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ansin11

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Posts posted by ansin11

  1. Some of them are questionable; I joined the server, loaded the  mission, Alt + Tabed out for a second, Arma became unresponsive as it sometimes does when I Alt + Tab from it, I killed it from the Task Manager, started it back up again aaaaaaaand couldn't connect to the server until five minutes had passed. What's the benefit of that? I don't know.

  2. I am well aware that one can rebind those keys, but you can't force people to fix their controls every time they want to play on a vanilla server. Like seriously, what kind of design philosophy is that?

    I don't know about the new control schemes, but for me, Page Up and Page Down change weapon zeroing.

     

    The onscreen compass is what I consider a tech demo. Disable the crosshair but add a UI compass? If pressing K is too much of an inconvenience for me and I want my HUD changed I'll download a mod. Disable it by default at least; making decisions for the user is, just like rebinding preoccupied keys, quite a dick move.

  3. Pause / Break for ear plugs is fine for me, spotting should be placed on the same key as the player uses for the vanilla spotting / targeting and U for the menu thing is also fine as this just replaces the vanilla squad menu. I don't remember the other custom feature, so maybe that's one of the... tech demos.

    Also please allow players to not have any key assigned at all.

    I don't know if binding the custom spotting to the same key as targeting can be done without unwanted side effects, but that really is none of my problems.

  4. Went in for 25 minutes.

     

    Gameplay felt good so far, I played on low server population though. I am impressed by the rework of the map, I like it. The additional hints are also nice; I'm not sure about the ping / spotting system yet.

     

    It's no secret I'm not a fan of many of the paths you chose to go with I & A 4. At all. So no offense. It's merely my personal opinion that I really don't like a reward point system for gear. It's also just personal preference that I absolutely detest the UI design choices that have been made. And it's also my own trouble that a few features feel like they are just tech demos to me (tech demos as in "Yes, this can be done in Arma, it's possible. Why we should use it we don't know, we just did it. Look, it even works!").
    But an aspect you really should rework is rebinding keys, especially keys that are already in use (Page Up, Page Down). That's just insanely intrusive and horribly bad practice.

     

    Other than that, the mission works and I had fun shooting some OPFOR. A fine job well done gentlemen.

  5. Don't mind me, I was just trying to express how I feel about the situation. It doesn't necessarily make too much sense. It just doesn't feel and sound like the Invade & Annex I know anymore.

     

    What I forgot to mention in my original post is that I really like that one can now play a different faction than just NATO everytime. The downside here of course is that the gear is restricted to the current faction, but I think that's an appropriate tradeoff.

  6. 9 hours ago, TheScar said:

    That being sad,i feel like this is more of a new mission with very few connection to the used I+A spirit.

     

    9 hours ago, TheScar said:

    In general,the mission feels like more of a EU3 breed mindset than as my beloved war chaos on EU1.

    I dislike.

    This is exactly my opinion on the matter as well.
    I really shouldn't be talking because I have never played I & A 4 further than the point at which I was first asked to select my role through an ingame custom menu. But what the hell.

     

    The point is that with I & A 4 you've merged Invade & Annex with a (reward) point system somewhat similar to that of other Arma 3 gamemodes (e.g. Exile, Life, KotH) and elements from EU#3 and the result appears to me like something that cannot convey the I & A spirit and feeling that I am used to.

     

    Over the years, Invade & Annex has developed its own sort of... culture, spirit, concept, way and character.

    When I connect to EU#1, I'm looking for that experience exclusive to, well, the AhoyWorld EU#1 server. It's easily accessible to all players, with only lightly restricted freedom and (thus) ordered chaos. Arma is a huge sandbox and I & A preserves some of that sandbox even during the live mission, especially with Zeus.

     

    Spoiler

     

    • You are new to Arma 3? - No problem, you can play I & A with just the most basic knowledge.
    • You are an Arma veteran? - I & A is a relaxed, large scale, dynamic, live sandbox for you. It even has its own meta to work with and optimize for.
    • You want to be alone? - No problem. Just make your very own private group. Or stay out of groups altogether. You can even solo a vehicle if you want. Or a (side) mission. If you can.
    • You want teamplay? - Entirely possible, you'll just have to find people who also want teamplay. That's probably the more difficult part on EU#1.
    • You don't have a lot of time? - No problem, the I & A gameplay is not even split up into matches or rounds, join and leave as you please. And you can still play any role, gear or vehicle you like, you don't have to unlock it first. It just needs to be available.
    • You want to experience some of Arma's possibilities? - Sure thing, you can fly aircraft, use tanks or provide fire support with an OPFOR sniper rifle. It's all there, on one server, in one mission.

    These are just some very basic aspects, there are others. Let's use that annoying @ansin11 dude for illustration:

    Ansin knows a lot about Arma 3, it's just that he's inherently bad at it. Well, no problem, on EU#1 he's not playing PvP and he can also just do his own thing. For example, he likes to fly in Arma. Since his skills are not abysmal enough to ruin the fun of other players, he qualifies for an EU#1 pilot slot. So the only limiting factors for him flying are wether he wants to fly or not and wether there's a free pilot slot or not. You might ask: "Why doesn't he just fly in the editor?" - Well because its quite boring. The environment doesn't change, the situation doesn't change, the AI doesn't care about you flying them somewhere and so on and so forth. EU#1 offers that unique experience where you can pretty much do what you want (with your aircraft) plus it also offers that interesting dynamic situation where you get shot dead by enemies if you make stupid decisions. This makes flying a whole lot less boring. EU#1 also offers passengers, making ansin's flying less pointless and more engaging. During the routine and easy parts of the flight he can chat with some of the regulars and witness people on EU#1 being... people on EU#1. Overall, quite entertaining.

    Bonus feature: ansin can ragequit when he's had enough and nobody is going to care. No matchmaking ban. He doesn't even lose any XP. Nice.

     

     

    On EU#1, you can do whatever you want. The only restrictions are the arsenal restrictions (to provide some basic form of sense and immersion) and the very loose rules designed to preserve that freedom to play any way you want to for all players equally.

     

    Like I said, it's a big sandbox. You can crashland your helicopter and suddenly half the server joins forces for a rescue effort against the evil Zeus. Unlikely, but entirely possible. Or you can just blow the bird up and respawn. Which is technically against the rules, but in more than 90% of cases nobody is going to care. That is the amazing and unique potential I & A offers.

     

    Something new, change and innovation are necessary and should not be stopped by people like me, but, in my opinion, some details of the I & A 4 concept seem more like proofs of concept, technical gimmick and showing what can be done. There sure are missions where all these things would be very cool, but as for Invade & Annex, I am afraid that these changes restrict the ease of access and the freedom I & A offers, even though they should actually only add to it.

     

    That's why I am not happy with what's being developed here and why I don't want to support it.

  7. I didn't choose the names, BIS did. The carrier is named USS Freedom and the Liberty class ships have the following selection of hull names (textures) available for their customization:

    • Liberty (a3\boat_f_destroyer\destroyer_01\data\destroyer_01_tag_01_co.paa)
    • Virtuous (a3\boat_f_destroyer\destroyer_01\data\destroyer_01_tag_02_co.paa)
    • Constitution (a3\boat_f_destroyer\destroyer_01\data\destroyer_01_tag_03_co.paa)
    • Valor (a3\boat_f_destroyer\destroyer_01\data\destroyer_01_tag_04_co.paa)
    • Glory (a3\boat_f_destroyer\destroyer_01\data\destroyer_01_tag_05_co.paa)
    • Democracy (a3\boat_f_destroyer\destroyer_01\data\destroyer_01_tag_06_co.paa)
    • Micdonals (a3\boat_f_destroyer\destroyer_01\data\destroyer_01_tag_07_co.paa)

    The DDGs can have (almost) any three-digit hull number assigned and fly any flag texture from the game files, but unless you make your own texture, your ship can only have one of those names (or none).

     

    Long story short, my choice was limited ?

    I'm glad you like it though!

  8. Since it would be very rude to ignore such a generous offer, here is the USS Democracy (DDG-136) launching a Venator cruise missile using its Mk41 Vertical Launch System.

    In the background: USS Liberty (DDG-131), typeship of the Liberty class, also launching a Venator, and DDG-137 USS Micdonals.178249983_Bild3(Bearbeitet).thumb.png.4484394ddde1e532b06e33b253bb796f.png

     

    Does this picture summarize my Arma 3 experience in 2018? Let's see...

    • Was it created in the editor using only vanilla assets? - ✔️
    • Does it use scripts? - ✔️
    • Did it take a ridiculous amount of time? - ✔️(three hours)
    • Will it never see the light of the Steam Workshop? - ✔️
    • Did I enjoy this? - ✔️

    Yup, defenitely my Arma 3 experience.

  9. 6 hours ago, Mackers said:

    22:14:03 Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
    22:14:03   Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
    22:14:03   Error Undefined variable in expression: ext_drive_dirt_volume
    22:14:03 Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
    22:14:03   Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
    22:14:03   Error Undefined variable in expression: ext_drive_dirt_volume

    Dust animation for vehicles I think.

     

    As Stan said, most are not our fault, plus, in my experience, script errors usually won't decrease performance in Arma missions unless they create an infinite loop or something of that kind.
     

    Spoiler

     

    The real problem is this block of code that runs on the server:

    private _blackListArray = [[currentAO, 800]];
    {
        private _toPushBack = [_x, 800];
        _toPushBack pushBack _blackListArray;
    } forEach BaseArray;

    ?

     

     

  10. Well then just either

    • delete or rename [...]\Functions\SeatRestrictions\fn_restrictedAircraftSeatsCheck.sqf

    or

    • remove
      class restrictedAircraftSeatsCheck {};
      from [...]\Functions\cfgfunctions.hpp

    and have a look where the now undefined function generates errors. Isn't this the obvious way to go when removing something?

  11. 17 hours ago, kellz said:

    A side note and not relevant to the above, I'm surprised ahoyworld has not simply released a template without all the scripts present as-is. I realize that ahoy can do whatever it pleases as it is their scenario and mission, but with how often it gets asked, it'd just make the whole process easier.

    Because I & A is not a clean, organized enterprise project. We're not using version control and we ignore a lot of software engineering standards. We should probably change that. But then again I have no idea how they did it in I & A 4 and how far they are with it, so maybe we are doing it by now.

     

    As for AW_fnc_restrictedAircraftSeatsCheck, it (should) only be added to the two Event Handlers Stan already mentioned, so if you removed those two lines, you should be fine. Did you save your changes and restart the test run? The GetInMan and SeatSwitchedMan Event Handlers stick to their unit even after respawn.

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