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Stanhope

Spartan
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  1. Stanhope's post in Whitelisted slots for staff was marked as the answer   
    I've already said this to Havoc in teamspeak but I should probably put it here as well: in I&A3 the server is limited to 60 players and there are 64 slots in the lobby.  There's thus always be 4 open slots which, in my opinion, negates the need for special slots for zeuses.  I&A4 will have this though. 
  2. Stanhope's post in Command Channel and More Emphasis on Squads was marked as the answer   
    If we're talking about I&A3 and EU1:
     
    People are allowed to lone wolf, although we encourage them to work together and provided all the tools to do so, we do not make it mandatory.  In the past you were also allowed to talk in command channel, not just type.  This has been disabled for a while now because it was used more often by people thinking they were talking in vehicle channel than by people who used it for its intended purpose.  Realism is also not one of our primary concerns on EU1.
    Just my 2 cents
  3. Stanhope's post in Adding the Demining Drone was marked as the answer   
    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. 
  4. Stanhope's post in Backpack on Chest script from Liberation on EU1 was marked as the answer   
    This will be added to the list of things to add to I&A3, no guarantees on when it'll be added.
  5. Stanhope's post in Report bug section in forums was marked as the answer   
    Here you go:
     
  6. Stanhope's post in Is there a reason for FOB Martian not having an Air service pad was marked as the answer   
    Yes that certainly is possible.  And that's why we have engineers and fuel hemtts, they can get any vehicle back up to working order.  If it's not an emergency landing you can go to either the main base or the carrier to get a full service.
  7. Stanhope's post in Improving the chopper dropable supplycrates was marked as the answer   
    Shouldn't be impossible, most of the code already exists anyways, just need to apply it to that crate and it should be good. 
  8. Stanhope's post in EOD ED-1E was marked as the answer   
    As far as I know there's no way to give certain units with a UAV terminal only access to certain UAVs.  It's all or nothing.  And we obviously don't want to give EOD roles access to all the UAVs.  I could be wrong in this though, there might be a way.  But if there isn't this is simply impossible. 
  9. Stanhope's post in Attaching Tarupods to a Lift-Taru was marked as the answer   
    So I've talked to the people in charge and we're gonna implement it this way:
    An additional taru (without a pod) will be placed at guardian All of the taru pods will be placed at guardian The fuel hemtt will be removed from guardian You'll only be able to attach and detach the pods when landed
  10. Stanhope's post in Items that could perhaps be added to I&A3 was marked as the answer   
    They were removed from the arsenal because they are CSAT equipment and we're fighting CSAT.  I'm well aware that there's several other pieces of CSAT equipment in the arsenal, I'm not particularly happy about that.  Now I'm not saying I won't add them but it needs some more convincing, just having different zoom levels doesn't justify it for me. 
     
    As I said, not particularly happy about those CSAT weapons.  But while working on Liberation I've messed with their arsenal restrictions a bit and think I can make the arsenal whitelist work so you can't take them out of the arsenal but can take them off of the ground.  I make no promises though.
     
    The EOD vests are already in the arsenal for explosive specialists and maybe the engineer as well, can't remember.
     
    Again, enemy equipment, I'm not saying I won't add them but them just looking nice isn't justifying it for me.
     
    These will be in the next update:
     
  11. Stanhope's post in Cleanup script was marked as the answer   
    I don't like any of the ways of implementing this that I can think of.  I&A4 will have a different type of cleanupscript, one that won't delete stuff that players are close to.  But I'm not going to put that into I&A3, so I'm afraid we're gonna have cleanupscript eating things until I&A4 comes out. 
  12. Stanhope's post in Arsenal update was marked as the answer   
    These will be in the arsenal in the next version of I&A3 (if I don't forget)
  13. Stanhope's post in DMS and Cyrus was marked as the answer   
    Iirc: because it is a CSAT weapon and no
  14. Stanhope's post in Side Mission Secure Intel (Computerchip icon) was marked as the answer   
    Something along these lines?  "We have reports from locals that sensitive, strategic information is changing hands. This is a target of opportunity! We've marked the position on your map; head over there and secure the intel. It should be stored on one of the vehicles or on their persons"
  15. Stanhope's post in Telegram group for AWE players? was marked as the answer   
    For those who were also interested in this and haven't realised yet: there is a channel for what I've asked here in the new discord.  Invite link to the discord can be found in this topic:
     
  16. Stanhope's post in Possible to drop gbus from uavs while your character is in base? was marked as the answer   
    Take control over the driver and use manual fire and you'll have no problem whatsoever.
  17. Stanhope's post in Dark theme for the forum was marked as the answer   
    :root { --main-bg-color: #3C4556; --secondary-bg-color: #282a36; --main-title-color: #ff5555; --main-bordor-color: #ff5555; --main-text-color: #f2f2f2; --main-link-color: #8be9fd; --main-textHightlight-color: #ff4848; } It looks like this on a real fake site: 
     
     
    (Colors from https://github.com/dracula/dracula-theme used)
  18. Stanhope's post in I & A Striders was marked as the answer   
    @ansin11 an FYI McKillen has direct access to the dev branch of I&A.  
    What he's telling is true, the striders have the nato camo (at least the reward ones, afaik there aren't any others) and they have had it since update 3.2.0.  It's not specifically mentioned in the change log but it's in there.
     
    From the top of my head I can tell you that the following vehicles have a non default camo:
    strider
    gorgon
    orca (always black)
    hellcat (always green)
    wasp (random between default and dark camo)
    ghosthawk (random between green and black)
    gryphon 
     
    If you know of any other vehicles that have nato camo that aren't in this list pls feel free to tell me 
     
    (if you don't believe me feel free to open the mission files.  The script you're looking for is: functions/vehicles/vsetup2.sqf)
     
    -stan
  19. Stanhope's post in Balance / Nerf the Jets was marked as the answer   
    So seeing how the new I&A update has been out for a day or 2 now, and to get back to the original post:

     
    Wasp has been raised from 30 minutes to 45 minutes.  UCAV to, don't beat me up if i'm wrong here but i believe it was, 15 minutes.  Greyhawks have stayed unchanged.
     
    Service time for helis has stayed unchanged.  For UAVs it has doubled to nearly 5 minutes if i'm not mistaken.  For jets it's been pulled up to 10 minutes.  (I know the ingame message still says 5, don't shoot me i forgot to change it).  On top of this we've also replaced the hemtts on the carrier by an air service pad with the just mentioned timers.
     
    Due to not everyone having the jets DLC and thus not being able to operate the UCAV we've opted out on removing one greyhawk.  However the GBUs have been removed from the black wasp.
     
    This is very hard to track and enforce hence we opted for removing the GBUs from the black wasp.
     
    It's currently not been changed as we feel that the effects of the latest change might not have been properly observed yet.  But if people still feel like it should be changed over the course of the next week let us know. 
     
    Base AA has been changed to one of the new AAA turrets.  Carrier AA has been added and it contains at least one of each new AA turret.  
    The prio AA objective has also been changed to contain 3x AA assets.  Out of these 3 one will always be a tigris, the other 2 are randomly picked out of: tigris or one of the new turrets.


    If any other questions remain feel free to ask them here or in this topic.  

     
  20. Stanhope's post in Gunship gunner issue was marked as the answer   
    If you were able to get into the gunner seat of a heli we do not lock anything else.  We do lock some gunner/copilot seats.  Mostly of helis that don't need/aren't allowed to have a gunner or copilot.

    Examples of this are the unarmed xi'an.

    Presuming here that you were trying to gun in the blackfoot, i can assure you that we do not run a script that in any way limits the stuff for the gunner.
  21. Stanhope's post in Tanoa TP bug was marked as the answer   
    It's been changed in I&A 3-1-6.  Thanks for reporting it.
  22. Stanhope's post in Fuel trucks was marked as the answer   
    In the last version a small fuel depot was introduced, it is located just past the heli repair pad.  Located at this fuel depot are 1 liftable and 1 non-liftable huron fuel container and 3 liftable fuel barrels. The hemtt fuel is also still at the hemtt spawn.

    The huron container can be lifted by the huron and i believe one of the versions of the taru.  The fuel barrels can be lifted by any helicopter (yes this includes the hummingbird).
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