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Stanhope

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Everything posted by Stanhope

  1. To react to number 3 again: the lecture is particularly boring so yea, this is what i've come up with: Note that this is untested. But i believe it should work. The only thing is that right now it locks the first 2 passenger seats of the 'I_Heli_light_03_F' and not the blackfish. And i'm not sure that the passenger seats in the blackfish are designated as turrets so this: _veh turretUnit [2] might be changed into something else. EDIT: So half an hour later, i'm back at my dorm and got a chance to test it. Broke my head on why it wasn't, turned out i'd disabled the seats on the infantry transport and i was testing it with the vehicle one. Yea make fun of me, i've done it myself already. Here it is: It should be basically good to go. But it is, again and of course, up to whoever it's up to to decide if this gets used or not.
  2. 1: Another fix might be to change the UAV repair pad to a UAV & planes repair pad. This way the blackfish and any reward planes can also repair at that pad and the hemtt can be used for other stuff (like being a mobile rearm for any reward tanks at AOs) 2: I don't mind some prowlers but not everyone has apex so there should at least be some hunters left. And if some prowlers are added, maybe some quads can be taken away? In the time i've been at base in EU1 most of them didn't get used. I only used them to get to the reward spawn because i'm lazy . They might be used to go to the boats but seeing how the boats are now far enough away they should respawn if they are left at the boats. 3: It should be technically possible as far as i know. 4: or some of those military walls maybe? They are higher and with the right settings indestructible. 5: The UAV op can join the vortex squad now as well, via the group menu. Don't get me wrong i don't mind him being added to vortex as he's just another type of pilot but i don't see why it should.
  3. On top of this i don't know for which vehicles it will be implemented. It can very well be that the greyhawks will not be covered by this script. But that's up to the dev team to decide.
  4. There are still ways around this. For instance switch to a repair spec slot, use a hunter to push back greyhawks, ... And then there's always the option (that you should never use) of 'accidently' crashing into the thing that got stuck.
  5. I don't know how long it's been since you (or anyone here) has been to school, but do you remember looking at a worked out version of an exercise and think 'yea i understand that, i don't need to make any myself'. And then on the test you haven't the slightest clue on how to begin at a similar exercise? Now that's what i (kind of) have. I understand most of the scripts (not all) and can even find some ways to improve them. But i can't come up with those types of scripts myself at this moment. Maybe if i practice some more i might, one day, be able to.
  6. It should be. If it's added below the existing base-protection script and the 'hunter1' changed to whatever the vehicles are named in I&A i think it works just fine.
  7. So i was studying some python and get fed up with it so i took another look at the scripts off I&A3.1. As we all know vehicles are not included in base protection, leading to the occasional mass TK in base. So i looked at the code a bit and wrote some code that includes vehicle in base protection. The code: I tested it with a hunter, a slammer, a ghosthawk, a .50cal turret, a wipeout, a mortar and a greyhawk. The script works for each one. (The wipeout was fun because 1 click equals a burst of 20 rounds, meaning you get more than one of those hints.) And like with the base i designed: it is, of course, up to whoever it's up to to decide if this gets used or not. I'm just sharing something i made. If you got any questions about it, PM me or post them down here.
  8. You know some of us are still at university and don't have the cash to buy computers that can run arma at high quality, so they just have to make due with their laptop.
  9. So i've been on both servers for a while and found some stuff: On EU1, a sign that's playing hide and seek : On EU2 (and maybe also on EU1 but i didn't check): Infantry can still get in the copilot seat of the huron. I checked the script (for EU2) and noticed that B_Heli_Transport_03_unarmed_F is missing. And the last thing, also on EU2: The sand camo ghosthawk's turret lock script doesn't work. I believe this can be fixed by adding B_CTRG_Heli_Transport_01_sand_F to all the fn_condition... files. (I also suggest adding B_CTRG_Heli_Transport_01_tropic_F)
  10. I forgot to mention these 2 variants of the ghosthawk: B_CTRG_Heli_Transport_01_sand_F and B_CTRG_Heli_Transport_01_tropic_F.
  11. Welcome Good luck and don't let infantry tell you what to do or where to land, definitely not random engineers
  12. Srry after 24 hours of not sleeping my writing skills degrade a bit. I ran out of ice-cream yesterday Edit: i found this rather fast. I've been spending a lot of time trying to find base protection. And when i did i tried to figure out why there seems to be base protection at the FOBs if you look at the scripts but not when you're ingame.
  13. So i was playing on EU1 just now and noticed that infantry can get in the copilot seat of the heli just fine and fly it. So seeing how the servers aren't that active at 4 in the morning i decided to take a look at the script. Here is the script currently running: I notice that the hellcat isn't in the list of helis infantry can't get in as copilot. If I_Heli_light_03_unarmed_F was added to the _aircraft_nocopilot array that problem should be solved. Reviewing this further it seems to me that the copilot seat of the hummingbird is also accessible to infantry (but the copilot seat of the hummingbird isn't). Same thing but with B_Heli_Light_01_F. Same goes for some variants of the huron, i don't see them in the list. Fixable by adding B_Heli_Transport_03_unarmed_F, B_Heli_Transport_03_black_F, B_Heli_Transport_03_unarmed_green_F to the array. And the nato VTOLs also don't seem to be in there. B_T_VTOL_01_infantry_F, B_T_VTOL_01_vehicle_F, B_T_VTOL_01_armed_F, B_T_VTOL_01_infantry_blue_F, B_T_VTOL_01_infantry_olive_F, B_T_VTOL_01_vehicle_blue_F, B_T_VTOL_01_vehicle_olive_F, B_T_VTOL_01_armed_blue_F, B_T_VTOL_01_armed_olive_F Now these might not all be necessary as i've never seen a blue VTOL ingame but a zeus might go wild on one of his missions And same goes for the taru, i don't see it. O_Heli_Transport_04_F, O_Heli_Transport_04_ammo_F, O_Heli_Transport_04_bench_F, O_Heli_Transport_04_box_F, O_Heli_Transport_04_covered_F, O_Heli_Transport_04_fuel_F, O_Heli_Transport_04_medevac_F, O_Heli_Transport_04_repair_F And for the black taru: O_Heli_Transport_04_black_F, O_Heli_Transport_04_ammo_black_F, O_Heli_Transport_04_bench_black_F, O_Heli_Transport_04_box_black_F, O_Heli_Transport_04_covered_black_F, O_Heli_Transport_04_fuel_black_F, O_Heli_Transport_04_medevac_black_F, O_Heli_Transport_04_repair_black_F Now i did think of the xi'an but the copilot in there is a gunner so i don't think it's supposed to be in here. And finally i know that a civilian plane spawns on tanoa. So: C_Plane_Civil_01_F, C_Plane_Civil_01_racing_F Now some might have been left out intentionally and others that i listed here don't necessarily need to be added as they are so rare. But i thought, i'm looking now anyways so why not list them all?
  14. The fuel container sometimes work not always and this is kind of why i thought they were just there for show. But it doesn't make the pads useless as helis still need a place to restock on flares/ammo. And i also don't mind the quads being removed.
  15. So i was wondering are the containers in the landing pads on EU1 & 2 meant to be functional or are they just there for esthetics? Because at the moment you can't rearm nor repair at them. Now if they are meant to be esthetics forget what i'm about to say. If they are meant to be functional i suggest to alter something in how they are placed down. At the moment the following code is in their init field (well technically not but it boils down to this): this allowDamage false; this enableSimulation false; For those who don't know what this means, because of the first one the object cannot take damage. The second one does a number of things including disabling all functions (including refueling/rearming) and prevent it from being slingloaded. Now i think the second one is in there to prevent it from being lifted. The same result can be achieved with the following code: this allowDamage false; this setMass 999999; This also prevents choppers from lifting the containers and doesn't disable the functions of the containers. So what do you guys think of this?
  16. Stanhope

    Pilots :^)

    We still don't have work
  17. I've only played a bit so far, been to busy with other stuff but i found some bugs as well: Grinding wheel placed down in my house disappeared after logging back in. Bushes (e.g. cotton, raspberries, ...) regrow instantly if you walk away and come back. health bar disappearing and it saying that i'm near death whilst my health is full according to the health bar in my inventory. being teleported back 1-5m out of the blew. Bandits spawn in after i've walked over the spot they spawn on.
  18. Stanhope

    Hunter issue

    I agree that something could be done to prevent abuse. But maybe putting a 2 minute delay before the next one can be spawned in is enough? Or maybe make a callout in side channel that one has been spawned. Don't get me wrong i don't think the 10 hunter limit is a bad idea, i'm just adding some ideas. And i don't think a blacklist should be needed. If they intentionally abuse the hunter spawn system i believe that could classify as trolling. Easy way to deal with them is (in my opinion) just ban them. And @Eagle-Eye about the cleanup, i dug a bit around in the mission folder and found that the following script runs on the server: If i understand it correct it only deletes weapons, impact craters and wrecks. I believe an option can be added to delete vehicles if there aren't any players in a certain radius around it, but i'm not that good at scripting. To fix the mortar that didn't despawn the following could be added (again just dug up from the mission file): The downside of this is that if the mortar gunner happens to be standing next to his mortar when the script runs, it will despawn. It's most likely possible to write a script to delete empty vehicles if there aren't any players within a range of x meters. But i wouldn't know how (again, i'm not that good at scripting).
  19. Whenever i'm flying on EU1 (and 2) i'm always willing to fly/sling anything over. Same when i'm a repair spec/engineer. I try to call this out in chat whenever i join. And i have to say that i usually only get 1 or 2 requests per hour. Most of them are from @TheScar when he destroyed one of his tires again. I'm gonna have to disagree with that last phrase. FOBs can reduce flight-time to the AOs significantly. If we only had 1 FOB this wouldn't always be the case. Yes this could work. But, in my opinion, it isn't very fun. If you can just drive 2 km, rearm and go pump some more rounds down range randomly, people won't be 'forced' to actually aim at a target. They could just spray the entire AO. I personally think that adding a repair of road and a small (civilian) fuel truck would be a good option. As it would 'force' people to actually work together.
  20. Well realistically speaking an enemy force could circle around and try to attack us from the back forcing us to go back south again. But i agree that FOBs should spawn once we completed an AO on/near it.
  21. I also agree, yesterday i joined EU2 and looked at how long it was up. It had been up for 48 hours and not a single FOB had spawned. Last time i saw a FOB on EU2 is a couple of weeks ago. So maybe increase the chance of a FOB-AO to spawn in or something like that?
  22. Welcome, I assume you're playing on EU1 and maybe 2. So to get into a squad ingame you press U then you press the name of the squad you want to join and then the 'join' button. To get into TeamSpeak you first have to download it, then find the AW server address ('ts.ahoyworld.net' in this case). Then you go, in TS, to the connections tab and press connect. It gives you a window in which you have to enter the server address and a nickname, you can leave the server password blank. Then press connect and you're on the TS. Ones there you can switch channels by right clicking on the channel you want to go to. EU1 and 2 both have their own dedicated channel. You'll find some people that are certainly willing to help there.
  23. Well, time enjoyed wasting isn't wasted time. The changes i made: I made the pads a bit longer (3 H-barriers longer) and switched from the big light poles to smaller ones. A screenshot: The vehicle area still has 2 exits, the one next to the helipads and the one with the bargate but i rearranged the vehicles a bit to avoid the hemtts having to pull a 180 to get out. And finally i added some stuff into the spawn area to make it less empty.
  24. -Atm there are actually 2 exits. The obvious one next to the hemtts and one next to the spawn in the direction of the runway. I could probably make a third one next to the hunter respawn. (Oh and the bargate opens automatically so it's basically just an opening that looks a bit more fancy) And i could probably arrange the hemtts so that they are facing an exit so they don't need to maneuver all that much. -Well, the landing pads were intentional. In my opinion if you can't land in that, you shouldn't be flying. But yea, just my opinion, there is some room to make it bigger and i can replace the big lights with smaller ones. I've tested it out with a huron whilst there was another huron parked on the other pad and was able to land in it just fine. -the pier is an easy fix, with the tanoa update came such a platform-thingy. -reward spawn halfway down the runway at the clearing in the forest in the middle and on the opposite side. -What's wrong with the UAV rearm? It's in the exact same place as it is now. I could swap it over to the other taxiway, more room to make a 180 there. But a greyhawk can pull of a 180 perfectly on that taxiway, i do it all the time. It can't be perfect from the first time, I appreciate all feedback.
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