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Posts posted by MidnightRunner
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Ahoy there!
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Nice job "Anonymising" the pilot haha
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Ahoy there! Welcome
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Hello there,
Glad you finally made it here.
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Nice...sorry I missed it got stuck in a meeting and had a 3 hour drive home after so missed it by a decent amount.
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Decent pilot 7/5 would fly again
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Signed up, looking forward to it
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The "Decal" is his unit tag, check out https://units.arma3.com
The flags are editable items on most vehicles
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Purchase of UGV is bugged, button is clickable in base but you get the "You must be more than 400m away" message, once out of base the button is greyed out.
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Also, it appears that when Viper is destroyed and the 2 players are kicked from the role Reaper is also getting kicked. Had several reports of this today as well as at one stage having 5 vortex pilots, with two of the slots being double occupied.
Reaper also reported that when purchasing a different loadout the original weapons stay in the display but with 0 ammo.
Vehicle ammo box reward drop is not de-spawning as described
All enemy ground reinforcements were spawning in the same spot regardless of where the AO was, is this by design? It was taking them several AOs in some cases to get to their destination.
SpoilerSpawn point was 108105
I feel like the new mechanic of being revived injured if the reviving player isn't a medic, over penalises not being a medic. I think that the extra time needed was enough of a cost. Also the animation shows you being fully healed and then injured again.
I had a few bits re Zeus but want to wait until the next update comes out and will come back to that since some of my comments will be out of date already.
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Ahoy there and welcome. I hope you are enjoying it here.
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The Enhanced mission is down for redesign at the moment, as of yet the modset or method of download has not been released.
For now I would recommend using the workshop versions of allowed mods when playing on EU1 or EU2.
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Welcome, hope you are enjoying it.
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Do you mean the mods from Arma Sync?
If so they are likely out of date, however the steam workshop version of those mods should work fine
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They are still easy to find if you need to, so would it be better to avoid breaking the mission and people could add it to their interface if needed?
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Welcome
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Points to note from tonight's test:
- Alpha Anti Air default rifle is removed by script when playing as NATO Pacific
- Loadout script removed my parachute while falling during paradrop I went splat
- I think vehicle/AI clean up should be a little more aggressive. Picture shows vics and civilians from the last 3-4 AO's, including Opfor, Blufor and civ vehicles. I love that the enemy AI stay it adds a cool dimension to gameplay but the part of me that worries about server load hates that vics and civs are left behind
- Arty strike reward purchase runs through timer on map but no shell lands
- Reward points were not being deducted when purchasing items, but were deducted on donation
- Helicopter ammo drop had an error when triggered on the ground
- I accidentally called an ammo box while in base by calling it then purchasing a vehicle which teleported me to the base and brought the ammo box spawn with me
Zeus stuff:
Ctrl double click command for RC is disabled (Probably a CBA thing)
Garrison instant results in Kick
Zeus spawned units are being cleaned up and deleted
Reinforcement function is disabled
Suppressive Fire function disabled
Spawning Submarine/Frigate results in kick
The 5 minute hunt for that Elite squad was awesome though.
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Ahoy and welcome
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@TheScar you should probably post this in the I&A4 feedback or message Ryko directly. As people might not look at this thread.
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Fun fact the guy on the right in the first picture is actually @TheScar.(Beside the badgers)
Priority Target : Factory
in The Ideas Box
Posted
I like the factory mission, like you say it is sometimes overlooked because it does not have the immediate effect that Arty or AA has. It does build slowly and you can find yourself overwhelmed in the AO if it is not dealt with.
Tactically interesting because if you put yourself between the AO and the factory you can be swamped also, but attacking the factory from the non AO side can be easier.
Not having charges is the same thing as people heading to arty without AT, thats just poor planning.