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Stanhope

Spartan
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Everything posted by Stanhope

  1. Well i personally don't like not knowing where my pilot is going. So i make sure that my passengers know where i'm going and if they don't make a suggestion it won't be far . And i also often get that people ask me to drop them somewhere else once i'm on the air. I'll always keep flying to the first LZ land there and if it's safe i'll look into landing at the LZ they asked. Something related to this, that i find really really funny, happend to me today. I was flying to an LZ i marked, someone in the back asked me if i could fly to the LZ he marked. Guess where he marked his LZ? 200m east of the LZ i was going to, no real obstacles in the way, no difference in height. So i just put the heli down smack in the middle of the 2 LZs. Everyone get's out except the guy that asked for the different LZ, he just asked again if i could take him to his LZ. I simply answered: "a 100m east of here?" Now i don't expect any high standard of spacial awareness on public servers, but knowing where the LZ you request is relevant to the heli you're in? I'm ranting again. Note to self: don't stay up till 2:26 in the morning.
  2. People have told me and i quote: "just fly". So i did i just flew. After a while they typed out an LZ
  3. Welcome! If you need any help ingame just ask, there are a lot of regular players that will be happy to help. Or hop on teamspeak, even more people that are willing to help there. Someone will probably be in here soon to point you to the rules. And some people will come here to tell you that AWE (eu3) is the best server, don't believe them EU2 is waaay better
  4. I personally see the engineer more as a part of EOD than as a repair spec. +1 (maybe even with minefields) They hardly ever get used by player effectively. I've maybe seen 2 people use them to disable a moving tigris and all the other times i've seen them get used is for trolling. (e.g. putting them down on a road leading out from base, putting them down at fobs, ...) I don't have a single problem with minefields in the AO.
  5. As some of you know, i play as a pilot quite a lot on EU1. Recently i got tired of begging people to give me an LZ and decided that i'd wait for people to tell me where they wanted to go before i take off. Don't get me wrong, i don't expect people to give me a gridref or an LZ straight away. If they type out something like "AO pls" or "to the AO" i'm more than happy to ask them which LZ because i know that they will most likely respond. If someone random gets in your heli you can sometimes ask them more than 10 times whether they want to go to the AO or side and they won't answer. I believe @Eagle-Eye can relate to this, well i've seen him say something similar in sidechat on EU2 a while back. On top of not begging people to tell me where they want to go i now also turn of my engine whenever i land. Why? i hear you ask. Well when i'm gearing up at the arsenal (usually only takes 5 secs but still) i find it rather annoying to have helis idling there. I also don't see the point in leaving your engine running if you have no clue as to when you'll be leaving. From experience i know that it could take up to five minutes for someone to tell you where they want to go if you beg them to tell you. When i don't ask them well i have to say that i read a lot more of my newsfeed on facebook nowadays. Again, don't get me wrong the second someone asks something in sidechat like "what's the key for earplugs" i'll race others to be the first to respond. And if someone asks if a pilot could fly in some ammo i immediately ask which type, how much and where. But i refuse to beg people to tell me where they want to go. This has led to some, how shall i say it, interesting stuff happening. I have people shoot at me in base (which of course didn't work), i have had people steal my heli when i was taking ammo to bring to someone who asked for it. My bird has been stolen whilst i was activating base AA, people have tried to votekick me, people that left my heli to get into another one got back in just to call me names in vehicle channel, ... And quite honestly i find most of that funny. I mean you see a heli with a pilot in it, you get in, sit in the back quietly for 5 minutes, get out to get in another heli and decide to call the pilot of the first heli names?? Why not just say "hey pilot could you bring me there"? Heck even if you type out a simple "hi" in vehicle i'll reply and ask you where you want to go. But why should i be the one to initiate the conversation? I could as well go running around base asking people whether they need a ride. Alright, enough rambling and ranting. What do you guys think of this? Should a pilot have to beg his passengers for an LZ? Should he keep his engine running when landed at the pads?
  6. Well, yes on the public servers EOD isn't really necessary. It's not like we have ace running requiring people to somewhat know what they are doing. And mines are also hardly ever used for non-trolling purposes. If this wasn't the case you could restrict repairspecs to simple explosive charges and grant EOD access to mines and all the explosives.
  7. I believe the engineer is in the EOD squad, he's something in between a repair spec and expl spec i think. A very good question to which i don't have an answer.
  8. I personally also think this is a good idea (assuming the engineer get's included as well). But i wouldn't restrict their weapons. And i don't mind the minefield coming back.
  9. If you want to everyone to be able to fly a heli and not only pilots you should indeed also put // in front of _null = [] execVM "scripts\pilotCheck.sqf";
  10. Ok, so in the initplayerlocal.sqf you can find the following line of code: _null = [] execVM "scripts\restrictions.sqf";// gear restrictions and safezone This handles both gear restrictions and base protection. I believe at a lanparty you don't need to worry about teamkilling at base so simply put // in front of this line of code. Let me know if you can't find it.
  11. Ah, that explains it. I'm looking at I&A3.1. Let me quickly download v2.85C and i'll get back to you. (not my site by the way, not even close )
  12. In the mission file you can find a file named initPlayerLocal.sqf In this file you can find the following lines of code: Either delete all of this code or put a /* infront of the code and a */ at the end of the code. Have fun with your lan-party
  13. That's a better way yes. Why didn't I think of that?
  14. I just found something related to this: On tanoa some of the diary records are bugged. And the reason why is in the following piece of the code: Arma freaks on the double quote marks around the whistle. Change them to singles and problem should be solved.
  15. I found another small thing, not really a bug. The changelog isn't ingame yet. I've done some copying and pasting and here is it ready to put ingame: So i was browsing the mission files again because i was, again, fed up with my homework. I noticed how the changelog posted here on the forum isn't in the mission file yet. So some copying and pasting later: player createDiaryRecord ["changelog", [ "3.1", " <br />- Moved bases. <br />- Removed 2 of 5 Ghosthawks, replaced with 1 Huron + 1 Littlebird. <br />- Added V-44 Vehicle Transport (needs Apex to fly). <br />- Added Vehicle Lift Zone. <br />- Changed the base boards. <br />- Completely changed how Zeus users are handled. <br />- Removed ability to spawn Hunters/Prowlers. <br />- Added more flares to rotorcraft (still needs tweaking). <br />- Added Pilot Respawn. <br />- Changed loading screen image. " ]];
  16. I'm not sure but i think that's a bug for BI. I don't think that there are any scripts running in I&A3 that influence drone behaviour, i might be wrong though.
  17. Guess i'll throw me setup in here. Intel core I5 5200U @2.2GHz 8GB DDR3 RAM NVIDIA GeForce 940M with 4GB VRAM 1TB of HDD Generic PnP Monitor, 1366x768@60Hz, 15 inch Windows 10 It's not fancy but it gets the job done (barley, but it does it).
  18. Guess what, i was fed up with homework again. A fix i found for this is: Right now this is in the rearmuav.sqf if (!(_veh isKindOf "B_UAV_02_CAS_F")) exitWith { _veh vehicleChat "This pad is for UAV service only, soldier!"; }; Change it by this: if (!(_veh isKindOf "B_UAV_02_CAS_F") || !(_veh isKindOf "B_T_UAV_03_F ")) exitWith { _veh vehicleChat "This pad is for UAV service only, soldier!"; }; and it should work. (Note: haven't tested it yet. But i'm pretty sure that it'll work just fine) Alright, homework it is again. (Oh yea, just an idea of mine. It is of course up to whoever it's up to whether or not and how to fix this)
  19. Yesterday (i think) we had an AO almost at the absolute NE edge of altis. That's about 20km from base? So as i pilot i called out to people that i was standing by at fob guardian to bring them to the AO. I was at that time flying an orca. I waited there 5 minutes and not a single person came, even though there were 15 people waiting at base for transport. After five minutes i got fed up with waiting, went to the AO and utilized all my guided missiles on enemy vehicles. I basically wiped the AO of enemy vehicles. Nobody cared because even though there were about 30 people online, there were only 2-3 in the AO. And yes pilots were flying back and forth all the time, i was the only pilot not ferrying people from base to the AO. I'm not gonna fly 20km if i can fly 10km and achieve the same result. It reduces the boring stuff for me and reduces the time inf spends in the air. That being said, i don't disagree that something could be done about the FOBs. Upon receiving we indeed get 2 rather OP helis (at least against AI, if a zeus decides to remote control the jet it's over and out rather fast) And when marathon unlocks we get what? A hummingbird and a mean-suicide-machine? (= pawnee) It almost always stays at the FOB because unless the AO is between 'vehicles have been destroyed' and 'the AO is finished' you'll get shot down rather fast if you try to go near the AO. But i don't think that the FOBs being closer to side missions is a bad thing. Maybe some of the stuff at those fobs are a bit overkill but the fob locations themselves make sense if you were invading and annexing altis. And repair pads at the fobs would indeed be nice. I don't see any reason not to have them there, but that might just be because of my lacking imagination. About server performance i don't think a limited amount of vehicles and a respawn point hurt server performance that much. So for an actual solution: (and again just my point of view) Remove 1 marshall from FOB last stand (molos airfield), remove either the blackfoot or the orca from guardian, remove either the slammer or the gorgon from guardian, swap 2 of the transport hemtts at guardian for (unarmed) hunters, remove 1 marshall from martian, switch the gmg hunter for an unarmed one, either remove the cheetah or the jet (and i prefer the jet), remove the pawnee from marathon, remove the 2 hunter gmgs from marathon and finally add a repair pad to every fob. In my opinion, yes. It's already strange that when you're invading an island you're jumping from one side of the bay to the other, let's at least keep the only annex part.
  20. If you want to recreate the problem just run I&A on a private server and lightningbolt one of the hunters. They will all blow up causing the shed to get destroyed. When they respawn they'll all be on top of the ruins of the shed. (Or do it right before a server restart or something like that) Edit: Chuck according to this BI page it should disable collision, maybe it's bugged with the lighting bolts? Another edit: I tried it myself and you can shoot, run drive through it but when you lightning bolt it, it indeed displays wreckage. I tried moving the script to the onplayerrespawn but that didn't work.
  21. So i was eating dinner whilst looking at I&A 3.1 in the editor. And i remembered that the shed at base where the hunters spawn was broken the very first time the i joined the server (EU1) after I&A 3.1 went live. So i decided to search for a way to fix that. Here it is: As it says, this script (well it's actually a single line of code but still) deletes all mapobject within 5 meters of a certain marker. So if you place a marker on top of for example one of those sheds at base it'll be gone when the server starts. After this one can place the same shed down in the eden editor and disable damage on it. This way the base will always look the same and the hunters won't spawn on top of the ruins of the shed if it gets destroyed. And again, it is of course up to whoever it's up to whether to implement it or not. I'm just sharing it so that everyone can use it.
  22. To be able to shoot back you have to be about 350m away from the spot where you respawn. So if the AO is really close i suggest leaving the base at the side where the AO isn't and take the long way around (possibly with a quad/hunter).
  23. All seeing? Not really no, for example i didn't see your really valid point about nr. 3. I just started scripting (most likely because i enjoy it but still) Oh and i didn't think of walking at number 4.
  24. As long as you take it slow and don't go hitting it at 20km/h you shouldn't explode. Just make sure to turn the autonomous function of the UAV off before doing it otherwise it might get itself stuck again in the same place, I speak from experience.
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