Jump to content

Stanhope

Spartan
  • Content Count

    1,916
  • Joined

  • Last visited

About Stanhope

  • Rank
    Developer
  • Birthday 10/20/1998

Contact Methods

  • Steam Name
    Stanhope

Profile Information

  • Gender
    Male
  • Location
    Belgium

ArmA 3

  • ArmA 3 Player Name
    Stanhope

TeamSpeak

  • TeamSpeak Name
    Stanhope

Recent Profile Visitors

8,319 profile views
  1. A number of errors from my RPT from yesterdays:
  2. Mission Summary This Sunday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it. Expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command. These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not. Modset Required The modset, as well as a full explanation on how to join, can be found here: Mission Runtime Roughly 2 hours with a chance to carry on open-ended
  3. Mission Summary This Sunday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it. Expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command. These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not. Modset Required The modset, as well as a full explanation on how to join, can be found here: Mission Runtime Roughly 2 hours with a chance to carry on open-ended Friendly Forces
  4. We have a feedback thread for this kind of thing but: Yes, some AI most likely spawned in some rocks, there's nothing much I can do about it and seeing how it was only one or 2 I'm honestly not even that bothered as Liberation isn't designed to be played solo.
  5. Yes, don't know of the top of my head, it should, no.
  6. Noted and I'll see if I can get it to stop doing that.
  7. The out of bounds is based on the marker on the map, the reason that marker isn't extended more on the final objective is because then you'd get into line of sight of OPFOR spawns, which I can't move back because it'd then take them ages to get to the actual AO. I'll look into that second thing and the 3rd has already been fixed in the next version. We've also been discussion what to do with the medic, we haven't reached a conclusion yet. As for the uphill battle, we're going to move to another map or place on this map anyway. We'll also talk about the acogs and I'll have a look at th
  8. Eventually we'll move this to a more permanent feedback topic but for now we just have a few questions to help us prepare for the next gamenight(s). In the polls please select all the options that you're okay with playing. If you have more feedback feel free to leave it bellow. A few things that we already know about: Blufor spawn on the final objective is exposed to sniper fire and needs to be moved back behind the hill. OPFOR TL respawning with vanilla gear OPFOR radio channels not being set properly And more that I can't currently remember but LH5 has it written d
  9. To get back on the laser designators because people have asked about them on discord: staff have decided not to add them. FSG has been added (but that's stating the obvious) and I'm asking staff about the arty computer.
  10. Should be fixed now. And I'll ask staff about FSG.
  11. I'm currently at the donation center so you'll get it quicker if you just hop on our server
  12. All I can say to that is don't place them too close to other things. Is the logi thing fixed? And I'll have a look at the radar.
  13. All of the following files would need editing: \Scripts\arsenal\* This folder contains everything related to the arsenal and would either need to be replaced by an ace arsenal or tweaked to contain RHS and ace gear. \Missions\*\* This folder and its subfolders contain most of the code related to the missions. You'd need to replace all the CSAT enemies in there with whichever RHS faction you want to be your OPFOR faction. \Functions\AI\fn_mainAOSpawnHandler.sqf Spawns enemies for main AOs \Functions\Units\* most files in this folder spawn enemies for various missions
  14. All the things you've mentioned have been noted, the ammo will be fixed in one of the next versions and I'll ask staff about the other 2 how they want to handle those. On another unrelated note, during the development of this version of Liberation, which I would call a small update, (versions 1.4 and 1.4.1) I kept track of my time spend coding. This is something fairly typical to do in software development and build in to the tool we use to track what work has to be done in Liberation. So, the numbers: I spend 7,20 hours on 1.4 and 0,82 on 1.4.1. Resulting in a total of 8,02 or
  15. The UAV issue has been noted. Now for something unrelated. The following was in the changelog for version 1.3: [Fixed] Mobile Respawn Cooldown. This version was released on the 23rd, several hours after this comment here by Sack notifying me of the issue. Since then, nobody has told me that the mobile respawn cooldown is still broken, so I made version 1.4 with the assumption that it wasn't and released it to staff yesterday without any kind of change to the respawn cooldown. (When this version will be thrown on server is out of my hands but the idea is to release new versions o
×
×
  • Create New...