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JJ Cakes reacted to Schubz in Wibbler Helicopter Transport Scenario + RHS-BAF
Yeah, starting this mission with ACE loaded was kinda dumb, ... Frontline ModSet to have all the choppers available. 🤦♂️
Anyways... Played tonight (with the recommended mods) and it feels like PERFECTION. JJ Cakes - great work! Thank you! 👌
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JJ Cakes got a reaction from Schubz in Wibbler Helicopter Transport Scenario + RHS-BAF
Version 1.0.3 is up, and once again I killed the previous mission on Steam so there's a new link in the first post. At least I know what causes it, it's if I press "Enter" 2X in the change log window in Steam. That's some good design.
Object view distance is now set by the View DIstance parameter which seems to help with distance haze.
All helos now have an explosive charge in inventory, RESPAWN doesn't work, if you want to use a new helo just blow up the current one and you'll be transported back to the airfield.
ACE isn't supported, expect bugs if you have it loaded.
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JJ Cakes got a reaction from Schubz in Wibbler Helicopter Transport Scenario + RHS-BAF
@Schubz I assume you're running ACE since you said you went unconscious? It's weird because you should be invincible but I'm not sure how ACE works with that, I didn't anticipate people running ACE.
I think I just need to make sure there's a respawn point for BLUFOR and that the ammo truck works whether you have ACE running or not. I know the fuel truck works without ACE interact.
And thanks for the feedback!
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JJ Cakes got a reaction from Schubz in Wibbler Helicopter Transport Scenario + RHS-BAF
Scenario update on Steam.
I believe I have the bug fixed where soldiers would get back in the helicopter after you drop them off breaking the mission. They're no longer deleted on landing. After hopefully figuring this out I don't know how the scenario worked in the first place. Tested in MP and SP and so far so good. If @Bomer or @Schubz would be so kind to give it a try, much appreciated.
The LZ Radius parameter in MP wasn't used, the radius was hard-coded and this is fixed. Fixes the bug where if a squad spawned close enough to the airfield at scenario start the LZ would get marked as completed and you'd lose the waypoint to go pick them up.
@Damo3D has reported he can't get the latest version of the scenario and I have the problem where even though I'm subscribed I get the old one if I run it through the "Scenarios" menuitem in SP/MP and not from the editor. Since the original was deleted by Steam there's no unsubscribe so I need to figure out where the old scenario lives on HD (probably using the scenario ID which I don't know now) as to advise how to kill it with fire. On the list...
Outstanding bugs: There's a bug where the scenario just stops working after awhile and I believe I know the cause, if I'm correct it happens when a soldier who has already boarded the helicopter gets killed before the rest of the team gets in. Will need some AW SQF Gods help with the SQF syntax to fix this.
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JJ Cakes got a reaction from Schubz in Wibbler Helicopter Transport Scenario + RHS-BAF
Ahh, now I understand what's going on. In the scenario your character is set as invincible and if you totally destroy a helicopter it should automatically respawn you and the helo back at base. Now there's issues with this like if you lose your main rotor to a tree on landing and you repair the helo but the tree keeps destroying the main rotor.
I'll take a look and see if I can fix this, but the workaround is to just restart the mission if something goes sideways, it's not like you're losing any progress.
And thanks for helping me test the scenario! I went through half a tank of gas on the Blackhawk and the AI behaved the entire time so hopefully that's fixed.
If anyone is having problems running the updated mission since the Steam incident, locally host a new multiplayer mission on Altis and you should see the mission available in there. Thanks to @Damo3D for figuring that out, I'd just been looking in SP scenarios and not seeing it.
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JJ Cakes reacted to trulyTommy in [GUIDE] Resupplying the troops
What happens when the troops on the ground have been fighting tirelessly for too long? They run out of ammo and general supplies like medkits, explosives, etc. To save a trip for the squad back to the base to restock, they can request a resupply drop filled with custom items that the squad needs or a general multi-purpose pre-filled option. This guide will cover the two types of resupply drops, how to carry them out and also talk about the pros and cons of each. I have given each method a self-explanatory codename only used in this guide so it's easier to reference them.
Method 1
SPECIAL DELIVERY
Pros:
Can accomodate custom requirements (missiles, mortar backpacks, static launchers, etc) Cons:
Can only be loaded from main base (very far to most objectives) Slingloading is flimsy so need to take time hooking Harder to indicate it's precise location when unhooked in the air (can bounce and roll when airdropped) Takes time to load the supplybox
Obtain any helicopter capable of slingloading.
Majority of the larger sized helicopters are capable of slingloading. If you are unsure if your helicopter can slingload you can check by looking for the hook icon in the top left hud element whilst inside a helicopter. I will be using the UH-80 Ghost Hawk.
Navigate to the main base Supply Crates zone.
Area is outlined in the image below. This is the only place available where an empty supply crate spawns which can be filled with ease.
Location of Supply Crates zone at main base:
Overlook of what the area looks like:
Use the arsenal to fill the supply crate with whatever supplies necessary.
Grab any backpack with a decent load stat and use the arsenal (soldier standing near the 3 supply crates) to select what you need and then transfer it to the single supply crates closest to the landing pad.
Soldier NPC who acts as an arsenal:
Transferring example supplies from backpack to supply crate closest to the landing pad.
Open the slingload panel, fly above the loaded supply crate and hook onto the crate.
If you do not know how to slingload I recommend seeing a separate introduction tutorial about this.
Opened slingload panel with indication of a slingable object nearby (green dot):
Supply crate hooked to helicopter.
Fly to suitable drop location, land or airdrop the supply crate and mark its location.
Ensure you mark an accurate location so the crate is easier to find. You can use the ping ability to ping the crate on the ground from your helicopter and then mark the ping on your map using map tools although you can always estimate a location too.
Landed crate at drop location:
Marked drop location on the map:
Method 2
EVERYDAY PACKAGE
Pros:
Very available (can be loaded from any FOB) Takes less time to load and drop (no need for fiddly slingloading) Drops with orange flare for clear location indicator (in intense situations) Cons:
Can only contain the default pre-set general supplies (cannot be adjusted)
Obtain any helicopter capable of loading a supplybox from base landing pads.
I am still unsure of which helicopters are capable of this however assume it is only helicopters that can slingload for now. Same as the special delivery method I will be using the UH-80 Ghost Hawk.
Land at any landing helicopter pad with a solid white square.
These areas are commonly used to pick up units from the FOB's or main base. They exist usually on every FOB.
Example of solid white square helicopter landing pads at main base:
Load the supply crate into the chopper using the interaction menu.
Select the green text "Load Supplybox" option and hold Enter to load. Once loaded you will see a message in the bottom right saying "Supplybox loaded.".
Interaction menu option to load supplybox:
Airdrop or unload the supplybox at the required location.
Make sure you are at least 300m away from a friendly base. To airdrop a supply crate you need be at least 50m in the air. To unload a supply crate on the ground you must be landed. Either land on the ground and use the interaction menu to unload the supplybox or simply fly high (above 50m) and use the interaction menu to drop the supplybox in the air where a parachute will attach and the supplybox will fall to the ground slowly.
Dropping the supplybox using the interaction menu in the air:
Airdropped supplybox parachuting down to the ground with orange flare:
Mark supply crate position on the map.
Use any method you prefer. Best way I have mentioned is to ping the airdrop once it has landed and then marking it on the map based on the ping location.
Map marking of aidropped supply crate:
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JJ Cakes got a reaction from Damo3D in Wibbler Helicopter Transport Scenario + RHS-BAF
Ahh, now I understand what's going on. In the scenario your character is set as invincible and if you totally destroy a helicopter it should automatically respawn you and the helo back at base. Now there's issues with this like if you lose your main rotor to a tree on landing and you repair the helo but the tree keeps destroying the main rotor.
I'll take a look and see if I can fix this, but the workaround is to just restart the mission if something goes sideways, it's not like you're losing any progress.
And thanks for helping me test the scenario! I went through half a tank of gas on the Blackhawk and the AI behaved the entire time so hopefully that's fixed.
If anyone is having problems running the updated mission since the Steam incident, locally host a new multiplayer mission on Altis and you should see the mission available in there. Thanks to @Damo3D for figuring that out, I'd just been looking in SP scenarios and not seeing it.
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JJ Cakes got a reaction from Damo3D in Wibbler Helicopter Transport Scenario + RHS-BAF
Scenario update on Steam.
I believe I have the bug fixed where soldiers would get back in the helicopter after you drop them off breaking the mission. They're no longer deleted on landing. After hopefully figuring this out I don't know how the scenario worked in the first place. Tested in MP and SP and so far so good. If @Bomer or @Schubz would be so kind to give it a try, much appreciated.
The LZ Radius parameter in MP wasn't used, the radius was hard-coded and this is fixed. Fixes the bug where if a squad spawned close enough to the airfield at scenario start the LZ would get marked as completed and you'd lose the waypoint to go pick them up.
@Damo3D has reported he can't get the latest version of the scenario and I have the problem where even though I'm subscribed I get the old one if I run it through the "Scenarios" menuitem in SP/MP and not from the editor. Since the original was deleted by Steam there's no unsubscribe so I need to figure out where the old scenario lives on HD (probably using the scenario ID which I don't know now) as to advise how to kill it with fire. On the list...
Outstanding bugs: There's a bug where the scenario just stops working after awhile and I believe I know the cause, if I'm correct it happens when a soldier who has already boarded the helicopter gets killed before the rest of the team gets in. Will need some AW SQF Gods help with the SQF syntax to fix this.
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JJ Cakes reacted to trulyTommy in Hi! I am Tommy.
You may have seen me around EU1 here and there over the past few months but I have been playing on AhoyWorld EU1 for a little under a year now. I love flight sims, I love doing airstrikes, I love missiles(FBI please don't worry, it is strictly in-game) and I love the military. AhoyWorld is where I learnt to play Arma 3 and it's what got me interested in playing Arma in the first place. I went from barely knowing what is going on (I walked to an AO across the map once) to now transporting people with helicopters, doing CAS, CAP, long range sniping, operating tanks, providing support with UAVs or just being on the ground as infantry.
I have learnt the whole game on this server and the experience was more than fun. It always baffles me how other servers are so organised yet still lose so frequently and get absolutely raided but here everybody plays in their own way and still somehow manages to progress objectives faster...
That being said I would like to help out somehow in either the promotion of the community or increasing the player count. I have moderate experience in web development and I have some ideas on how to make AhoyWorld more available and accessable online whether it's increasing it's online presence, making a fresher more up-to-date modern website or just making guides for the community/new players to have at their disposal. If the admin team is interested in anything like this then please let me know. Of course it would be something I occasionally help with, not a full time thing.
So that's me wrapped up. Hope to see you guys on the battlefield!
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JJ Cakes reacted to Havoc in Framework For Mission Creators
Yes. But if you'd rather not use the mod, you can of course remove the calls to functions starting with AWE_fnc_.
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JJ Cakes reacted to possiblyEOD in Hello
Welcome to Ahoy!
As Damo said do check out the discord, We mainly play ArmA 3 (both persistent missions and organed gamenights), where there's plenty of support roles available, and there is a number of us that play squad too. For DCS, we've also recently opened a server running Escalating Terror (a custom gamemode from our very own LH5), and we've started running gamenights too, with the next one this Saturday, the 30th (don't wory about being new, lots of us are!). Any questions feel free to ask, or jump on discord and teamspeak and we'll do our best to help out!
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JJ Cakes got a reaction from Damo3D in Wibbler Helicopter Transport Scenario + RHS-BAF
OK, tried a bunch of fixes for the AI getting out of the helo to no avail, so they still get deleted. Added a new parameter "View Distance" so if you launch in MP you don't have to deal with the "Fog of war".
Still issues (Damo thanks for your help) for people who subscribed to the previous mission and can't update (Steam bullshittery?) and am looking into it.
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JJ Cakes got a reaction from Schubz in Wibbler Helicopter Transport Scenario + RHS-BAF
Oh, I didn't notice that somehow. That might be a clue as to what is borked with the original mission. Midnight sent me some crazy SQF debugging video by Dred Miller and I'm working on getting my setup working with that. You can connect Microsoft Code to a running instance of Arma using a couple Arma mods.
Here's the link for anyone interested:
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JJ Cakes got a reaction from Schubz in Wibbler Helicopter Transport Scenario + RHS-BAF
Important Read!!!
I somehow messed up and created a new scenario and ended up deleting the previous one on Steam, so the new subscribe link is in the first post. You can unsubscribe from the old one and subscribe to the new version.
I think the scenario is "fixed", I noticed that the AI were hopping back in the chopper shortly after insert which I think was screwing up the mission and this was happening in both single and multiplayer. I tried setting "allowGetIn" to false on all the AI but same thing. So now they get deleted on successful insertion. I didn't touch that code, but yeah, Arma.
As per @Bomer I added an ammo truck at the main AO.
If @Schubz would be so kind, would you give this latest iteration a try?
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JJ Cakes got a reaction from Damo3D in Wibbler Helicopter Transport Scenario + RHS-BAF
Important Read!!!
I somehow messed up and created a new scenario and ended up deleting the previous one on Steam, so the new subscribe link is in the first post. You can unsubscribe from the old one and subscribe to the new version.
I think the scenario is "fixed", I noticed that the AI were hopping back in the chopper shortly after insert which I think was screwing up the mission and this was happening in both single and multiplayer. I tried setting "allowGetIn" to false on all the AI but same thing. So now they get deleted on successful insertion. I didn't touch that code, but yeah, Arma.
As per @Bomer I added an ammo truck at the main AO.
If @Schubz would be so kind, would you give this latest iteration a try?
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JJ Cakes got a reaction from Bomer in Wibbler Helicopter Transport Scenario + RHS-BAF
Important Read!!!
I somehow messed up and created a new scenario and ended up deleting the previous one on Steam, so the new subscribe link is in the first post. You can unsubscribe from the old one and subscribe to the new version.
I think the scenario is "fixed", I noticed that the AI were hopping back in the chopper shortly after insert which I think was screwing up the mission and this was happening in both single and multiplayer. I tried setting "allowGetIn" to false on all the AI but same thing. So now they get deleted on successful insertion. I didn't touch that code, but yeah, Arma.
As per @Bomer I added an ammo truck at the main AO.
If @Schubz would be so kind, would you give this latest iteration a try?
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JJ Cakes got a reaction from Damo3D in Wibbler Helicopter Transport Scenario + RHS-BAF
OK, I can totally recreate this, and I put some debug in the SQF file that spawns the new LZ and it's like it's not being called. I'm probably going to need to call in the scripting gods for help because nothing in the code looks weird.
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JJ Cakes reacted to Gambit in Rotation Of Factions On EU1
just my 2 cents, look at awe, we have rotation there, its deserted when a shitty (or ppl just not interested in) faction rotation is on. that will happen to eu1 aswell, but those will never come back (if lets say their first introduction is indep against csat armor).... eu1 should be eu1. with that said im not against rotating eu2, if is not that popular, you got your answer right there, without killing eu1 and its reputation for being one of the best if not the best starter server
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JJ Cakes got a reaction from Art3misZA in Wibbler Helicopter Transport Scenario + RHS-BAF
I added more LZs and I wonder if I broke something. But it's not uncommon with the original mission where it will just stop creating new LZs but it usually takes more than 3 to 4 times before that happens. I'll take a look and see if I can figure it out. (Spoiler: I'm no Whigi)
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JJ Cakes got a reaction from Schubz in Wibbler Helicopter Transport Scenario + RHS-BAF
I added more LZs and I wonder if I broke something. But it's not uncommon with the original mission where it will just stop creating new LZs but it usually takes more than 3 to 4 times before that happens. I'll take a look and see if I can figure it out. (Spoiler: I'm no Whigi)
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JJ Cakes reacted to MidnightRunner in Vindicta Game night March 25th at 19:00 UTC
Mission Name:
Vindicta Game night March 25th at 19:00 UTC
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
Arma 3 Preset Vindicta.html (Plus usual optional mods)
Note: The launcher will complain that you do not have FileXT, that is fine as it is only needed server side.
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 35
Teams will be organised ad hoc with there composition being determined by their mission.
Map/Factions: RHS AAF 2020/ RHS AAF police on Altis
Situation
Operating as overall command and as Zeus I will be assigning objectives depending on what is needed at the time.
The main objective in Vindicta is to overthrow the government.
To do this we will need:
Supplies, lots of supplies, anything you take from the arsenal is finite and precious. Sway the opinion of the civilian population to our side. Capture towns / Checkpoints / outposts to increase our hold on the area.
I will do a quick introduction in game for anyone new to Vindicta when the server opens.
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JJ Cakes reacted to Damo3D in Hello!
Hello @Kaiyo (Tizian), welcome to Ahoy.
Enjoy the Tour with Sho, just remember to forget what you saw when he is on trial!! 🤫 Also if you are looking to get some heli practice in your can check this out
https://steamcommunity.com/sharedfiles/filedetails/?id=2761092427
Some offline practice in all the transport helicopters available on EU#1/I&A3 plus pretty much everything we use in modded game nights the link is for a modded scenario, credit to Cakes or if you need some one to one I am sure Toast would give advice on it, safer to be his copilot
Hope to catch you server side!
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JJ Cakes reacted to MidnightRunner in UKRAINE CRISIS FUNDRAISER
We are very happy to announce that following the fundraiser we have made a donation to the ICRC of £1,255.
For a gaming community like Ahoyworld I am very proud to be part of this. Well done to all who spread the word and to those who donated.
Much Love
Midnight
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JJ Cakes got a reaction from Sho_Iwaizumi in Wibbler Helicopter Transport Scenario + RHS-BAF
I did some hacking on Wibbler's Helicopter Transport scenario to include helicopters from popular mods so you can get some flight time in non-vanilla helicopters. I left the Ghosthawk and Hummingbird in from vanilla since those are staples of EU1 and added more choppahs. Figured I might as well share with Ahoy and feel free to move this if I posted in the wrong spot.
This is now hosted on the Steam Workshop:
Old link, don't use: https://steamcommunity.com/sharedfiles/filedetails/?id=2796584765
NEW LINK USE THIS: https://steamcommunity.com/sharedfiles/filedetails/?id=2801907041
Or just search for "AhoyWorld Helicopter" on Steam.
What mods do I need?
CBA_A3
3CB BAF Vehicles
RHSUSAF
RHSAFRF
RHSSAF
RHSGREF
What helicopters are there?
Vanilla:
Ghosthawk
Hummingbird
Blackfish
X'ian
Mowhawk
Huron
Taru
Hellcat
Orca
Kajman
From mods:
CH 53-E
HT48
Ka-60
Merlin HC4 24
MH-6M Littlebird
Mi24-P Hind
Mi-8MTV-3
UH-1Y
UH-60M
Wildcat AH1 Transport
What else changed?
Pilot is no longer in vanilla gear
Spawned fireteam are US Army desert camo and are team leader, AR, AR assist & rifleman instead of all riflemen (plus a bit of a skills bump)
Added around 30 new LZ's.
Who do I complain to if there's bugs or features I want?
If there's a helicopter you really want to practice with and it's in one of those mods but not in the scenario, hit me up here or on Discord and I'll see what I can do.