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ShadowAce11

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Everything posted by ShadowAce11

  1. Hey guys, I'm back. Older staff will know me, not sure who all's still around. Hope to see you all on Enhanced again.
  2. It is with a heavy heart that I am officially announcing what will likely be my complete departure from AhoyWorld. As I have mentioned to some, I will be stepping down from the Enhanced moderator team on June 19; this will be paired with an indefinite hiatus from the community as well, though I fully intend to return when I can. In December of 2017, I enlisted in the United States Navy, with my boot camp date set for June 20th of 2018. After boot, I will be going straight to my respective school, and will likely be deploying after that (this will easily encompass the next 3 years). I will be limiting any computer usage strictly to studying during this period. To those members of the Enhanced realm of AhoyWorld reading this now, thank you for being my friends and family. I have tried my best to be a player, a moderator, a teacher, and a counselor; and if nothing else I hope I have succeeded in being another human being that you were always glad to talk to. I have spent a good 1,700 hours on Enhanced alone, and have seen many people come and go. Throughout the three years I've spent racking up those hours, though, my mind has never changed that both the server and AhoyWorld in general are diamonds in the rough that is the rest of the Arma 3 community. Nobody will ever be able to duplicate the truly unique things that you all share. I will still be active up until the 19th. I am just making this notice ahead of time so that I have a proper buffer to wrap things up with, and so that I'm not rushing to get a message out right before I have to leave. You'll still see me on Enhanced as often as always, and on TeamSpeak so long as I'm awake. Regards, Shadow
  3. FEATURE REQUEST: New mission - ambush. A friendly convoy carrying a journalist/VIP/other non-combatant has been attacked and completely immobilized. Players are tasked with getting the remaining wounded friendlies back to base, and ensuring the non-combatant gets to his designated location. This could be expanded upon to create an extended or two-part mission, where upon getting the wounded healed, they need to be dropped back off to the VIP to continue to ensure his safety. Afterwards, there could be another attack in which players and the few AI forces would have to defend the VIP. In other words, this is a pretty open-ended mission that could have multiple paths to go down. Unedited screenshots of what this mission would probably look like (staged a mock mission in the editor to convey the idea better): This is being proposed to increase mission diversity. I have been trying to think up some other scenarios recently to go along with this, that wouldn't be too stressful on the server; in time, I'm sure I will think of more.
  4. After some brief testing: Kill HVT mission does not spawn the option to confirm the HVT. As such, mission cannot be completed. The designated target still actively runs away from players, though. Video: Capture HVT mission gives the option for the HVT to be restrained, but does not work when completed. If captured and brought back to base, though, the mission now completes. Video: Intel appears to work beautifully now; no issues to report. Rescue pilots/Crash site mission now works properly. Previously, the mission would not complete upon the pilots being returned to main base. Video of the full mission just for log purposes: Peace talks mission now works properly. Previously, there would be a chance the hostile presence would spawn as hostile, rather than neutral and instantly attack players as though it were a regular mission. Video of the full mission just for log purposes: Recover cache mission now works properly. Previously, the mission would not complete upon bringing the cache back to main base and would have to be destroyed. Note added in the POW mission video about the ending of this, recommend you watch that as well. Video of the full mission just for log purposes: Rescue POWs mission now works properly. Previously, the mission would not complete upon the POWs being returned to main base. Video of the full mission just for log purposes:
  5. Some vehicles seem to be bugging out on the spawn list, I assume they're LAVs or APC-related. During the time that people had that LAV-25 error upon joining the server, the three variants (desert, woodland, arctic) showed in the spawn list but failed to spawn; unsure if that was reported already. These empty options do not spawn anything when selected.
  6. Looking forward to seeing you on Enhanced. I'm on pretty reliably throughout the day, cash me outside (the main base) and I'll be glad to give you a full rundown of the basic mechanics.
  7. Sorry for the late response on this; I think I might have answered this before via TS while we were both on the server Palm, though informally. Both historically and currently the high population times are around 8 PM GMT (20:00) on weekdays (mainly Mondays, Wednesdays, and Fridays) and any time during the afternoons (GMT again) on weekends. Sometimes it can be a gamble, as a server's middle-term (month-by-month, week-by-week) population can fluctuate. Play it by ear; don't conform your schedule to the server's population heights. Friday nights get the most attention, obviously; and so we've usually reserved that night for weekly gamenights. For example, our last major gamenight, Nightfall, got up to 23 people at max I believe. Monday nights tend to draw in an average of 10-12 people. Weekends tend to hover at around 10-15 people during the afternoons.
  8. Here's a full list of bugs/changes I've found/can confirm in 057. I'll keep updating it as I find things. Red is high priority, orange is low priority, green is fixed/has no issues. Missions Counterattack mission, which was unable to be spawned in 056, now works. Kill/Capture HVT missions do not work. This was true in 056 as well. Persistent with every map and location. Not affected by any other mission spawns. Both types of missions spawn without issue, but designated HVT does not spawn with the option to confirm him. Per Zeus, the HVT spawns correctly (in his own group). For capture missions, HVT does not surrender. I can make him surrender forcibly through Zeus, but bringing him back to base does not complete the mission due to the previous point. In my recent playtime, the auto-end timer has not worked. I am unsure if this is because the timer starts when friendlies approach the AO (we can usually clear missions like that within 20 minutes, so we probably don't hit the timer limit), or if it genuinely does not work. Arsenal No whitelisting issues to report. Intel There is still about a 50/50 chance of intel working. This was true in 056 as well. For the times intel can be sent for review: About a 30% chance it will review the intel for an already completed/canceled mission. This also includes AOs that can't be narrowed down. About a 20% chance it will work correctly. This includes intel returning as garbage. About a 10% chance it will get stuck on the brownish hash pattern as though it's narrowing down intel. About a 20% chance it will move the red AO proximity box to 0,0,0, and will fail to correct itself upon more intel reviewing. About a 20% chance it will remove the red AO proximity box entirely, leaving us with only the task marker. For the times intel can't be sent for review: 100% chance the first piece of intel on a new map will get stuck in review, preventing more to be sent. This also blocks all others on the server from sending intel for the rest of the map duration. Persistent with every map and location. Not affected by certain missions. Once-in-a-blue-moon chance that intel will return as any. This was true in 056 as well. Tends to break reviewing intel. Very rare occurrence, not worth devoting a lot of effort towards. Due to its rarity, can't say if this is any particular piece of intel. Shouldn't be map-related. In civilian trading, sometimes you will get a "Bad vehicle type" error popup followed by a message in the top right saying that the player did not have enough inventory space, so the civilian dropped the item at your feet. He fails to actually do so and you must trade for it again. This was true in 056 as well. In short, it seems like the intel is being treated as an actual item. Due to its rarity, can't say if this is any particular piece of intel. It is not map-related. Vehicle Spawning MQ-12 Falcon drone spawns uncrewed; it is unable to be used by UAV operators. This has always been true. LAVs are available in the vehicle spawn menu, but do not spawn when selected. This was true in 056 as well. Everybody gets this error upon logging in: Cannot load texture cup\wheeledvehicles\cup_wheeledvehicles_lav25\data\ui\picture_lav25\ca.paa.
  9. Roster link has been added to the bottom of the initial post.
  10. Civilians will not have radios; that would defeat the whole purpose of BLUFOR having to search for them. Current signup count is 14, though a JIP ripple effect is expected. I'll be posting the roles tomorrow for BLUFOR gear discussion, per @Amentes's request.
  11. Friendly reminder to all that signing up is your most efficient way to join in on Nightfall, even if you do not have a preferred role or if you're planning to JIP. This will help me allot slots for a quicker startup. If you plan on attending, please fill out the form.
  12. Yep, all players (including civilians) will be able to see their roles. I will publicly link a spreadsheet a day ahead of the gamenight, though I can release it earlier if needed.
  13. ASL team seems to be bugged in 51; if you join a slot in that team after joining the server, your character will still be stuck walking as though you're unassigned. Additionally, unassigned units can place rally points and use artillery. As ASL, I could put down a rally point, but it did not spawn. I assume this has a connection to the issue above.
  14. ------------------------------ STANDARD INFORMATION ------------------------------ Event Date: 4/13/2018 Event Time: 1900/7:00 PM UTC (2:00 PM EST) Mission Name: Nightfall Brief Summary: BLUFOR is tasked with extracting the stranded civilians on Tembelan in the wake of a Russian invasion. Player slots: 16 BLUFOR, 24 Civilians Expected Mission Length: Unknown Mods required: Standard Enhanced Modset Server slots: 40 ------------------------------ UNIT DESCRIPTIONS ------------------------------ MARSOC LIBERATORS All 16 men will be equal; no medics or engineers. You will be dropped in with identical gear, though you are permitted to change into your preferred loadouts upon beaching. Keep the arsenal interaction quick; use a loadout you already have. Don't keep the civilians waiting because you want to have a hat that matches your shoes. In regards to the signup sheet: I am giving everyone the option to choose their teams in case people want to group up. To be extra clear, I added a short response section where you can give specific names. Be aware, though, that this will only be utilized if there are entirely empty teams in BLUFOR; I will not kick people out of requested slots to ensure groups are together. CIVILIANS There are 5 special civilians within this mission that can enhance the gameplay, and 19 standard ones. Here are the roles, plus some additional information: Civilians spawn in packs of 2-4; you will always have a buddy. While the map will generally be bright enough to see at night, civilians will not have night vision. Their only light source will come from their vehicles' headlights. If you die, you will respawn in a jail cell. You will have to wait for MARSOC to liberate you. This could be 15 minutes, it could be an hour. Take your life seriously. Special Roles: Paramedics: Have the ability to treat advanced wounds. Total count: 2. Paramedics spawn together. EDIT, 11/4/18: There are no more paramedic slots available. Minipily has secured a paramedic role. SkullCollector has secured a paramedic role. Mechanics: Have the ability to repair vehicles. Total count: 2. Mechanics spawn together. EDIT, 8/4/18: There are no more mechanic slots available. Neo Lopez has secured a mechanic role. Adshield has secured a mechanic role. Profiteer: The only civilian to start out with a weapon; a PP-2000. Total count: 1. EDIT, 8/4/18: There are no more profiteer slots available. Johnson has secured the profiteer role. ------------------------------ ADDITIONAL COMMENTS [IMPORTANT] ------------------------------ Russians have most of the key intersections blocked off with checkpoints, and will shoot anybody who attempts to go through them. If you see a random Russian patrol as a civilian, do not freak out. They will only shoot you if you try to go through a checkpoint; unless, the condition below this is true: Russians have a weapon cache on the map; two civilians start near it. If you are caught trying to steal, the entire civilian population on the island will be treated as hostile from that point on. Stealth tactics are expected and demanded for both factions; civilians may need to offroad or even swim to evade hostiles. Any messing about by MARSOC will be punished. This is not a run-and-gun mission. Leave the island only when all MARSOC and civilians are at the exfil point. INGRESS. MANEUVER. SECURE. LIBERATE. DESTROY. TRANSMIT. EVADE. EXFIL. NIGHTFALL Sign Up Here: https://goo.gl/forms/5moOiilecJjIKJEX2 View the Roster: https://docs.google.com/spreadsheets/d/1BVZFtm8R5L4_QxCjsgZvkdkptNVvjlydxdxUfg0jsvI/edit?usp=sharing
  15. Putting this in the general discussion area rather than submitting a feature request as this is a topic that deserves discussion and input from the community. Firstly, a little transparency. Before I was a moderator, along with now, I've heard a large amount of in-game discussion about things that players think should be added (or re-added); but these features are often ones that would mean massive repo change, such as the CUP collection. While the general consensus I'm getting from the community is that people want CUP, it has been met with hard resistance when presented to staff. This is for two reasons: Adding CUP would likely mean adding it in its entirety. Not including the map pack, that's 8.8 GB. That's a massive amount to download (and update) for a repo, and when we did have these mods (I had just joined the community at this point), the staff were getting constant complaints from the community about huge updates that take a horrid amount of time to download. So, CUP was removed in the sake of minimizing the repo size, including everything that required it (i.e. Fallujah, Lingor, Isla Duala). There is a max limit to the repo size due to our current server hosts. I think all of us would love to see CUP added back on top of everything we already have, but it just is not possible. If we were to add it back, we would likely have to get rid of all our current maps (minus Altis, Stratis, Malden since they're part of Arma 3 itself) and a few weapon/outfit packs. After seeing the public outcry for Lythium to be kept, I don't see any proposal for its replacement with CUP to be successful any time soon. --------------------------------------------------- With the above being said, I am going to suggest some things here. Again, I'm suggesting these things here because this is too big a topic to squeeze into a single mod request. Here are my recommended repo changes, leading with a - or a + to be removed or added respectively: - Gorgona (100 MB) From my discussions with the community, Gorgona seems to be a universally-disliked map. Its small size often leads to overlapping missions, and huge mission area markers. Due to a lack of diverse mission locations and generally no need for Vortex or waterborne assets, it quickly leads to boredom among the players; and when the server population gets to the point of, for example, a full Alpha, things get cluttered. - LAV25 (100 MB) Introduces effective, but incredibly weak and unreliable LAVs. Hardly ever used for that reason. - StrykerPack (174 MB) Introduces generally ineffective and weak Strykers based off of Arma 2. Horrible steering. Rarely used, if ever. - JS_JC_FA18 (191 MB) Personal preference on this one. I see absolutely no reason to have 191 MB dedicated to a single aircraft. There are plenty of other jets Vortex can take, even though it's already a rarity that Vortex takes a jet in the first place. + Civilian Occupation System (1 MB) [possible code streamlining @Ryko?] Possible tool for civilian presence within Stiletto. Seems to make everything largely automatic and allows for custom scripting to be applied, so it shouldn't take away from intel gathering and such. This suggestion is mainly for Ryko. Armaholic: http://www.armaholic.com/page.php?id=25194 YouTube: https://www.youtube.com/watch?v=mSqvIavO8BA + TPW Mods Ambient enhancement for all aspects of gameplay. Too much to describe here, check out the Armaholic page. Everyone, PLEASE check this out. + Advanced Sling Loading, Towing, and Rappelling (.67 MB) Most are familiar with these mods, and the names are self-explanatory. --------------------------------------------------- Total Repo Size Change: -474.33 MB This leaves some moderate space for future feature suggestions. Now, in regards to the repo, I'd like to use this thread to allow people to discuss and propose repo changes in the above manner; go through a number of suggestions (not just one, use the regular feature request for that), but have both additions and subtractions and have a solid argument for each. Do not just suggest things at random because they look neat or because you think the server would be better with/without them; be constructive and thorough with your thoughts. Cheers, Shadow
  16. I can confirm, but it's absolutely nothing worth punishing. I've spent 1200 hours on Enhanced, and you can definitely be sure I've accidentally mass-TK'd a loaded Humvee or knocked out the rotors of a heli with a tall vehicle causing a chain reaction before. The most I took away from the incident today was that yes, you should wait to blow vehicles until people (and especially other vehicles) are at a safe distance, and that it looked hilarious for me to take a grenade to the back of my neck and ragdoll into the interior of the helicopter before everything blew up. I appreciate your honesty. Most players either go radio silent when they know they're going to get called out (I've had people go silent, completely, for over 15 minutes to avoid taking responsibility for their actions), or just try to go under "uh... must've been a hostile rocket." Props for being responsible. On another note, if I remember right, the mission didn't fail, so that might be something to note in the Stiletto feedback thread.
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