Jump to content


  • Content Count

  • Donations

    20.00 GBP 
  • Joined

  • Last visited

About Stanhope

  • Rank
    Former Staff Member
  • Birthday 10/20/1998

Contact Methods

  • Steam Name

Profile Information

  • Gender
  • Location

ArmA 3

  • ArmA 3 Player Name


  • TeamSpeak Name

Recent Profile Visitors

4,414 profile views
  1. Yea, I've been aware of that for a while now, I might have to change how I spawn that crew in.
  2. Didn't get any points from reviving earlier even though I was the only player near the person that was being revived, possibly related error: Additionally when I joined viper (as the pilot, the gunner was already sitting in the blackfoot) and got in the heli we didn't get our fuel. We did get it after I jumped out and jumped back in.
  3. AFAIK the server we be called "[AhoyWorld.net] EU#2 Zeus Operations [TFAR]", which will be hosted on the IP AWE used to be hosted on but that is currently also being used by both EU2 gamenights and MSO ( and the teamspeak channel will be the "EU2 Zeus Operations [TFAR]".
  4. Well, in that case play with the following values in the AO spawn handler and you don't even need to integrate the function from Achilles: On line 398: private _milBuildingsarray = nearestObjects [_AOpos, ["house","building"], _radiusSize*0.5]; Alter the *0.5 to how much % of the AO you want units to be able to garrison. Currently units can only be garrisoned in the inner 50% of the AO, changing that value to 1 will make it the entire AO, changing it to for example 0.2 makes it only the inner 20% of the AO. line 405: if (_milBuildingCount > 15) then{_milBuildingCount = 15;}; this value determines the maximum amount of buildings to be garrisoned and thus how many garrison groups there are. line 412: if (_buildingposcount > 12 ) then {_buildingposcount = 12}; This is the upper limit of the amount of spots that will be garrisoned in a building. And thus the maximum amount of units that will spawn in one building. You can additionally introduce a variable to keep track of the total amount of units actually spawned but that'll require a bit of editing.
  5. What I see is the intended behaviour of the script. Do you want to created x amount of groups all with a fixed number of units in them an distribute the units from each of these groups across a number of buildings?
  6. Could you describe the issue you're having a bit more? Because the code from fn_mainAOSpawnHandler.sqf you've pasted here doesn't allow groups to be spawn into the same building. Before answering your question I have to point out the following: Achilles is released under the Creative Commons Attribution-NonCommercial-ShareAlike lincense. Meaning that if you use their code you have to license their code under that license. I&A3 is licensed under MIT. So you'll have to explicitly license any file you put Achilles code in differently from I&A3. So, you'll have no choice but to put that Achilles code into a separate file. Now for your question: the goal of that Achilles function is to move an already spawned group into one or more buildings near a given position. The I&A3 loops over a number of buildings in the AO and spawns a group (of max 12 units) in each one. So is it possible to integrate that Achilles function? Well, yes and no. I wouldn't call it integration because of all the changes you have to make to make it work. But you can most certainly get it working.
  7. This: And this: Which are both stickied topics here: https://forums.ahoyworld.net/forum/86-enhanced-server-information-and-discussion/ Where you will find at least 2 more topics asking this question.
  8. AW’s MVP 2019: @GhostDragon (for keeping the servers running) AW’s Most Friendly Admin/Moderator/Spartan 2019: @Lindi (no you're not getting strictest Lindi) AW’s Most Helpful Admin/Moderator/Spartan 2019: @MidnightRunner AW’s most Active Staff Member 2019: @LH5 AW’s Most Helpful User *Non-Staff* 2019: @WinterMute AW’s Most Friendliest User *Non-Staff* 2019: @WinterMute AW’s Strictest Admin/Moderator 2019: @Norris AW’s Most Tacti-Cool ARMA player 2019: @BruceLee AW’s Best Teamplayer 2019: @Ryko ( especially during the game-nights) AW’s Most Underrated User 2019: @GhostDragon (for all the work he does behind the scenes) AW’s Most Incoherent ARMA Player 2019: @itsmemario AW’s Best ARMA pilot 2019: @Whigital AW’s Worst ARMA pilot 2019: @Toasted_Bread_Slice AW’s Funniest Person On Teamspeak 2019: @itsmemario AW’s Best Voice 2019: / AW’s Best Drunk Member 2019: @itsmemario AW’s Worst Joke 2019: @LH5 "hi back" AW’s Best Moment 2019 (can be in any game or on teamspeak/forum): / AW’s Best Forum Post 2019: (please put url in): / AW’s Best Driver 2019: @TheScar AW’s Worst Driver 2019: @Xwatt AW’s Best Fail 2019: / AW’s Best Banned Member 2019: / AW’s best TeamSpeak Channel of 2019: EU1 Altis - I&A 3.3.x
  9. Some errors from my RPT (first round of testing, before the restart) (alright, maybe just one):
  10. Seeing how this is not a ban appeal I can freely comment here: putting a discord invite link in your disconnect message is not the smartest idea. Welcome to the forums though.
  11. I'm not all that good in the ideas behind a mission but I can help you out with the actual mission file, the loadouts, etc if you want
  12. As soon as you hit more than 20-ish people that'll kill performance. Ryko already wrote a set of scripts to improve AI awareness and behaviour There are ground vehicles, I&A never focused on realism. People just want to play, this isn't milsim.
  13. The I&A4 feedback thread is here: This thread is ancient and should probably not be pinned anymore
  • Create New...