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Posts posted by Stanhope
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Some ideas:
- Remove the perverse incentive from vortex
Currently it's in Vortex' best interest to fly leisurely to the AO and speed back to base. As vortex gets points when flying people around. Instead have vortex earn points by dropping people of near an objective (maybe with a multiplier for distance to the objective) and for bringing them back to base.
- Introduce a kill assist mechanic
Currently you can do 99% of the damage to a vehicle but if it blows up on its own after that you get no points. At least with an assist mechanic (e.g. a hit event handler that pushes back the players uid into an array that's set on server on the affected object with setvariable) you'd get some points.
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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
Turkish armed forces
Opposing Forces
Russian armed foces
Mission
Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
Objective
TBD by Acting Command on Sunday
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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
British Armed Forces (MTP)
Opposing Forces
Sahrani Resistance
Mission
Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
Objective
TBD by Acting Command on Sunday
- Johnson, Schubz and MidnightRunner
- 3
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A bit late for a follow up but: seeing how it's 7-8 against Rush (Fabs voted before knowing what he was voting on and after finding out what he was voting on wanted to change his vote) we're not going to spend a lot of time fixing up Rush. That being said, I will, once I find some time, port Rush over to the current modset (this should only take me an hour at most) so we have it available to play every once in a while maybe, for example if a gamenight gets cancelled last minute. It never hurts to have options available.
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Fill this in: https://forums.ahoyworld.net/forms/10-ban-appeal/
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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.
There'll also be an update to the mission itself with some minor fixes
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
British armed forces
Opposing Forces
Sahrani Resistance
Mission
Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
Objective
TBD by Acting Command on Sunday
- MidnightRunner and Schubz
- 2
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10 hours ago, Art3misZA said:
Can you look at having a dedicated place where we can give referrals for players doing an outstanding job in their specific roles? I think this is especially important for pilots on the I&A server.
What exactly do you mean? A forum post? A forum subsection? Or something in the mission? In any case, EU1 is for very casual play. You don't need to have a certain skill level to play (besides being able to identify friend from foe and know the basic arma keybinds). People who do an outstanding job in specific roles will become know for that over time on the server anyway. I don't really see a need to have a specific system for this to be honest.
1 hour ago, TheScar said:I+A3 is hardly developed anymore
I finished .58 yesterday, it should be on server either today or tomorrow.
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I presume we're talking about I&A3?
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With the squad server now up for a while and the new Liberation modset out and the new Liberation mission file made we'd like to know if there are still people who are interested in playing rush. It'd be with the same modset as Liberation for easier management back-end. This means a lot of the maps unsuitable for Liberation (zargabad for example) can be used for rush. We'd also have a lot more options available for factions (All of BAF, all of RHS, all of project opfor). But before we spend a lot of time making rush playable on these maps and making those factions we'd obviously like to know if there's still interest in Rush.
- Fabs, LH5 and Sho_Iwaizumi
- 3
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AW Liberation 2.0 release
This Sunday we'll be release AW Liberation 2.0, the changelog can be found in the changelog topic and the modset can be found here. From now on we'll change maps, enemy factions and friendly faction whenever a map is completed.
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 can be found here:
Mission Runtime
Roughly 2 hours with a chance to carry on open-ended
Area of operations
Chernarus
Friendly Forces
Randomly picked at mission start
Opposing Forces
Randomly picked at mission start
Mission
Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
Objective
TBD by Acting Command on Sunday
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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
Russian Armed Forces
Opposing Forces
Insurgents
Mission
Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
Objective
TBD by Acting Command on Sunday
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A number of errors from my RPT from yesterdays:
Spoiler21:05:25 Error in expression <p; }; { _squads pushBack [ count units _x, count (_x getVariable ['groupRoles',> 21:05:25 Error position: <_x, count (_x getVariable ['groupRoles',> 21:05:25 Error Undefined variable in expression: _x 21:05:25 File mpmissions\__CUR_MP.Altis\DG\DG.sqf..., line 425 ^this one showed up every time I had the groups menu open -------------------------------------------------------- 19:24:35 Error in expression <[0,0,0,1]; }; }; _color set [3, _opa]; drawIcon3D [ (if (side _spot in [playerF> 19:24:35 Error position: <drawIcon3D [ (if (side _spot in [playerF> 19:24:35 Error Type Any, expected Number ^this one was spammed into my RPT about a 1000 times in my RPT
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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
Russian Armed Forces
Opposing Forces
Insurgents
Mission
Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
Objective
TBD by Acting Command on Sunday
- MidnightRunner and Schubz
- 2
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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
Russian Armed Forces
Opposing Forces
Insurgents
Mission
Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
Objective
TBD by Acting Command on Sunday
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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 the radio's.
- Karate Pyjamas and Noah_Hero
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- 1
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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 down, he's just slow and hasn't given them to me yet, so if it's not listed here, feel free to put it bellow. -
I'm currently at the donation center so you'll get it quicker if you just hop on our server
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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
- \Functions\Vehicle\fn_smhintsuccess.sqf Contains a number of vehicles that will be spawn as rewards for side missions
Additionally you also need to rip derp revive out of the mission, it's heavily tied into the teamkilling script and the arsenal so that won't be easy.
And once you've done all of that most of the enemies should be replaced. Could be that I missed a file or 3-4.
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It was considered when it was added in the game but we decided not to implement it because of the potential for abuse it has.
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Do you mean eddy or the flying thing?
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I&A 4 Beta Test Feedback
in AW Invade & Annex Development
Posted
Nope, I only remove the laser designator, not the camera itself.