after unloading crate (not through ACE cargo). Seems to not disable simulation when unloading crates.

    Have made it so rotors aren't spinning before the interaction is available.

     

    On 6/23/2021 at 8:11 PM, applechaser said:

    capturing POW's while they are still inside a helicopter bugs it out until someone else gets in that passenger seat

    Fixed in next update.

    Reference LAMBS, Frontlines only uses its patrol, garrison and camp functions directly, and only for defensive AI. Otherwise its just the normal AI into combat, begin LAMBS stuff, so I can't influence it too much. There are a few CBA settings we can try and change but not sure how fruitful it is. Isla Duala may also not be helping, and will probably be avoided for future runs.

  2. 55 minutes ago, Stanhope said:

    The M240G is missing from the (woodland) USMC arsenal:

     

    //Weapon

    "rhs_weap_m240G",

    //Ammo

    "rhsusf_100Rnd_762x51_m61_ap","rhsusf_100Rnd_762x51_m62_tracer","rhsusf_100Rnd_762x51",

    The M240 is not in the arsenal as it has been moved into the supply depot:
    image.thumb.png.57df12586e5e6b1d55af83cfba896d3b.png

  3. On 5/3/2021 at 2:59 AM, Stryker990 said:

    Folded MP7: i mean who wants a glock or m9 if you can have mp7 in pistolslot

      Reveal hidden contents

    rhsusf_weap_MP7A2_folded

     

    MP7 Suppressor: pls? :D

      Reveal hidden contents

    rhsusf_acc_rotex_mp7

     

    Bugreport: Unable to recycle huron containers. Multiple people tried to and didnt get an option

     

    2x QoL Suggestion regarding the View distance options in the AW Mod:

    1. Make it so that you "confirm" the desired view distance with a button press instead of auto updating constantly to prevent it just setting itself to 500m if you type in a numberthat is less than 500. If you for example start typing 2-0-0-0 it will see 2m is less than 500m and autoset itself to that and you have to fight it to get the distance you want. My idea would be either you press enter to confirm the distance or there is a button in the menu itself.

    2. Not sure if that is possible but split the air view distance into plane and chopper view distance since in general you dont need the kind of distance in a transport chopper that you use on a CAS plane and that way you dont have to change it every time you switch between the two.

    Sorry it took a while, but AW Mod has now been updated to have a split air category, and the 'unexpected' behaviour with entering a distance has been altered.

  4. The newest update to AW Mod has the following changelog:

     

    [Added] Air view distance is now split into Rotary and Other Air for extra customisability

     

    [Tweaked] AW_RESOURCES has been merged into AW_UI
    [Tweaked] Minimum view distance reduced to 100m from 500m

     

    [Fixed] Unusual behaviour on radio channel chart

     

    [Removed] UIs for Frontlines have been removed

  5. 19 hours ago, Stryker990 said:

    Here are some things for the woodland USMC

     

    Some gear for the woodland USMC has the wrong camo

      Reveal hidden contents

    Versions of Weapons with wrong camo to remove:

    "M40A5 (Desert)" = rhs_weap_m40a5_d

    "M2010 ESR (Desert) = rhs_weap_XM2010_d

    M2010 Suppressor "TiTan (Desert)" = rhsusf_acc_m2010s_d

    M249 200rnd Desert Camo Mags = rhsusf_200Rnd_556x45_soft_pouch_ucp, rhsusf_200Rnd_556x45_mixed_soft_pouch_ucp

     

    Replace with

     

    "M40A5 (Woodland)" = rhs_weap_m40a5_wd

    "M2010 ESR (Camo) = rhs_weap_XM2010_wd

    M2010 Suppressor "TiTan (Woodland)" = rhsusf_acc_m2010s_wd

    M249 200rnd Woodland Camo Mags = rhsusf_200Rnd_556x45_soft_pouch, rhsusf_200Rnd_556x45_mixed_soft_pouch

     

    Folded MP7 for pistolslot: i requested that one b4 but it appears it was forgotten but i would like to see it in the arsenal since it makes it easier to save and load loadouts with the MP7 in the pistolslot. Currently we have to load a normal MP7, fold it and then go in the arsenal to load a loadout with a folded MP7 just a small QoL thing.

      Reveal hidden contents

    rhsusf_weap_MP7A2_folded

     

    Big Radio backpack: It would be nice to have a Radiopack with more item space. We only have the relatively small versions atm.

     

      Reveal hidden contents

    The First one works for the Desert USMC and since there is no US woodland version for the radios here is the US MTP backpack for woodland USMC

    RT-1523G (ASIP) Big RHS: TFAR_rt1523g_big_rhs

     

    M249 100Rnd Magazines: if you want to take some extra ammo but a full 200rnder is to much or more importantly if you want 5.56 AP ammo

      Reveal hidden contents

    100Rnd Woodland Softpack Mags:

    rhsusf_100Rnd_556x45_soft_pouch, rhsusf_100Rnd_556x45_mixed_soft_pouch, rhsusf_100Rnd_556x45_M995_soft_pouch

     

    FOR DESERT USMC:

    100Rnd Desert Softpack Mags:

    rhsusf_100Rnd_556x45_soft_pouch_coyote, rhsusf_100Rnd_556x45_mixed_soft_pouch_coyote, rhsusf_100Rnd_556x45_M995_soft_pouch_coyote

     

    Arsenal has been changed for the next update.

  6. 49 minutes ago, Stryker990 said:

    Another thing i just thought about while looking at the factory setup screen is that it would be helpfull if the name of factories on the left change color depending on what they are producing (white = nothing, Green = supplies, Yellow = fuel and red = ammo) that way you can see at a glance how many factories are on what resource and you dont have to select each one and check the product

    image.thumb.png.7c1ddcfed527ba2fea9dd2f973a3f5d4.png
    In the next update :)

  7. 6 hours ago, Stryker990 said:

    Folded MP7: i mean who wants a glock or m9 if you can have mp7 in pistolslot

      Reveal hidden contents

    rhsusf_weap_MP7A2_folded

     

    MP7 Suppressor: pls? :D

      Reveal hidden contents

    rhsusf_acc_rotex_mp7

     

    Bugreport: Unable to recycle huron containers. Multiple people tried to and didnt get an option

     

    2x QoL Suggestion regarding the View distance options in the AW Mod:

    1. Make it so that you "confirm" the desired view distance with a button press instead of auto updating constantly to prevent it just setting itself to 500m if you type in a numberthat is less than 500. If you for example start typing 2-0-0-0 it will see 2m is less than 500m and autoset itself to that and you have to fight it to get the distance you want. My idea would be either you press enter to confirm the distance or there is a button in the menu itself.

    2. Not sure if that is possible but split the air view distance into plane and chopper view distance since in general you dont need the kind of distance in a transport chopper that you use on a CAS plane and that way you dont have to change it every time you switch between the two.

    You can recycle huron containers, its just that they were put just out of range of the recycling point. I've increased its range by 50m to try and avoid this in the future (50m on top of the build radius from the original FOB building). 
    There was a change to make it stop updating with less then 3 characters (so wouldn't trigger on 2m) which should help with that. We could reduce the minimum to 100 I guess.
    This is do-able (rotary & fixed-wing), although it'd require a UI update which makes everything a bit slower to implement.
     

     

    12 hours ago, Minipily said:

    Playercap on the Mobile Respawn not working.

     

    I'm still seeing it being used when we have a full squad or more of players, essentially relegating pilots to 24/7 CAS.

    I think this is more of a player enforced restriction, there was no 'player cap' on Lib that was used, it was just when a good population were on mobile respawns were just not taken out. Yesterday was an example where a small group of 4 people started by using the mobile respawn, but then it grew to 15 over a couple of hours. This would just require someone who is in charge to make the decision to pull the mobile respawn out of the AO and start using the rotary assets to insert troops.

  8. 19 hours ago, Stryker990 said:

    Bugreport: The Ch-53 selfdestructs if you unload crates not sure what causes it i thought it might spawn the crates to close and inside the chopper but doesnt look like it

    Have pushed the unload point slightly further back to try and avoid this.
     

     

    9 hours ago, elfin24lam said:

    looks like destroyed fixed wing aircraft arnt being removed from the fob counter so having to build more hanger to build more plane after others have been destroyed

    Capture.PNG

    Found the issue, will be fixed in next update.
     

     

    8 hours ago, elfin24lam said:

    drone will not follow any command i give it will automatically fly its self in the opposite direction i have told it to go and will auto land and even with autonomous turned off will do the same worked fine on last map.

    May have found an issue, worth checking again after next update.

  9. 8 hours ago, Minipily said:

    Secondary Missions tab not showing up. We did test out the listening post mission today and it stopped working after that. So maybe it is related to that.

     

    Listening Post: Great mission, perhaps a little overpowered. Would recommend making the counter attack on it a bit firmer.

     

    Raid Depot: Would recommend giving the enemy defence a little bit more guys or some vehicles. Alternatively, make the depot more defensive by changing the depot itself, so it's harder to breach. When we did it, there was only like 2-3 squads of guys and we crushed them.

     

    The USMC faction is extremely limited in terms of equipment and vehicles. I may be mistaken but I believe @Johnson did the original faction for Liberation? Not to discredit the person's work who did this one, but I would've thought it'd make more sense to use the factions we had before as they were mostly polished. I may be bias but Johnson makes the factions each a little bit more unique by equipping factions with what they would realistically use, giving each faction something special whilst making sure they are fleshed out and polished. Just my 2 cents though I'm not against someone else working on it, it just needs polishing up as it is currently missing quite a lot of stuff.

     

    >inb4 surpressors are missing.

     

    Just to throw in, the AI have been working an absolute treat. My compliments to the person that made them so damn nice. I like that the AI are a lot more ambient and actively try to ambush you in friendly lines now. What I would love to see, if it can be done, is implement enemy special forces who spawn in at random enemy objectives near the front line and attempt to move into friendly lines to ambush and maybe place minefields and/or mines on the roads as well as act as manpads to make flying around a little bit more spicy. As the enemy threat level goes up, these special forces could become more dangerous and do different things/tactics. Just my 2 cents once again, though I'm not sure how hard that would be to organise.

    1. Fixed the secondary mission tab issue, would only occur when you get the full 60. Will be fixed in next update.

    2. The mission does scale with players, sending troop carriers depending on player numbers with a minimum of 2. So if you went in with 8 people, you'd get 2 vehicles with troops, but 9 people you'd get 3. So it goes with the logic of players on divided by 4 and rounds up to figure the count and thats how a lot of secondary missions are scaled. It did help that yesterday 2 of the BTR's went straight into all our squads :D I'll knock the scaling down to 1 per 3 players for all the secondaries and see if that helps a bit.

    3. Similar to above, I'll scale it a bit higher but also an upcoming update where I utilise LAMBS further for the defensive missions such as the supply depot + normal sectors should also make it a bit harder, utilising LAMBS patrol, camp and garrison functions. If we still need it to be harder, I can look into adding vehicles then 👍

    4. From what I'm currently seeing, there was only the USA faction on Lib, and that was the giga-big faction which was a catch-all for everything Freedom American. Reidy made the USMC as we were trying to differentiate between some of the bigger factions (US, RF) to try and encourage people to use different equipment and keep things feeling more fresh. Just because the factions before on Lib were 'polished', I think Frontlines gives us a reason to change things up, especially as config formats have changed somewhat. Ref the missing items, if we can grab the classnames of them I can add them, I have already got the 2 silencers added which were missing, so they'll be added in the next update.
    5. Certainly more complex as I'll have to program specific behaviour into them, so I can look at this more for the long term, the ambient AI that I have going round the map seem to be doing a good job though :)

    9 hours ago, Schubz said:

    - everytime i respawned my earplugs disappeared from my inventory but i got an additional morphine injector instead... (saved loadout and respawn loadout) 
    - sometime after gn missions my (and some other players) frames dropped below 15 and to be a gunner in a vic was not exactly fun that time
    overall good times today, thanks!

    1. For me, I often save my loadout with my earplugs in meaning they don't get saved so I'd double check that as I do it more often then not at the moment. The script quite simply runs a command called `getUnitLoadout player` and then just `setUnitLoadout player` so I can't see what it doesn't like here.
    2. For me, Taki has also been a bit harder on my FPS, especially when I look at a scene with an oil well moving where my FPS just gets kidnapped. I'll keep trying things to help improve it though.

     

    14 minutes ago, Bomer said:

    We could do with the SMAAW mk17 Spotting rounds in the arsenal and perhaps a Carryal for carrying rounds for the Javelin and such.

    Coyote Carryall has been added to all factions (as well as having the coyote kitbag and leg strap across all factions). My small brain did in-fact miss the fact we do have the spotting rounds already in the arsenal:
    image.thumb.png.3a6cab35714b1c9ce901e7b16c6b18cf.png

  10. 11 hours ago, Schubz said:

    Joined early saturday morning, guys did some great work (holy sh*t). The streets still looked like 2013 Iraq war. Hours after they fought through objectives, there were still lots of bodys and destr. BTR's and burned out MRAP's in the streets/fields all over the map. So I guess cleanup still needs some adjustment. 

    The cleanup script for things such as that works with the logic that there is a set cap (10 vehicle wrecks, 30 bodies) and once that cap goes over it will delete the oldest body/wreck, so this behaviour is somewhat expected. I can always reduce these values but at the moment, performance wise, it seems to be ok.

  11. On 4/19/2021 at 1:48 AM, Schubz said:

    I think the clean up script still needs some more tweaking. after finishing/fighting through objectives there's so much bodys (friendlies and hostile) and burned out vics around. at this point it's not the AI spawning in what gives me frame drops, it's the remains still laying around after a run for an objective that kills my frames. Another observation is that in general we need somewhat strong SL or TL leadership to go anywhere, which is a good thing imo. I hope SL's or TL's don't forget about the retreat and regroup we have to do sometimes, better lose some square inches of  area then lose most of the effective elements in the field... (realized that after playing with @MidnightRunner on todays GN)

    Have tweaked around with various settings, should improve but will get a better view from gamenight tomorrow.

     

    On 4/17/2021 at 12:37 PM, Havoc said:

    @WinterMute already mentioned it in the mod feedback thread (were I should've put it in the first place) together with a video. If it's still needed, I have time today so let me know when you want to hop on TS for this.

    Found the issue, this will be fixed in next AWMod update.

     

    On 4/17/2021 at 1:05 PM, WinterMute said:

    There is a mobile respawn on the deploy screen with no co-ords, and the camera zooms over to 0,0 when it's selected.

    Found the issue, happened when recycling a mobile respawn. Fix will be in next update for gamenight tomorrow.

  12. On 4/16/2021 at 10:04 PM, WinterMute said:

    @Havoc said in the Frontlines thread: "Also: the AW view distance menu resets the terrain settings to smoothest every time I open it."

     

    U menu does behave weird - https://clips.twitch.tv/IcySpeedyDelicataWow-DWds5ngyGo7pxtnI

     

    Would like it if DUI would hide when using "hide UI" :)

    So this weird behaviour is because it doesn't allow you to have a number less then 500 (as thats what default arma uses) and I update the view distance on the onKeyUp event (once you've released the key) so you can preview the distance. I think a possible solution could be to not run the code if less then 2 characters are entered, which will mean it won't set it to the minimum of 500 as you type.

  13. On 4/16/2021 at 9:07 PM, Havoc said:

    Very fun grand opening! I enjoyed it. Couple of feedback items:

    - Rename Hammer & Anvil Squad Leader to Commander, it's more accurate I believe.

    - Add special icons for the Frontlines ACE interactions to make it stand out from the rest.

    - POW launcher and launcher ammo doesn't get removed.

     

    Also: the AW view distance menu resets the terrain settings to smoothest every time I open it.

    1. Makes sense, we'll change that
    2. If we have some in-house graphical talent I'd be well up for that, however we want to keep unique and not re-use assets from elsewhere.
    3. Was a design choice, PoW's drop their currently held weapon then instantly surrender.
    Ref view distance, if you can get with me on teamspeak we can go through and see what the issue is, that sounds like your user data may be a bit borked.
    Found an issue in AWMod.
     

     

    On 4/17/2021 at 1:06 AM, Schubz said:

    Thank you AW for another challenge, loved this one!

    1. Ok, there is this medical thing where people got a "minor" head (only thing is: head is slightly yellow) injury and you can't do anything but watch them die after two minutes...
    2. The weapon sway after a (minor) shot in the upper part of body is just too much. almost got motion sickness in the first 1 hour. even after stitching and everything - it won't stop.
    3. Frame rate drops/lagging/desync made the mission almost unplayable sometimes. (believe me i'm used to have bad performance...)
    4. After first respawn I lost random medical inventory supplies, e.g. no more quick clothes.
    4.5 there's some weird behavior with the direct audio, every player voice is very loud until your team mates get 12m far from you and the audio drops to nearly zero suddenly. Audio unbalanced in general
    5. DUI got a little bug where it didn't stop to show the speech bubble. just got to DUI settings -  Radar - "show units communicating" and switch that off...
    Overall got a great experience today. Much love for this, Dom. This thing forced us all out of our (LIBERATION) comfort zone in a good way.
    ♥️

    1. In the old settings, they would usually die off a headshot so this does give them another chance at life. I'll admit even I monged out yesterday, if someone takes a headshot there's a good chance all they need is to be bandaged, then CPR'd to give them a pulse back, if they lose too much blood they will then require a medic so it benefits a buddy system so you're always looking out for each other :)
    2. This may be a combination of pain + fractured limbs, morphine would usually help.

    3. Honestly, yesterday was a bit unprecendented to me - we had 42 players attacking 4 objectives simulataenously which is absolutely awesome to see, there were over 300 opfor AI being ran so I must say I am not too surprised that frames took a hit. I've adjusted a few values to try and clean things up a bit better which may help us out a bit.
    4. I'll have to look at this, I can't reproduce this easily.

    4.5. I'd guess this was a TFAR having an issue - it was also bugging out with radios.
    5. Known bug with DUI, a server setting was meant to be forced to turn it off for clients until its fixed (a PR is on their github).

  14. 18 hours ago, Liru the Lance Corpral said:

    Alright, throwing my helmet into the ring to try to help formulate a possible compromise to Ahoyworld's open community and a few concerns talked about by the players.

     

    What if we added a 6th pilot slot but reserved it for a whitelist? Something like this doesn't take away from anyone within the community because it's merely an additional slot for the TRUSTED and WELL RESPECTED pilots to take. I understand that some of the best pilots are not on the forums nor on TS but if you could just get a list of players who are known good pilots (I can think of 5 of them on the top of my head) and reserve a pilot slot for them in the emergency of the pilots are derping out and getting the ground troops killed left and right, this could be a possible solution that could potentially work based on what I have just read.

     

    The idea can be taken further, but only if it is considered. And to be honest I'd rather see the time spent implementing a possible solution to this rather be spent on I & A 3, but that's all my opinion.

     

    Also, just a thought, but driving isn't really that bad! ^_^

     

    Looking forward to reading the replies, stay alive everyone! B)

    As someone who usually likes to take a pilot slot, I really think this is a good idea, this would mean that there is no limitations on the 'publicness' of all the slots, we're just adding a slot to ensure troops actually get to the AO without numerous deaths.

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