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JJ Cakes

Spartan
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Everything posted by JJ Cakes

  1. JJ Cakes

    hi

    Welcome! And if you aren't on our Discord that's where most of the chatting takes place. There's a blue Discord image on the home page here that'll get you an invite.
  2. There's some sort of issue going on and I don't think what you want to do at the moment is possible, look here for more info:
  3. It looks like you figured out the Arsenal file, obviously someone will have to add your stuff to the repository and test. You'll notice there's several arrays where you're defining allowed items, built-in SQF handles those array names so it knows what to show in the arsenal based on the class of the player. So for example only players in the Recon squad see what's defined in "InA_AllowedArsenal_reconItems" and it doesn't matter if it's Western Sahara or vanilla Altis, the array naming convention just handles it.
  4. Welcome from another sadly American!
  5. Finally got to play tonight and first of all, good job, modded I&A is good fun! Sounds like @Rickard contributed to this as well, so thanks for putting in the work! To be honest, there's not much I can think of to improve the scenario and I appreciate that things like ability for players to turn down weapons sway and lack of stamina are in the mission. I'm also happy there's no ACE or TFAR, I've been trying to sing the praises of modded Arma to the Late Night EU#1 players and this will be a nice stepping stone without overwhelming anyone that's never played modded Arma to try out. Maybe we can get some new players for Zeus game nights if they like modded I&A3.
  6. Thanks to Havoc for running this, it was a good time. Hopefully we'll have some more players for the next Reforger mission, besides Chicken's gun going invisible at one point, the game is in a totally playable state. And it looks real purdy.
  7. Something like this has already been implemented on EU#1, the idea being that generic infantry rifles/ammo can be used by all classes, so even if you're a Marksman you can pickup an MX since it's just a rifle. You wouldn't be able to grab an auto rifle as that's not a generic infantry rifle and it's not part of your class. Implemented for the same reason you mention, specialist classes running low on ammo and weren't able to loot a rifle off a dead friendly/enemy.
  8. I was an FA before I got Zeus, so I am bound to not be a jerk to you, but yeah, you're not really a part of this community anymore. And if you don't mind, why in the heck are all you splitters using our TS? There are players I care about and do what I can to make their experiences on EU#1 as good as I can and you're just a non-entity to me. I know Siege said I'm the nicest guy that says no bad words, but please, disappear so I can keep my rep.
  9. AW MVP 2022: @Whigital That was a lot of I&A3 commits + being the AW SQF reference desk AW Most Friendly Admin/Moderator/Spartan 2022: @chicken_no6 I have caught him on occasion being both helpful and friendly. AW Most Helpful Admin/Moderator/Spartan 2022: @chicken_no6 AW Most Active Staff Member 2022: Too many have done too much to single anyone out. AW Strictest Staff Member 2022: AW Best Team Player 2022: @RiverWolf The guy you want in your squad because you know that job is just going to be handled. AW Most Helpful Member *Non Staff* 2022: @Damo3D AW Most Friendly Member 2022: @Damo3D AW Tacti-cool member 2022: If separatist role-playing counts, @Rickard FTW if just for the dogged consistency playing the part AW Underrated Member 2022: @Tiffany Underrated is probably the wrong word, but exceptionally good late night EU#1 player AW Most Incoherent Member 2022: I kinda want to give this to @Walk'N for his thick French accent, but I don't want him to ban me from his streams AW DAAASSS BOOOOT 2021 - The drunkest member of 2022: AW Best/Worst Pilot 2022: @Gambit for best, any rando on EU#1 for worst. AW Best Voice 2022: @JJ Cakes Sarcasm! AW Funniest Person on Team Speak 2022: If you get @Murph wound up you know it's going to be funny AW Worst Joke 2022: AW Best Moment 2022 (can be in-game, on Teamspeak or Forum): AW Best Forum Post 2022 (please put URL in): AW Dankest Meme Post In Discord 2022: AW Best Driver 2022: AW Worst Driver 2022: AW Best Fail 2022: @MidnightRunner When he "Willy Pete-ed" the CHADS with what was supposed to just be smoke rounds, that was pretty funny AW Best Ban of 2022: Oh Kittenly easily, that probably saved some members a lot of grief. AW TeamSpeak Channel 2022: Ain't no party like a Lido Deck party AW Best Screenshot 2022: AW Best/Worst Call-out 2022: AW Candidate for the Hague 2022: Just give a "lifetime achievement award" to @Sho_Iwaizumi AW Role Model 2022: AW Best Shot/Worst 2022: Best @Whigital with an AR. Seriously, don't follow him around if you actually want something to shoot at. I don't usually get to play game nights because of the time difference and am just on late at night so apologies to those that make AW a better place at a more reasonable hour that I haven't mentioned!
  10. Thanks for the kind words Chicken, but you are the heart and soul of "before late night eu#1" so I'm just the shift change.
  11. Always happy to have more variety in side missions.
  12. Some things I believe that could improve the I&A3 experience for players and apologies to @Whigital if somehow the first couple of these are stepping on your toes... I believe Whigi created a small server-side mod which made CSAT armor values more akin to what we have as players so they're not such tanks. Apparently it would need to be installed on the server and HC and IIRC he said he did some initial testing which looked good. Shooting bad guys over and over to only receive a shrug emoji isn't terribly fun. I was on one evening where we played around with a function dealing with animation Whigi found whereby it would make stamina recovery faster so you're not standing there for a minute just waiting for your sights to stop twerking. Added with the current custom aim coefficient of 0.7 it was a much more pleasant experience and seemed completely reasonable. I think the fix would just have to be added to initPlayerLocal and maybe onPlayerRespawn. I check I&A3 completion % from time-to-time when I'm on at night and it's mostly in the 20-ish percent range so I don't think either of these would "Make I&A3 too easy" while mitigating mechanics that just lead to player frustration and as far as I know, they're things Whigi has already come up with so no new development needed on his part, probably just some testing. Otherwise the one main thing I notice when the server is low-pop is players trying to find those last couple garrisoned buildings and patrols (don't get me wrong, decorations on them has helped immensely with the former, kudos Whigi) can take a long time which is pretty boring, it's the one time you actually want AI to shoot at you. I don't have a solution to this that I can think of that wouldn't be an SQF nightmare besides maybe reducing the diameter of main AOs by 100m if that's just a global variable to reduce the search area for those wandering patrols which would at least mitigate that issue. Oh! One more and this is all me: I think every main AO spawns with at least 2 Tigri, there's often AA emplacements as either priority or sub objectives and on top of that there's CSAT with AA manpads and of course we have sides that spawn enemy fixed wings. Maybe the skies above Altis don't need to be quite so hostile to transport pilots and my suggestion would be to get rid of enemy AA teams and just make them something else. At least then pilots have a reasonable ability to know when the skies are clear and drop infantry deeper into the AO without fear of getting blasted in the face by a manpad for their effort. I'm not a pilot, but manpads have to be frustrating AF considering all the other threats they have to deal with plus they push "safe" LZs further away from the AO except for the brave or the fools. I hope these suggestions are taken with the sprit intended, which is to make AW I&A3 a more enjoyable experience for players while making the absolute minimum of work for the developers. I think mid/low-pop is just going to be the reality for awhile until Arma4 comes out so we should accommodate that reality and it's not like we can't tweak things if we end up in the happy place where we attract and retain more players. (Upping main AO count could be the solution if that happens.) And sorry for bringing up so much stuff which I understand makes it difficult to address my word vomit.
  13. That's all I needed to hear, consider this idea binned.
  14. We got I&A3 working with Prairie Fire, is it feasible to port it to Takistan and rotate it with Prairie Fire on EU#2? I was thinking as basic a mod set as we can get away with, CBA, ACE, TFAR, RHS, optional ShackTac and whichever insurgent mod makes the most sense. I'm not trying to dump this onto @Whigital but if feasible would definitely need some assistance with what would need to be done (I know AO's would need to be placed, FOBs built and the normal faction gear stuff and how to build I&A3 locally for testing) and I'd be willing to take project "Sub Lead" under Whigi and divvy up tasks if anyone wants to assist in this project if it is in fact feasible. Just thought it would be a nice place for players to learn the ropes of modded Arma, especially ACE and TFAR, where they can learn at their own pace without the pressure of a Zeus run game night plus running patrols on Takistan is just plain fun. Is this a world of pain that should be avoided?
  15. I just noticed the rifles were pretty ineffective, I felt like I was firing blanks. This is coming from a guy that runs the SPAR-16 on EU1 which isn’t exactly powerful.
  16. JJ Cakes

    Mikael

    That's a thoughtful gesture and thanks for handling that.
  17. I was just scrolling through here to make sure someone posted that clip.
  18. Welcome! And feel free to join us on Discord if you haven't already, there's a link on the right side of the front page of the forum.
  19. @Whigital I may have figured out the fix I'm requesting, probably should've done it as a new post.
  20. OK, I think I actually figured this out. This example is for an AR, but similar would apply to Marksman and Sniper. In ArsenalRoleRestrictions.sqf this is what's there currently for AR: // Autorifleman case _isAutorifleman: { _allowedWeaponsArray = ( InA_AllowedArsenal_generalPistols + InA_AllowedArsenal_Machineguns ); }; The requested change would change it to this: // Autorifleman case _isAutorifleman: { _allowedWeaponsArray = ( InA_AllowedArsenal_generalPistols + InA_AllowedArsenal_Machineguns ); _allowedWeaponPickupArray append { InA_AllowedArsenal_generalCarbines + InA_AllowedArsenal_generalAssaultRifles }; };
  21. Oh Midnight, if you're cool with this and it's not a total arse ache for Whigi, this can get dropped from the community meeting.
  22. Yeah, I didn't have a good definition for what I was trying to convey, but by "base" rifle, I just mean the infantry rifles you can get as say a medic. I assume everything available to a medic in the arsenal covers all the infantry rifles carried by AI. So yeah, don't allow everything to be picked up, just allow AR/DM/Sniper to pickup lowly infantry weapons on top of what they're already allowed. Hopefully that makes sense.
  23. Playing with Damo tonight he went bingo on ammo as a designated marksman and couldn't pickup an enemy rifle until we finally killed an enemy with a DMR because load out restrictions. I could see the same thing happening if you're playing as AR/sniper. I tried to give him my SPAR-16 which just resulted in my rifle getting deleted. How about all "base" rifles are whitelisted but the restrictions in the arsenal remain? That way players can loot rifles and ammo when the need arises. I can't really think of how this would be abused, sure an AR/sniper/designated marksman could downgrade at first chance by looting, but if they only wanted to run a "base" rifle they could do that through role selection. Just a thought from a member of the Late Nite Low Pop No Logi Support infantry jerks.
  24. Thanks for taking the initiative and getting this stuff out there!
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