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MidnightRunner

AW Core Staff
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Everything posted by MidnightRunner

  1. Frontlines Version 0.4.0 update for 12/5/21 [Added] CBA Settings for UI and Map Marker update intervals [Added] GUIs into the mission [Tweaked] CBA Settings now formatted into sub categories [Tweaked] Logistics menu [Tweaked] USMCwd Arsenal [Tweaked] Mission SQM no longer has RHS dependencies [Tweaked] Cleaned and reformatted some configs to make it easier for faction makers [Tweaked] Some object inits moved to CBA_fnc_addClassEventHandler [Tweaked] If ambient AI dies without vehicle, vehicle will now correctly despawn if not in use
  2. Mission Name: The Parthian Incident Week 1 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset Parthian Incident.html TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 45 (31 USMC, 14 VDV) Situation With the Americans withdrawing from certain middle eastern countries, they have the logistical task of moving their valuable assets out of country. One aircraft carrying a specifically valuable asset to the US airbase in the UAE was hit by a surface to air missile and crash landed somewhere near the Iranian coastline in the Persian Gulf. Iranian authorities have denied access to their territory to recover the aircraft and it's cargo. US forces have ignored this and are staging to enter Iranian territory without their permission. It seems the Russian government are also aware of the item lost by the Americans and have sent a VDV detachment to attempt to recover it for themselves. The Russian relationship with the Iranians is much better than their American counterparts but even still, their presence is also unwelcomed. Assets: Redacted for mission security Friendly Forces: Redacted for mission security Enemy Forces: Redacted for mission security Civilians: Civilian presence to be expected, concentrated in built up areas and centred around villages. Mission Redacted for mission security Execution Objectives: Redacted for mission security Movement Plan: At Commanders discretion Rules of Engagement: Rules of engagement are dependant on objectives and commanders orders Civilians are present in the area so collateral damage is to be kept to a minimum.
  3. Frontlines Version 0.3.2 update for 10/5/21 [Added] More information into tutorial menu [Added] Mission progress display on map [Tweaked] USMCwd configs [Tweaked] Save radius on FOBs [Fixed] Blufor units spawning incorrectly when they should act as opfor [Fixed] Rare chance of ambient civilian not finding a suitable waypoint and getting stuck
  4. Mission Name: Vietnam Campaign Week 11 [Finale] Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset AW Unsung ZEN.html TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC ***Note time change due to daylight savings*** Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 44 (3 Squads of 11, Vortex, Hammer and a 4 man command element) Situation With the enemy counter attack halted it is time for us to drive them from this area. Fortuitously, our intel boys have narrowed down the location of the enemy command post for the entire region. Assets: 2 x IH-1D Iroquois 2 x UH-1C/M21 3 x A-7D Corsair II 1 x A-4E Skyhawk 1 x M-48A3 Patton MBT Friendly Forces: US Armed Forces Enemy Forces: North Vietnamese Army Viet Cong Civilians: Civilian presence to be expected, concentrated in built up areas and centred around villages. Mission Push the NVA out of this region and destroy their command post. Execution Objectives: Push the NVA troops back across the river Find and destroy their command post, capture any officers you can. Engage and destroy any enemy positions or infrastructure encountered 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.
  5. Frontlines Version 0.3.1 update for 04/05/2021 [Fixed] Tank permissions [Fixed] Range on recycling building [Tweaked] Factory menu now has colours to match production [Tweaked] Adjusted USMC arsenal
  6. Frontlines Version 0.3.0 update for 02/05/2021 [Added] All defensive AI will now be utilising LAMBS fully, including camps, garrisons and patrols [Fixed] Factions using other factions vehicles will now correctly spawn their own units [Fixed] Reinforcements spawning at a recently captured radio tower [Fixed] Planes not being removed from count once they are dead [Tweaked] UAVs will now be setup by server in all cases [Tweaked] Logi ambush mission should find a more accurate road in more cases [Tweaked] Platoon roles have increased access to more actions at FOB [Tweaked] Opfor objective finding has its gradient check 'relaxed' [Tweaked] IED factory marker made smaller [Tweaked] Scaling on various secondary objectives [Tweaked] USMCd configs (arsenal and vehicles) and common arsenal configs [Tweaked] HC will now recieve units at postInit [Tweaked] Crate unload position on CH53 [Tweaked] Chance of a side mission spawning now directly related to threat level [Tweaked] Distance based cleanup reduced to 1000m from 1500m [Tweaked] Opfor can now used fixed wing aircraft in FOB Assaults [Tweaked] AN-2 removed from Middle East Civilians (90% of the time it failed to land) [Replaced] GRAD Workaround replaced with a permanent fix with HC now correctly loading all mods
  7. Frontlines update 30/04/2021 [Added] Silencers, coyote carryall to arsenal [Added] Override in Opfor config to force faction crew into vehicle crew slots if the config doesn't match the chosen faction [Tweaked] UAV's will no longer show AI name on the map [Tweaked] Server will now wipe on completion, game is still playable until restart where it would reset [Tweaked] Factories produce 100 supplies every 30 minutes, instead of 20 [Tweaked] Waypoints now cleared with CBA function [Tweaked] Wreck cleanup timers reduced [Tweaked] Scaling increased on some secondary missions [Tweaked] Ambient opfor will now scale with the average garrison strength across the region [Fixed] Negative supplies when logi convoys are starting at a FOB [Fixed] Listening Post not being viewed as finished if full 60 intel is gained [Changed] Flip function replaced with push function - you can now push a vehicle in the direction you are facing. Be careful not to push it into a friendly!
  8. I'm looking at it in the upcoming events tab on the main page
  9. Mission Name: Vietnam Campaign Week 10 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset AW Unsung ZEN.html TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC ***Note time change due to daylight savings*** Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 44 (3 Squads of 11, Vortex, Hammer and a 4 man command element) Situation The enemy have launched a large counter offensive from the North, they have already crossed the bridge at Long Phuoc and overrun the garrison there and FSB Melissa is soon to fall. We cannot allow this last death gasp of an attack to breath life back into the enemy in this province. Assets: 2 x IH-1D Iroquois 2 x UH-1C/M21 3 x A-7D Corsair II 1 x A-4E Skyhawk 1 x M-48A3 Patton MBT Friendly Forces: US Armed Forces Enemy Forces: North Vietnamese Army Viet Cong Civilians: Civilian presence to be expected, concentrated in built up areas and centred around villages. Mission Withstand and push back the enemy assault. They must not make it to Ba Ria. We have been assigned a Patton MBT to aid in our mission. Execution Objectives: Do not let the enemy push as far as Ba Ria Push the enemy assault back as far as you can Engage and destroy any enemy positions or infrastructure encountered 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.
  10. Mission Name: Vietnam Campaign Week 9 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset AW Unsung ZEN.html TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC ***Note time change due to daylight savings*** Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 41 (3 Squads of 11, Vortex and a 4 man command element) Situation The rescued prisoners have provided us with intel about NVA camps in the area that they passed through on their way to the holding camp we rescued them from. Our task is to search for and destroy these enemy camps in order to hinder the NVA logistic infrastructure in the area. We are also looking for where the NVA have set up their command post in the area since being pushed back North. Assets: 2 x IH-1D Iroquois 2 x UH-1C/M21 3 x A-7D Corsair II 1 x A-4E Skyhawk Friendly Forces: US Armed Forces Enemy Forces: North Vietnamese Army Viet Cong Civilians: Civilian presence to be expected, concentrated in built up areas and centred around villages. Mission Assault the positions provided by the rescued POWs. Investigate the purpose of each and search for intel on the location of the NVA command structure. Execution Objectives: Search and Destroy the discovered NVA positions Look for intel on the possible location of the NVA command structure Engage and destroy any enemy positions or infrastructure encountered 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.
  11. Frontlines update 21/04/2021 [Added] Icons added to all Frontlines ACE Actions [Added] Weight check on arsenal exit [Added] Common arsenal items config [Added] Extra check for positive resources before completing a build [Added] Sprud to VDV medium vehicles [Added] Sector garrison mechanics, further explained in tutorial menu [Tweaked] Type of vehicles at counterattacks are now linked to threat level [Tweaked] Humanitarian Relief mission scaling [Tweaked] Clean up after sector is left [Tweaked] Radio channel chart has correct frequencies (coinciding with AW Mod update) [Tweaked] Zeus will now only have AllVehicles added rather then All [Tweaked] Capture ratio to 66% [Tweaked] Civ rep loss on building damage to 4% and 8% for destruction [Tweaked] Sector reinforcement timer increased by 5 minutes [Tweaked] Opfor Jet cooldown increased by 15 minutes [Tweaked] Max intel gained from objects reduced by 1 [Tweaked] Added laser batteries to arsenal to try and prevent crashing issue [Tweaked] Counter attacks no longer surrender, instead will be deleted once area is left [Tweaked] Prevent variables being broadcast if no change [Tweaked] Factories now cap at 1000 resources stored [Fixed] Zeus 'Lose sector' action not removing factory/radio tower [Fixed] Unloading crates from BAF Merlin [Fixed] Reinforcement helicopters now patrol once paratroopers have left [Fixed] Bug causing towns to spawn with 2 extra squads
  12. Hi All, Quick update on Friday stuff since we have had a 2 week break. Firstly Vietnam will return this Friday and continue for the next 3 to 4 weeks. Then, I have a 2 to 3 week story based set of missions, with some different mechanics than we are accustomed to but I think will make it interesting. Following this the CHADS will make their return in a new setting, to make some money while getting some payback for previous offenses against them. More info will be revealed on these in the next few weeks. Midnight
  13. Frontlines update 19/04/2021 [Tweaked] Changed scaling on objectives [Tweaked] Changed side mission timer to be 45 minutes [Tweaked] Updated cleanup scripts Fixed recycling mobile respawns [Fixed] DUI settings now sort properly [Fixed] Possible fix for 'overflow' issue [Fixed] Fix for unloading helicopter crates [Tweaked] Ambient AI will now sleep when the server is empty [Added] Added general resupply crates for BAF
  14. Hiya, welcome to our forums. Glad you've been enjoying your time on EU1.
  15. Step 1) Download the HTML below to somewhere easily accessible (I recommend downloading it to your desktop as we will need to drag and drop it into the Arma 3 launcher.) Arma 3 Preset AW Frontlines Update.html Step 2) Open your Arma 3 Launcher, and drag the HTML file into the mods section in the launcher. The Launcher will then automatically start downloading the required mods. Step 3) Once the mods have finished downloading, we now need to create the preset we are going to use every time we launch ARMA with the Frontlines modset. Luckily, the launcher allows you to use the same HTML we used before, to create a preset that already has the required mods we need selected. In the mods section of the launcher, navigate to the top right tab that says preset. At the bottom, click the import button, and select the HTML you downloaded in step one, a new preset should now be created with the required mods for Frontlines. You can now delete the HTML file, as it will no longer be needed. Step 4) The next step is to install the TFAR radio plugin for Teamspeak. You can locate the TS plugin within the TFAR mod folder. A guide to help you through this step can be found here Step 5) Now we have finished downloading the mods to join AWE Frontlines. We can now launch ARMA and connect by searching "ahoyworld" in the server filters, or by using direct connect and inputting the details below: IP: 116.202.224.207 Port : 2302 You must also be connected to Teamspeak to join the AWE server, please connect using the following Teamspeak address: ts.ahoyworld.net If you have any questions, or you are still having issues in joining AWE, do not hesitate to contact a member of staff and they will be able to assist you in any issues you may be having when trying to connect to our AWE Frontlines server.
  16. AWE Core Principles Community We are a group of like-minded players who enjoy playing authentic modded military missions together. We are all in this together as part of the single whole that is AWE. Without you, the server would not exist. Respect each other and be open-minded about other ways to enjoy the game -- work together to the best of your ability. Maturity As such, we expect a certain degree of maturity to ensure that co-operation and respect are looked after. Conflicts between players must not be allowed to interfere with gameplay, so leave your differences at the door and do not act rashly when faced with them. Structure What we aim for can only be achieved with apt organisation. For the best results, there must be a commanding element in place and everyone must follow their orders. Fun & Fairness The environment of AWE is like any of our servers, a welcoming one. Enjoy yourselves, make the most of what you find and help enhance the gameplay for everyone else. As a commanding element, your job includes creating an inclusive environment where everyone gets to play fairly and nobody is disadvantaged. Rules Upon entering the server, you are agreeing to abide by the rules set forth by AhoyWorld. The general rules of AhoyWorld apply. Examples are provided for clarity but are not exhaustive. Obey the Chain of Command. Admins > Platoon Commander > Squad Leader > Team Leader > any other role. Armour and Air crews rank at or below Team Leaders depending on the circumstances. Do not take a command slot without the intention of playing it as a command role. We do not expect Platoon Commanders to lead the charge on the front line. Respect your fellow players; never harm them. Do not fire on targets you have not identified as hostile. Intentional or revenge teamkills will be sanctioned harshly. Apologise for accidental teamkills. Griefing, abuse of the medical system or other tactics that bring other players into harm's way fall into this category. In addition to the following rules specific to AWE Frontlines, the rules governing all games played on AhoyWorld are applicable, found here: The following are the rules of AWE Frontlines. Acting Command may override these rules if the situation calls for it. General Play your role and perform the functions required by it Use equipment that is appropriate for your role and always have equipment required for your role to function Example of unacceptable use of equipment: Medic with marksman rifle, an LMG with a sniper scope, carrying excessive medical supplies as a non-medic, etc. The use of enemy assets is to be done in accordance with the following guidance, where this is unclear refer to a member of staff or the highest person in the COC for clarification. The use of clothing such as enemy uniforms, vests, and helmets is forbidden. Enemy Weapons and offensive equipment are to only be used when necessary, ie: when resupply is unavailable. Enemy vehicles are fine to use as it is in line with the mission. However, the use of vehicles from the current player faction should be prioritised where possible. If you are a squad leader, ensure you have the means to communicate with commanding elements and other elements in the field, i.e., Long Range Radio on the appropriate channel Stick with your team and never lonewolf Players must seek permission from the appropriate chain of command before utilising vehicles captured in the battlefield. Failure to seek permission from command or assuming command would give permission will be seen as a violation of the rule. Slot up in a sensible order Prioritise infantry teams Support roles are to be filled secondary to infantry roles. An exception to this are aircrews. There must be one full infantry squad before support roles can be taken. This rule is not applicable to a server population under 5. The second vehicle crew (Anvil) must only be filled when there are two infantry squads active and after the first vehicle crew is filled. Group composition should follow the lobby structure, unless Acting Command or the flow of gameplay demand otherwise Know your limits and skills, and choose slots accordingly If you do not know how to use a role effectively, reconsider the slot Learn gradually, e.g., lead a team before you lead a squad Permissions In-game permissions such as building, recycling, and vehicle permissions are handled by the mission. Be mindful of the strategic situation If you create too much awareness, it will lead to a counter attack. Clean up your own mess. Same for civilian reputation. Do not go levelling civilian towns and leave others to clean up after you. Respect the time that others put in Only take what is needed for the current objectives. If you take an asset from base and die, find a way to recover it before taking another DO NOT waste resources. Don't build items just for the sake of it or to avoid walking, and always consult with command elements first DO NOT build FOB's with limited numbers online. This is a community effort to be done with input from Command and as many players as possible, as this has long-term effects on the mission. Large objectives such as capital cities and large military installations are only to be attacked when you have at least one full infantry squad (9 infantry) to preserve the enjoyment of the wider player base. Play the mission Exploiting bugs, glitches, loopholes, exploits, … for personal gain is not permitted. If you find an example of this, please report it either on the relevant feedback thread or to a member of staff so it can be fixed Communication Use preset radio frequencies unless Command directs otherwise The radio is to be used for important transmissions only unless directed otherwise Any chit-chat should be had on local / direct Side channel is only to be used in emergencies. If you must use text channel for anything else stick to group, vehicle and direct channel You must communicate orders in a clear, effective and short manner. Always keep your commanding elements informed of your situation Tasking and Commanding Ensure all elements are tasked fairly and incorporated in your plan Do not abuse your powers to create an advantage for yourself or individuals Where a player contravenes our rules, administrative staff may choose to enforce them with a sanction. Typically, staff will apply a sanction in the following order: Warn the player that they have violated the particular rule Kick the player for violating the rule, or repeatedly violating the rule Ban the player for violating the rule, or repeatedly violating the rule Depending on the severity of the infraction, administrative sanctions may be applied in any order: a player may be immediately kicked or banned if the offence is sufficiently severe. If you disagree with a rule or decision, bring it up so it may be resolved in a constructive manner. Any ambiguity can be clarified as needed, but administrative staff will always have the final word regarding the clarification of the situation.
  17. Ahoy, This is the place to find changelogs for versions of AW Frontlines subsequent to the initial release version.
  18. Ahoy, Please post any suggestions / comments / constructive criticism in this thread. Please note that if you suggest an item to be added to the arsenal, please provide the classname to that item otherwise the suggestion will be void.
  19. Mission Name: Vietnam Campaign Week 8 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset AW Unsung ZEN.html TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC ***Note time change due to daylight savings*** Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 41 (3 Squads of 11, Vortex and a 4 man command element) Situation We have discovered the location of many POWs held by the NVA in the area. Command has ordered us to rescue these prisoners before they can be moved away. Assets: 2 x IH-1D Iroquois 2 x UH-1C/M21 3 x A-7D Corsair II 1 x A-4E Skyhawk Friendly Forces: US Armed Forces Enemy Forces: North Vietnamese Army Viet Cong Civilians: Civilian presence to be expected, concentrated in built up areas and centred around villages. Mission Our mission is complicated by an AA battery on the same site as the POW camp, likely a deliberate move by the NVA to avoid airstrikes on that location. We will therefore have to send a ground assault to the area to evac the prisoners but there is the risk that the NVA will seek to move them if they realise what our goal is. TO this end we will be sending an advance force behind enemy lines to either secure the POWs and await evac or to prevent their movement. Meanwhile the main force will push North and secure the area. Execution Objectives: Rescue the POWs Do not allow the NVA to move the POWs out of the area. Engage and destroy any enemy positions or infrastructure encountered 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.
  20. Mission Name: Vietnam Campaign Week 7 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset AW Unsung ZEN.html ****Note updated modset, ZEN and ZEN Ace compat added**** TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 41 (3 Squads of 11, Vortex and a 4 man command element) Situation Our base has been under sporadic mortar fire for a few days now. Command want's us to find and eliminate this mortar unit to prevent any further loss of assets. Assets: 2 x IH-1D Iroquois 2 x UH-1C/M21 3 x A-7D Corsair II 1 x A-4E Skyhawk Friendly Forces: US Armed Forces Enemy Forces: North Vietnamese Army Viet Cong Civilians: Civilian presence to be expected, concentrated in built up areas and centred around villages. Mission Head North from the base to find and neutralise the enemy mortar team. Execution Objectives: Find and neutralise the mortar team Dismantle the enemy positions in the area Engage and destroy any enemy positions or infrastructure encountered 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 Diary accessible through the map. Platoon has limited discretion for change but structure is to be maintained.
  21. Ahoy, Please post any suggestions / comments / constructive criticism in relation to the AW Mod in this thread. We have started a wiki here: https://gitlab.com/ahoyworlddev/ahoymod/-/wikis/home
  22. I'll add a second civ slot so that the reporter can have a camera man. Just need to find a suitable camera asset haha. @Walk'N @Toasted_Bread_Slice slots are yours
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