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MidnightRunner

AW Core Staff
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Everything posted by MidnightRunner

  1. Slides from today's meeting: AW220721.pdf Thanks to all that showed up. Items for further discussion and polls will be posted soon VOD available on : https://www.twitch.tv/ahoyworld Minutes to follow
  2. @TheScar a lot to unpack here so let me know if I miss something ATGMs on UAVs: Something to add a little variety to the role, if it turns out to be unbalanced or negative to other players experience we can revert. AO Hint: For the most part it helps pilots not get caught with an AO underneath them. A few seconds warning is not enough for anyone to get an unfair advantage on the next AO but could allow pilot to dive and run. Again if this turns out to be the opposite we can always revert. Command HQ & new sub obj feedback: Thanks, will discuss how to better balance these objectives. Feedback was generally good for these but can understand they may be too aggressive. Will also discuss % of drops by attack craft. Ammo trucks: Has been an issue from the start. Ammo trucks have a legitimate use and when used correctly are quite a positive thing but when used incorrectly are just game breaking. We have looked at several potential fixes but most options need a large rework of certain items which adds bloat to the mission. The admin team don't generally look well on this activity as it does fall under rule 4.2.1.Exploiting bugs, glitches, loopholes, exploits, … for personal gain will not be tolerated, but I do understand the mission has no automatic way of dealing with this when there is no admin present Optimisation: When did you start noticing this? (Rough idea of when can indicate a version number when it started etc) AO numbers: Reducing the overall number of AOs required to win, would require a change to the code but may not be difficult (honestly no idea what is required). I will discuss with the dev team.
  3. Mission Name: PMC Ops Revenge Week 5 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset CHADS Revenge.html (Plus usual optional mods) 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: 43 Platoon // 3 man element Alpha - Delta // 9 man elements Nomad // 2 man recon element Vortex // 2 man pilot team Situation Following the recovery of the open laptop we have determined that our previous failed target, the counter insurgency office, is holed up somewhere in Chernogorsk. Unfortunately, the city is in a full military lockdown. However, we have arrange for some humanitarian supplies to be delivered to the docks in the city received permission to enter the city to collect the supplies, hopefully giving us another opportunity to take out the COIN officer. Assets: 1 x UH-60M 1 x MH-6M Various ground support vehicles Friendly Forces: UN Observation force Chernarussian rebels Enemy Forces: Local criminal factions Neutral Forces: Chernarus Defense forces Russian Military observers/advisors Civilians: Civilian presence to be expected, concentrated in built up areas. Mission Using the cover of collecting supplies from the dockyard. Insert a force into Chernogorsk to find the COIN officer and eliminate him. Our cover may be quite fragile in this area. Make sure that if you are discovered that you are not then seen leaving in our vehicles. Ensure any forces that go loud have disengaged from Chernogorsk and broken contact before CHADS vics pick them up. File photo of COIN officer briefing his officers: Execution Objectives: 1. Collect the 6 supply crates from Chernogorsk harbour 2. Find and eliminate the COIN officer 3. Maintain the cover supplied by the humanitarian mission Movement Plan: At Commanders discretion Rules of Engagement: Enemies may be engaged on sight based on current squad orders Civilians are present in the area so collateral damage is to be kept to a minimum. Admin & Logistics Equipment & Resupply: At the commander’s control, assets are available at base to facilitate this. Reinforcements: Unlimited At commanders discretion, transport assets are available. Command & Control Command: Overall command lays with codename "Overlord" who will set objectives and ROE. Operational control on the ground lies with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
  4. Balance issues and suggested changes can form part of the overall I&A discussion
  5. I'm planning to steam to Twitch on the Ahoyworld channel for those who cannot make it. As a fallback I will also be recording it my end, so that the minutes can be prepared and posted to the forum. Already there On agenda Included
  6. Frontlines Version 0.4.10 update for 21/07/21 [Tweaked] FOB Assault will now target the busiest FOB [Tweaked] How AI are given to HC, should work better to prevent squads losing waypoints [Tweaked] All missions now take place in 2035 [Tweaked] Moved & removed a few objectives on Cherno [Tweaked] AI will stop surrendering after a certain time without being handcuffed [Fixed] Build menu showing incorrect second digit for mission progress requirements
  7. Today is your last chance to submit topics for the agenda as I will finalise it this evening to give adequate time for preparation to be done for each item.
  8. Changelog for 3.4.07 - [Added] Disclaimer message when opening UAV Terminal - [Added] Chance for ATGMs on UAVs - [Added] Next AO hint and spawn delay - [Added] Revive actions for medical vehicles - [Added] Backend Discord functionality - [Added][Altis] Mainbase teleporter to docks - [Added][Altis] Main AO SubObj Mortar Team - [Added][Altis] Main AO SubObj AA Fortification - [Added][Altis] Main AO SubObj AAA Fortification - [Fixed] Sidemission Destroyer not despawning - [Fixed] Downed player medical icon Z position - [Tweaked] Sidemission SecureAsset holdaction range - [Tweaked] Enemy CAS jet type probability - [Tweaked] Abandoned vehicles moved to spawnpoint get health and fuel - [Tweaked] Repair/Refuel actions - [Tweaked] Supplycrate contents and drop actions - [Tweaked][Altis] Main AO garrisoned building set to indestructible - [Tweaked][Altis] Helicopter respawn delay increased (2 -> 5 min.) - [Tweaked][Altis] Main AO SubObj Comms nearObjects range - [Removed] Deprecated defines
  9. Changelog for 3.4.07 - [Added] Disclaimer message when opening UAV Terminal - [Added] Chance for ATGMs on UAVs - [Added] Next AO hint and spawn delay - [Added] Revive actions for medical vehicles - [Added] Backend Discord functionality - [Added][Altis] Mainbase teleporter to docks - [Added][Altis] Main AO SubObj Mortar Team - [Added][Altis] Main AO SubObj AA Fortification - [Added][Altis] Main AO SubObj AAA Fortification - [Fixed] Sidemission Destroyer not despawning - [Fixed] Downed player medical icon Z position - [Tweaked] Sidemission SecureAsset holdaction range - [Tweaked] Enemy CAS jet type probability - [Tweaked] Abandoned vehicles moved to spawnpoint get health and fuel - [Tweaked] Repair/Refuel actions - [Tweaked] Supplycrate contents and drop actions - [Tweaked][Altis] Main AO garrisoned building set to indestructible - [Tweaked][Altis] Helicopter respawn delay increased (2 -> 5 min.) - [Tweaked][Altis] Main AO SubObj Comms nearObjects range - [Removed] Deprecated defines
  10. Mission Name: PMC Ops Revenge Week 4 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset CHADS Revenge.html (Plus usual optional mods) 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: 43 Platoon // 3 man element Alpha - Delta // 9 man elements Nomad // 2 man recon element Vortex // 2 man pilot team Situation Following the attack on the airfield the CDF were forced to reposition some of their assets. To avoid attack they have split up some of their vital infrastructure to keep it hidden. We have discovered the location of several of these assets. Assets: 1 x UH-60M 1 x MH-6M Various ground support vehicles Friendly Forces: UN Observation force Chernarussian rebels Enemy Forces: Local criminal factions Neutral Forces: Chernarus Defense forces Russian Military observers/advisors Civilians: Civilian presence to be expected, concentrated in built up areas. Mission Find and destroy the CDF assets hidden in the area. Execution Objectives: 1. Find the CDF positions 2. Destroy the tactical assets 3. Maintain the cover supplied by the humanitarian mission Movement Plan: At Commanders discretion Rules of Engagement: Enemies may be engaged on sight based on current squad orders Civilians are present in the area so collateral damage is to be kept to a minimum. Admin & Logistics Equipment & Resupply: At the commander’s control, assets are available at base to facilitate this. Reinforcements: Unlimited At commanders discretion, transport assets are available. Command & Control Command: Overall command lays with codename "Overlord" who will set objectives and ROE. Operational control on the ground lies with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
  11. Mission Name: PMC Ops Revenge Week 3 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset CHADS Revenge.html (Plus usual optional mods) 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: 43 Platoon // 3 man element Alpha - Delta // 9 man elements Nomad // 2 man recon element Vortex // 2 man pilot team Situation Since the failed attempt on the life of the CDF counter insurgency officer, he has increased his security and made another attempt on his life unlikely at the moment. The CDF have also stepped up their information warfare activities and it is nearing the point where we believe they may be able to discover our true reason for being in Chernarus. To avoid this we have arranged to aid our rebel allies in attacking and neutralising the enemies quick reaction aircraft in the NW airfield. In return they will provide us with the location of the CDF forward communications equipment. Assets: 1 x UH-60M 1 x MH-6M Various ground support vehicles Friendly Forces: UN Observation force Chernarussian rebels Enemy Forces: Local criminal factions Neutral Forces: Chernarus Defense forces Russian Military observers/advisors Civilians: Civilian presence to be expected, concentrated in built up areas. Mission Aid the rebels in assaulting and disabling the CDF airfield. Then using the information provided assault and destroy the CDF communications position. This must be done while maintaining our humanitarian cover. Execution Objectives: 1. Deliver combat supplies to the rebels and aid them in the assault on the NW airfield 2. Find and destroy the CDF communications hub 3. Maintain the cover supplied by the humanitarian mission Movement Plan: At Commanders discretion Rules of Engagement: Enemies may be engaged on sight based on current squad orders Civilians are present in the area so collateral damage is to be kept to a minimum. Admin & Logistics Equipment & Resupply: At the commander’s control, assets are available at base to facilitate this. Reinforcements: Unlimited At commanders discretion, transport assets are available. Command & Control Command: Overall command lays with codename "Overlord" who will set objectives and ROE. Operational control on the ground lies with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
  12. Frontlines Version 0.4.9 update for 07/07/21 [Tweaked] Radar build range [Tweaked] Added laser designator to all factions [Tweaked] FOB Assault difficulty [Fixed] Helipads/Hangars being moved increasing air counts [Fixed] Helicopters stuck hovering once they have paradropped
  13. Hey all, For the mission tonight the mod creators have made a mistake by leaving a file in the mod that is not keyed. You will need to go to you arma directory which for me is in the following location SteamLibrary\steamapps\common\Arma 3\!Workshop\@Stargate ARMA Beta\Addons Another way to find this is through the launcher: Go to the mod tab Find the Stargate mod in the list Click the 3 dots in the bottom right Click "Open folder in windows Explorer" Open the addons folder Delete "catacomb_mod.pbo.SG_war_lord.bisign" If any issue let me know as I will be in TS to help
  14. MidnightRunner

    FENRIR

    Hi @Mino, I have reviewed your original ban and subsequent appeal. You were banned in May 2020 for what I'll describe as hate speech. Upon your March 2021 appeal being unsuccessful you doubled down on the language used and had your forum account banned. A ban such as this is not overturned lightly if ever, and even then not in such a short timeframe. At this time I have no reason to believe that your behaviour will change. Therefore I see no reason to believe that this appeal is different. BAN APPEAL UNSUCCESFULL
  15. Frontlines Version 0.4.8 update for 04/07/21 [Added] Repair town side objective [Added] Menu to retrieve supplies manually from a factory or a FOB [Tweaked] Scaling on city and military objectives [Tweaked] Garrison radius on secondary objectives
  16. I haven't looked into it much. It seems to have put everyone as a Newbie by default. Hadn't noticed the activity feed thing, that's a little poop to be fair.
  17. Mission Name: PMC Ops Revenge Week 2 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset CHADS Revenge.html(Plus usual optional mods) 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: 43 Platoon // 3 man element Alpha - Delta // 9 man elements Nomad // 2 man recon element Vortex // 2 man pilot team Situation Following the events in Zelenogorsk the Chernarussian forces have sent a team to investigate what happened. It turns out that the leader of the investigation is a senior anti terrorism officer within the Chernarussian defense force. In order to aid the rebel forces in the area we aim to assassinate this senior officer. Our public mission is to provide aid to an IDAP medical encampment which are being attacked by cartel forces. Assets: 1 x UH-60M 1 x MH-6M Various ground support vehicles Friendly Forces: UN Observation force Chernarussian rebels Enemy Forces: Officially none Neutral Forces: Chernarus Defense forces Russian Military observers/advisors Civilians: Civilian presence to be expected, concentrated in built up areas. Mission Find an eliminate the CDF officer, while protecting the IDAP medical compund. Execution Objectives: 1. Defend the IDAP position from the cartel forces 2. Find and kill the CDF officer 3. Maintain the cover supplied by the humanitarian mission Movement Plan: At Commanders discretion Rules of Engagement: Enemies may be engaged on sight based on current squad orders Civilians are present in the area so collateral damage is to be kept to a minimum. Admin & Logistics Equipment & Resupply: At the commander’s control, assets are available at base to facilitate this. Reinforcements: Unlimited At commanders discretion, transport assets are available. Command & Control Command: Overall command lays with codename "Overlord" who will set objectives and ROE. Operational control on the ground lies with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
  18. Frontlines Version 0.4.7 update for 30/06/21 [Tweaked] POW's must be on foot to be captured [Tweaked] TL's can now recycle and move objects [Tweaked] Intel gain from POW now increases with threat level [Tweaked] Improved opfor hunting during humanitarian mission [Tweaked] Vehicle must be still for crates to be unloaded [Fixed] Sometimes mobile respawns were showing on map when destroyed
  19. Changelog for 3.4.06 - [Added] Disclaimer message when entering a CAP/CAS/FSG asset - [Added] Cleanup of player spawned drones when UAV disconnects - [Added][Altis] Fortifications for garrisoned building - [Fixed] Anti-Air Artillery Prio cleanup - [Fixed] Destroyer sidemission spawning on land - [Fixed] Position finding function parameters - [Fixed] Milita Camp sidemission ending prematurely - [Tweaked] Main AO fortifications set to invulnerable - [Tweaked] Repair/Refuel/Unflip vehicle actions - [Tweaked] Taru Pod attachment - [Tweaked] Destroyer sidemission - [Tweaked] SubObj Tanksection spawning - [Tweaked] Main AO garrison faction based on AO type - [Tweaked] Mission positioning blacklist functionality - [Tweaked] Airframe pylon function - [Tweaked][Altis] Rewards list - [Tweaked][Altis] Allow AT to pick up LAT launchers - [Removed][Altis] Ability to slingload the Taru Pods at FOB Guardian
  20. Changelog for 3.4.06 - [Added] Disclaimer message when entering a CAP/CAS/FSG asset - [Added] Cleanup of player spawned drones when UAV disconnects - [Added][Altis] Fortifications for garrisoned building - [Fixed] Anti-Air Artillery Prio cleanup - [Fixed] Destroyer sidemission spawning on land - [Fixed] Position finding function parameters - [Fixed] Milita Camp sidemission ending prematurely - [Tweaked] Main AO fortifications set to invulnerable - [Tweaked] Repair/Refuel/Unflip vehicle actions - [Tweaked] Taru Pod attachment - [Tweaked] Destroyer sidemission - [Tweaked] SubObj Tanksection spawning - [Tweaked] Main AO garrison faction based on AO type - [Tweaked] Mission positioning blacklist functionality - [Tweaked] Airframe pylon function - [Tweaked][Altis] Rewards list - [Tweaked][Altis] Allow AT to pick up LAT launchers - [Removed][Altis] Ability to slingload the Taru Pods at FOB Guardian
  21. I'm not 100% and someone can correct me if I'm wrong but I don't think that is feasible. I'd imagine if the object is released mid air it would immediately become a physics object that can interact with the Taru and lead to many explosions.
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