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MidnightRunner

AW Core Staff
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  1. Like
    MidnightRunner reacted to Lindi in Limits of abusive behavior   
    I would like to add the following:

    What I saw from my end yesterday is:
     
    1. the disruptive behavior was noted.
    2. Reported by both Spartans and players in TS to an admin.
    3. HadesTooksh´tTooFarSon was investigated by admin and was very quickly tied to you.
    4. You were called out on it over side chat.
    5. You were very careful of walking right up to the line of the rules, but not directly over them.
    6. Later I was consulted and I then consulted Core-staff.
     
    So even if you did not see immediate action, some was taken. You were given a benefit of the doubt, due to being a very long standing member of Ahoy and an Ex-staffer. Those two facts are also imho very much the reason you should know better than doing stuff this way instead of taking these issues up on the forums. Two wrongs do not make a right. Ever.
  2. Like
    MidnightRunner reacted to Xwatt in Limits of abusive behavior   
    This is going to be a long response, but let's just get into it;
     
     
    This, right here is what confuses me the most. Plant1ing, you are an ex staff member, and someone who we have held to the highest of standards over the past years as a role model to newer players. You knew your actions would cause toxicity, yet you went ahead and decided that you would want to tarnish your own credibility. Why do you feel a need to test members of staff or spartans, as if you should be the one who pushes them to the limits to see how far they would go to eradicate you, it's wrong. For all of this to be reversed, all you had to do was talk to us, which YOU, YOURSELF know you took the wrong path in what you did, yet you are trying to justify it as correct? you are battling your own balance betwen right or wrong and it's hard to find what the true motive was behind all of this. If you know it's wrong, why do it, you have so many other means to get to us and this is the one you chose.
     
     
    Blatant lies here. You literally invoked teamkilling half the time you were on.
    # 18/06/2019, 17:30:50 : (Side) HadesTookShitTooFarSon: Ryuma lemme check how my HEAT flies toward you
     
    Clearly, your intention was never to teamkill then was it? You didn't do it. but we're talking about intentions just like you said yourself. Calling pilots and players Hyenas and Peasents is absolutely degrading, and you know this yourself, even if you don't aim it at certain players, which you did, so clearly again you've littered this with lies to make it look better.
    18/06/2019, 18:06:18 : (Vehicle) HadesTookShitTooFarSon: hyena whigital you good pilot?
    18/06/2019, 17:30:80 : (Side) HadesTookShitTooFarSon: Let's see if hyena Gaz can fly
     
     
    Let's be honest here, you didn't break any rules, but your intention was just to be a bit of dick (mind my language - I can't put this any nicer) and see how far you can push these admins and spartans before you do what they want you to do - kick them. At an early stage we identified you were Plant1ing through your GUID - and we did what model admins should do - give benefit of the doubt. Even myself, I thought you maybe had a bad day, and we would see if you were to actually break any rules, but instead you decided that you would want to ruin the gameplay of others - through your own free will instead of doing what's right. As an ex staff member you should know what the correct thing to do is - which is the complete opposite of what you did yesterdsay.
     
    To say that admins and spartans had no part in communicating to you is again, complete lies, as seen below,
    18/06/2019, 18:17:67 : (Side) HadesTookShitTooFarSon: Zeus i still think you can do better than strafin us peasants. Perhaps some Falcon?
    18/06/2019, 18:16:84 : (Side) RiverWolf: Zeus's are NOT allowed to randomly spawn assets in for players
    # 18/06/2019, 17:30:50 : (Side) HadesTookShitTooFarSon: Ryuma lemme check how my HEAT flies toward you
    # 18/06/2019, 17:30:15 : (Side) Admiralbumfluff: Hades, please don't announce an intention to TK especially when AW Zeus's are on
    Moreover, the Spartans told the admins, and the admins informed CS about what happened, and look where we are now.
     
    The spartans here took the correct course of action - they clearly responded and told you what is and isn't within their limits, and they did not exceed the boundaries at all, therefore to say "you recieved nothing" is complete and utter lies. Moreover, if you are trashtalking everyone and everything for no reason - They will ignore you.   Players and Admins have to see players trashtalk like this, day in and day out, and it has now become nothing more than you just ignore this. it is not breaking rules to act like a complete egotistical ape, you are just labelled as a dick and you will be ignored by admins/spartans/players, pretty much everyone.
     
    On the point of "My solely intent was to provoke normal course of action of AW admins as they are instructed to do." Plant1ing, who made you the judge now in the ways we deal with players, it has been an awfully long time since you have been staff, the ways that you deal with players compared to the ways that we deal with people have completely changed in that span of time. What we see as acceptable may not be the same for you, we might be doing our job perfectly followng our guidelines, how do you know what we are and aren't instructed to do? you don't have our admin guidelines, how can you possibly be the judge of this?
     
     
    we do, I sat through 30 pages of you talking to make sure I had the full background picture, even if I was in the server at the time.
     
     
    Plant1ing, i'll be honest. Amongst Core Staff, Admins, Spartans and members of the community you were seen as a role model, and someone that new players could go to and get an experience of what AhoyWorld is about. This one little action has done nothing of benefit except tarnish your credibility and reputation at Ahoyworld.
     
    You are always welcome here, granted if your behaviour reverts to that we have seen before this event occured. I wish you the best luck in the future and everything that it holds for you.
     
    - Xwatt
     
     
     
     
  3. Thanks
    MidnightRunner got a reaction from ansin11 in Whats your setup like?   
    Thought the HFC free versions were fine... just looked it up, guess not.
    The more you know
  4. Like
    MidnightRunner got a reaction from poker in Hi!   
    Welcome back
  5. Like
    MidnightRunner reacted to Mark T in Invade & Annex 3 Version History And Feedback Thread   
    3.3.24 (Live)
    - Added capture progress marker
    - Added map action to show how long it'll take for vehicles to respawn
    - Fixed vehicles spawning on top of sheds they're supposed to spawn under
    - Fixed fail message of secure asset mission incorrectly having the 'sub-objective update' title
    - Tweaked reward tarus don't spawn with hex camo but black camo instead.

    3.3.23
    - Added 15 second delay between prio AA objective spawning and the AA turrets coming online
    - Fixed bug in prio AA mission
    - Fixed loadouts not reapplying after respawn
    - Fixed vehicles sometimes being slightly damaged when respawning
    - Tweaked base protection
    - Tweaked reward xi'an is now gray and the pylons are removed, not just the ammo
    - Tweaked vehicle inventories will now be consistent in what it contains (no CSAT gear etc)

    3.3.22
    - Added sensor support for vehicles that support this
    - Fixed loading saved loadouts from the arsenal not working (hopefully)
    - Fixed protect friendly forces being able to fail and succeed at the same time
    - Fixed side mission research data showing an empty notification on completion
    - Tweaked base AA a bit
    - Tweaked the goalkeeper subobj
    - Tweaked base layout a little bit
    - Tweaked HQ subobj for performance
    - Tweaked how vehicles respawn to avoid abuse
    - Tweaked T-100 section subobj to a tank subobj
    - Tweaked backend code from main AOs and subobj
    - Tweaked some code to increase performance
    - Tweaked some stuff to rename the respawn point at main base
    - Tweaked init scripts to get a slight increase in performance
    - Tweaked code for prio factory mission (for performance and readability)
    - Tweaked base and carrier AA, they will now turn their radar off when they go into cooldown
    - Removed friendly arty

    3.3.21
    - Tweaked: more code clean up
    - Tweaked: more code optimization
    - Tweaked: everyone but pilots now have access to the underwater gun
    - Tweaked: the mission now has a proper ending when the required amount of AOs are captured
    - Tweaked: ever so slightly increased the chance of molos airfield being the next AO when the AOs are up there
    - Tweaked: the hint for side missions with friendly forces to differentiate between enemies killing the friendlies and players killing them
    - Fixed bug in AI waypoint script
    - Fixed bug in secure asset mission
    - Fixed bug in ground service script
    - Fixed potential bug in arsenal restriction code
    - Fixed some spelling mistakes (and probably made some more)
    - Fixed (side mission reward) GMG off-road also getting a mortar
    - Fixed no goofing in base hint displaying while not shooting in base
    - Removed some obsolete code

    3.3.20
    - Fixed more errors in TK messages
    - Fixed bug in static weapon seat restriction
    - Fixed some message related to admin seat restrictions
    - Added persistence for vehicle hud preference
    - General code clean up
  6. Like
    MidnightRunner reacted to poker in Hi!   
    Hello there,

    I just wanted to say hi to everyone. Some of you may recognize me as poker (original name was pkzr, but I changed it to something easier for people to pronounce). I recently came back to Arma3 and AW after more than 2 years break. Back in the day I used to play I&A v2.86 or something similar I remember so yeah, it was a while ago. A lot of things changed since then and I'm pretty sure it's not over yet. I'm planning to stick around so see you guys on battlefield!
  7. Like
    MidnightRunner got a reaction from GhostDragon in Mods not signed by server error   
    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.
  8. Like
    MidnightRunner reacted to Ryko in I&A 4 Beta Test Feedback   
    Here is the final change log for Beta 059: we'll be running the next beta test this coming Wednesday at 1800 UTC.
     
    If all goes as planned and there are no major bugs, this may very well be the release version!
     
    059
    ---
    NEW
    1. Added mission persistence and set to ON by default. When server restarts, completed AOs / player rewards are loaded from persistent save.
    2. Added smoke screen deployment option to heavy air trans vehicles (Ghosthawk, Huron, Blackfish level vehicles). It is a action menu item (similar to the deploy ammo box) and will be available when the vehicle is going less than 40 km/h and more than 400m away from base. You have one charge, which can be reloaded at Air service or helipads.
    3. Added Artillery Smoke reward (1000 points).
    4. Added Button in rewards menu to show/hide vehicles, weapons and gear that the player is restricted from purchasing due to their role. Useful to let you purchase a non-role vehicle, then activate the related squad.
    5. Added Vehicle Flag reward (lets you add your faction's flag to your current vehicle)
    6. Replaced vehicle servicing functionality with vanilla repair / rearm / refuel functionality - you just have to drive into the service area, and R/R/R will activate automatically. Vehicle ammo/fuel paradrops also now function this way, but those boxes will despawn after five minutes.
    FIXES
    1. Turret toggling in Ghosthawk
    2. UAV secondary mission
    3. Further fixes to prevent players having access to prohibited gear via the arsenal
    4. Players can no longer donate fractions of reward points (trying to donate 10.7 points will cause you do donate 10 points)
    5. Inventory may no longer randomly close (cleanUp function was deleting player's virtual inventory item)
    6. Empty reward vehicles show up on map.
    7. Skills assignment to OPFOR AI
    8. Attempt to stop AI from spawning in rocks
    9. Reinforcement troops added to composition of enemy, changes win condition and cleanup activities
    10. Ammo drop reward wasn't spawning correctly.
    11. Notifications for when player is incapacitated or killed.
    12. Tweaks to how Goblin UAV spawns
    13. Redesign base restrictions to prevent trolling / griefing and bringing vehicles into player spawn area.
    14. Fixes to prevent exploit on loading gear from arsenal to elude gear restriction.
    15. Gunner positions in the Armed Blackfish are now usable by non-VIPER crew members.
    TWEAKS
    1. Tweaks to rescue civilians mission.
    2. Tweaks to ambient AI spawn placement.
    3. Tweaks to garbage cleanup script.
    4. Tweaks to enemy awareness scripting.
    5. Tweaks to UAV respawning.
    6. Tweaks to respawn loadouts. If you have a loadout saved from the arsenal, you won't get the default loadout for your role on respawn.
    7. Tweak to map markers: empty vehicles show as dark yellow instead of yellow.
    8. Tweak to ammo depot, repair depot and command+control sub objectives:
    8A. Destroying the objective will no longer despawn nearby friendly vehicles (whoops!).
    8B. Tweaked how holdAction charges are set (only one player at a time can set charges, you can't set them more than once, and a notification will spam to nearby players when the charges are set).
    8C. Tweaked how they are spawned, trying not to spawn them directly on roads.
    9. Tweak to enemy reinforcement notification (shortened text to fit in notification box).
    10. Tweak to artillery reward - will now only give one 'splash' report before barrage begins.
    11. Tweak to enemy mortar sub objective, and determining how that task completes.
    12. Tweak to custom vault action. Fixed for when 'v' key is used in vehicles, should resort to default behaviour.
    13. Removed enemy counter attack from secondary missions, not super interesting, win conditions were difficult and in general it was just misbehaving.
    14. Tweak: NATO now has advanced MAAWS, AAF has basic MAAWS (was reversed, thanks Bohemia for confusing class names)
    15. Tweak to revive, trying to fix bug which puts you in medical animation even while you are incapacitated
    16. Tweak to player name tags: name and tag are now place at chest level and responds to player stance position.
    17. Tweaked how map markers are updated and communicated to players.
    18. Reward menu (gear) now only propogates items that attach to weapons you have in your inventory.
    19. Removed Shelldrake (Mortars) squad - problematic in a few ways.
    20. If you are in an air group where no vehicles are available for that group, you will be kicked from that group (VIPER, REAPER and TALON)
    21. Commander cannot kick players from slots in layer configured for pub play (default)
    22. Talon (CAP) vehicles can no longer mount air-to-ground ordinance, but are restricted to air to air and anit-radiation missiles.
    23. Tweaks to heavy asset respawn times (slightly longer).
    24. Slight buff to skill level for the following enemy AI: Anti-air soldier, Pilots, Crew, Squad Leader, Team Leader.
    25. Added 5.56mm magazines to NATO/NATO pacific faction ammo boxes. Simplified how ammo/ vehicle ammo/ vehicle fuel boxes are delivered to the battlefield (no longer spawn a delivery vehicle).
    26. Changed how vehicle rearming works for air vehicles with dynamic pylon loading. Instead of selecting individual weapons, the player can now purchase pre-configured loadouts for these vehicles.
    27. Civilians who stray outside the AO distance are now deleted.
    28. Attempts to fix seat switching to roles you're not allowed have failed; you'll be ejected if you try.
  9. Like
    MidnightRunner reacted to Ryko in I&A 4 Beta Test Feedback   
    Version 059 is now in internal testing.  Change log:
     
    059
    ---
    NEW
    1. Added mission persistence and set to ON by default. When server restarts, completed AOs / player rewards are loaded from persistent save.
    2. Added smoke screen deployment option to heavy air trans vehicles (Ghosthawk, Huron, Blackfish level vehicles). It is a action menu item (similar to the deploy ammo box) and will be available when the vehicle is going less than 40 km/h and more than 400m away from base. You have one charge, which can be reloaded at Air service or helipads.
    3. Added Artillery Smoke reward (1000 points).
    4. Added Button in rewards menu to show/hide vehicles, weapons and gear that the player is restricted from purchasing due to their role. Useful to let you purchase a non-role vehicle, then activate the related squad.
     
    FIXES
    1. Turret toggling in Ghosthawk
    2. UAV secondary mission
    3. Further fixes to prevent players having access to prohibited gear via the arsenal
    4. Players can no longer donate fractions of reward points (trying to donate 10.7 points will cause you do donate 10 points)
    5. Inventory may no longer randomly close (cleanUp function was deleting player's virtual inventory item) (still working on this)
    6. Empty reward vehicles show up on map.
    7. Skills assignment to OPFOR AI
    8. Attempt to stop AI from spawning in rocks
    9. Reinforcement troops added to composition of enemy, changes win condition and cleanup activities
    10. Ammo drop reward wasn't spawning correctly.
    11. Notifications for when player is incapacitated or killed.
     
    TWEAKS
    1. Tweaks to rescue civilians mission.
    2. Tweaks to ambient AI spawn placement.
    3. Tweaks to garbage cleanup script.
    4. Tweaks to enemy awareness scripting.
    5. Tweaks to UAV respawning.
    6. Tweaks to respawn loadouts. If you have a loadout saved from the arsenal, you won't get the default loadout for your role on respawn.
    7. Tweak to map markers: empty vehicles show as dark yellow instead of yellow.
    8. Tweak to ammo depot, repair depot and command+control sub objectives:
    8A. Destroying the objective will no longer despawn nearby friendly vehicles (whoops!).
    8B. Tweaked how holdAction charges are set (only one player at a time can set charges, you can't set them more than once, and a notification will spam to nearby players when the charges are set).
    8C. Tweaked how they are spawned, trying not to spawn them directly on roads.
    9. Tweak to enemy reinforcement notification (shortened text to fit in notification box).
    10. Tweak to artillery reward - will now only give one 'splash' report before barrage begins.
    11. Tweak to enemy mortar sub objective, and determining how that task completes.
    12. Tweak to custom vault action. Fixed for when 'v' key is used in vehicles, should resort to default behaviour.
    13. Removed enemy counter attack from secondary missions, not super interesting, win conditions were difficult and in general it was just misbehaving.
    14. Tweak: NATO now has advanced MAAWS, AAF has basic MAAWS (was reversed, thanks Bohemia for confusing class names)
    15. Tweak to revive, trying to fix bug which puts you in medical animation even while you are incapacitated
    16. Tweak to player name tags: name and tag are now place at chest level and responds to player stance position.
    17. Tweaked how map markers are updated and communicated to players.
    18. Reward menu (gear) now only propogates items that attach to weapons you have in your inventory.
    19. Removed Shelldrake (Mortars) squad - t'was problematic in a few ways.
    20. If you are in an air group where no vehicles are available for that group, you will be kicked from that group (VIPER, REAPER and TALON)
    21. Commander cannot kick players from slots in layer configured for pub play (default)
    22. Talon (CAP) vehicles can no longer mount air-to-ground ordinance, but are restricted to air to air and anit-radiation missiles.
    23. Tweaks to heavy asset respawn times (slightly longer).
    24. Slight buff to skill level for the following enemy AI: Anti-air soldier, Pilots, Crew, Squad Leader, Team Leader.
    25. Added 5.56mm magazines to NATO/NATO pacific faction ammo boxes.
  10. Like
    MidnightRunner got a reaction from Lindi in I&A 4 Beta Test Feedback   
    Would it be possible to have the cache  in the side mission not show on the Zeus interface by default, conscious of it being interacted with or deleted by mistake. #Childproofing
  11. Like
    MidnightRunner reacted to Stanhope in I&A 4 Beta Test Feedback   
    I've played for several hours today and yesterday so now might be a good time for me to write a bit of a longer post with suggestions.  But first some bug reports:
    Yesterday the kill HVT sub objective bugged out causing the AO to be hung up and a member of CS had to join to forcefully complete the mission.  After quickly glancing at that sub obj code an idea I have would be to additionally also work with a trigger with an alive check instead of just the eventhandler.  The UAV side mission bugged out today, for that I'd suggest to additionally add a trigger to check if the UAV is destroyed and fail the mission then.  I know the damage of the UAV is disabled but the alive command also returns false if the variable passed to it doesn't exist.  So if the UAV failed to spawn the mission will simply fail but the missions will keep spawning.  Parachutes are still being removed from paradropping players every so often On at least 2 occasions I've seen huron pilots try to life the huron crates at base but fail to do that.  I'm not sure if that's a bug or by design though. I saw several unassigned people outside of the spawn area.  Maybe add an additional thing to kill unassigned players if they exit the spawn trigger area?  That's it for the bugs, now for some requests:
    Could Zeuses have the ability to force mute players for the entire server?  Say if someone keeps talking and talking in a channel he's not supposed to?  I've had at least one occasion in the last two days were such a feature would've been nice to have.  It's not something critical though. Could players have the ability to withdraw from a channel?  Like not wanting to be in command or air channel.  If voice alone could be disabled that'd be great but I don't know if that's possible.  It's rather annoying when you're talking in teamspeak and someone in command channel just keeps talking and talking.   Also not something critical. Could player choices, related to UI etc, be made persistent?  I'm mostly talking about the compass on top not being there, the crew names on the left, etc.  And this isn't something critical either. Could backpacks be locked by default?  Also just a nice to have, not critical. Could mortar tubes (not the bipods, only the tubes) be made available to helicopter pilots?  This would enable pilots to bring some tubes (aka ammo for the mortar) to the mortar gunner when he runs out of ammo. Could the respawn timer for the blackfish vehicle transport be reduced a bit?  It's not that powerful of an asset for it to have the respawn time it currently has (I believe somewhere north of 45 minutes right?) Rather technical but could it be made that as long as a unit has the name "error no unit" he can't actually pick a slot? And finally some general observations:
    I was flying talon for a good 5 hours today and in that time there were exactly 2 enemy jets, both neoprons.  There were also a handful of orcas, not more than 5 if I recall correctly.  Could that be increased a little bit?  And, if not already the case, could the enemy also spawn shikras, kajmans and xi'ans as close air support for them?  I know the xi'an is already used to deploy enemy reinforcements. During this time I spend in talon I only encountered 2 tigris' (tigrisses/tigri/...?).  Meaning that in all other AOs I had free reign to provide CAS as I pleased.  Meaning I could stay in that jet for 5 hours while doing multiple low level flyovers over the AO.  I think it might be best to spawn at least 1 tigris with every AO.  This to make providing cas more difficult and compared to an MBT or an IFV they don't pose about the same danger to infantry.  The small diameter bombs are very very powerful.  You only need 1 to kill any vehicle, including MBTs.  They do not require a laser, they will guide themselves to any target you lock them onto.  And there's 4 of them on one pylon, meaning the wasp can carry 8 of them.  Which means the wasp can kill 8 vehicles very very easily without needing any assistance from ground units.  I don't mind the suppressors being rewards honestly.  Not a single army issues suppressors to all its infantry.  A bipod by default for ARs, marksmen and snipers would make sense I'd say but I believe at least the ARs already have one by default?  That's all I can think of right now.  But I would like to end with:  I think this mission is way better than I&A 3 and all the above are minor things that I personally feel could be slightly improved with some of the suggestions I made.  I don't think there's anything game-breakingly bugged/wrong/bad/... in the mission.
  12. Like
    MidnightRunner reacted to Omar in How did you guys find out about AhoyWorld?   
    I found this server looking around using a CoOp as filter. I spent 20 minutes on the server and liked what I saw.
  13. Like
    MidnightRunner reacted to Ryko in I&A 4 Beta Test Feedback   
    I&A4 version 058
    ------
    1. Overhauled how artillery rewards work. Instead of trying to make the Liberty fire shells, shells are now created dynamically. Results in greater accuracy for calculating ETA and other benefits. Shells are also laser guided, so if you have a laser designator, you can precisely designate a target within 500m of the targeted point.
    2. Tweaks to UAV respawning to prevent crashing.
    3. Removed full service button from vehicle repair.
    4. Fixed holdAction on ammo depot / repair depot subObjectives, should now properly set a charge.
    5. Fixes to gear removal code to prevent abuse.
    6. Fixes to how Gambler / Hitman vehicles are claimed (resolves issue where player was prohibited from entering an armored vehicle when other group members were in a non-armor vehicle)
    7. Minor fixes for vehicle and backpack locking.
    8. Fix: added exception handler to catch case where player is incapacitated while reviving or healing another, should prevent player from being put into medical animation while player is unconscious.
    9. Overhauled destroy command + control center subObjective with a less confusing win condition.
    9A. Added task images for some sub-objectives for greater clarity.
    10. Further tweaks to enemy infantry vs armor balancing (slightly more infantry, slightly less armor). Secondary missions now include some level of randomness, but not linked to player count and generally a lower number of units overall.
    11. Tweak: added code to remove zombies at base
    12. Tweak to destroy prototype tank mission (instead of just super thick armor, it now has an active defence system)
    13. Fixed turret locking on Ghosthawk.
    14. Lights in base no longer destructible.
    15. Added hint/hintC/kick functionality for admin players to the Players section of the Squad interface.
    16. UAV strike is offline for the time being to have a think about how it can be better implemented.
    17. Fixes to vehicle rearming.
    18. Fixes to custom groups.
  14. Like
    MidnightRunner got a reaction from Xwatt in I&A 4 Beta Test Feedback   
    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.
  15. Like
    MidnightRunner reacted to Tajin in Ahoy   
    Hey there.
    I'm Dominik, a 34 years old graphics designer from germany.
     
    I've been a fan of the ArmA series ever since I first got my hands on the demo version of operation flashpoint, back in the days.
    Since then I've had one simple rule: "ArmA never gets deinstalled, only replaced with a newer version". I do occasionally take short breaks from the game to focus on other things but eventually I'm always coming back to it. I also frequent the BIS and Armaholic forums from time to time (mainly the scripting and mission making sections), so maybe some of you have seen me there.
     
    Anyway, here I am after one of those breaks. I've been playing on ahoyworld several times before and was happy to see that your servers are still a popular and civilized place to enjoy the game on, so I decided it was time to finally make an account here.
  16. Like
    MidnightRunner reacted to Ryko in I&A 4 Beta Test Feedback   
    Yup, tracked the bug and it's fixed in 056
    Not sure what this means as you are determined to be engaging an AO when you are 1000m away from the center of the AO "balloon"
    Balance conversation, which we had in spades on server
    Yep, looking into that
    Just because they were dull for you doesn't mean they were dull for other players participating in them, again, balance. As well, just because the AO completed doesn't mean all the OPFOR disappear, some still remain and they are moving to the next AO.
     
    Each AO is going to be slightly different, with between 0-3 sub objectives (which add additional forces).
    If you're outside the engagement distance (1000m from center) you won't be considered as participating. This is arbitrary and cruel but it's the only way I have available. You still get points for kills regardless.  As well, you get 25% of the reward per minute (or it could be 30 second, can't remember) you are in the AO, and lose same every cycle you are outside of the AO. So if the AO completes the second after you respawned, you'll still get some level of credit.
    Fixed in 056
     
    Enemies do spawn in houses, they leave garrison when they're shot at so they don't sit there for target practice.
     
    One thing I've noticed that's not playing as intended is that Gambler and Hitman are taking and one-manning multiple vehicles per squad, restricting it to a single vehicle per squad should help cut down on the amount of assets that engage the AO.
     
    In our exchange on server today, you suggested that I don't play the mission, and that while I'm coding the mission I don't have a feel for how to create a mission that plays well. I reacted strongly to that ("You can make your own mission") mostly because there's an implicit assumption that making missions is easy. It's not, because it's not just about the code, it's about finding solutions to problems raised by players.  You suggested that there are too many assets in the AO, making it unfun for regular infantry, which is a legitimate concern, but if I just restrict the vehicles used by players then it becomes overly difficult to complete the AOs as presented. If I reduce the enemy vehicles to make it easier for friendly infantry to complete the AOs, now the AOs are too easy to complete.  It's a dog chasing its own tail, and the only way to find the right balance is to tweak it slightly with every revision.
     
    I don't claim to have all the answers, nor do I claim to be an expert in making missions. I have had a bit of experience, I'm trying my best here, and I'm also trying to incorporate everyone's suggestions and criticisms (yours included) in order to make a balanced mission everyone can enjoy. There are going to have to be compromises to get to that point, it's not going to be perfect, but my hope is that everyone can live with the final product.
  17. Like
    MidnightRunner got a reaction from Badger in Better late than never.   
    Welcome, glad you're enjoying it. See you in game soon hopefully.
  18. Like
    MidnightRunner reacted to Ryko in AWE FUTURE   
    Long term conceptual plan is to create a RHS / TFAR / ACE version of IA4 which can run on EU3.
  19. Like
    MidnightRunner reacted to Ryko in I&A 4 Beta Test Feedback   
    I think I get where you're coming from. My objective is not to remake invade and annex, otherwise, we could just keep going with ia3. There are various things that don't work with 3, and things that we've decided to go ahead with in 4 as technical advancements. My hope is that some of the new framework elements make an equally but differently enjoyable experience. If it strays too much away from the desired experience I am completely open to modifying the mission to accommodate people's desires - I don't have an ego to bruise. 
  20. Like
    MidnightRunner got a reaction from Ryko in I&A 4 Beta Test Feedback   
    Ammo drop reward purchase was not working yesterday or Sunday, you could buy it and activate it but nothing happened.
  21. Like
    MidnightRunner got a reaction from Plant1ing in I&A 4 Beta Test Feedback   
    Ammo drop reward purchase was not working yesterday or Sunday, you could buy it and activate it but nothing happened.
  22. Like
    MidnightRunner reacted to WinterMute in Howdy   
    Having spent a few hours headset-less trying to communicate with just one other person in Apex, I've come to appreciate the value of being able to talk! And I'll probably jump on this evening and see how things go.
  23. Thanks
    MidnightRunner reacted to Ryko in I&A 4 Beta Test Feedback   
    My notes from today's test:
    - Inventory closing on its own - somehow related to backpack locking or vehicle locking script, no reason why that should be happening.
    - Users aren't getting a hint on zeus ping to stop endless spam of zeus pings.
    - Side missions didn't spawn.
    - Enemy reinforcements came in after an AO was cleared, not when enemies were reduced below 50%. The reinforcements went to the new AO. ?
    - Body dragging was terribly bad (bodies weren't released)
    - Gear restriction didn't remove blue smoke grenades, thus they were in some players default loadouts. Solution: don't remove these smokes, but change them to green smokes.
    - Wounded players aren't showing up correctly in the world and on map view.
    - Map markers are disappearing after time, for no good reason.
    - Consider different medium range scopes for marksmen (with alternate reticle)
    - Paradrop reward produced a script error.
    - Dead bodies cleanup: it's working as intended, but the result is that bodies aren't being cleared. Next version of this code will be much more aggressive to keep dead body count low
    - UAV recon missions produced a bug. Will consider making UAV have added functionality, ie., it will automatically recon areas that have the most players.
    - OPFOR were reacting to player presence appropriately - but this meant that almost all enemy squads responded to the presence of even one identified player. Consider restricting the number of squads the respond to player identification.
    - Purchased rewards are currently added to inventory; as a result they're not automatically saved to the player's current loadout. Solution will be to add these items to the arsenal, the player will have to equip them in the arsenal, then the loadout will be automatically saved.
  24. Like
    MidnightRunner got a reaction from GhostDragon in I&A 4 Beta Test Feedback   
    Notes from todays' test:
    Inventory still closing randomly while in base Achilles modules still disabled Dragging bodies bugged, people get stuck in the animation Request to add I&A 3 Admin tools to scroll wheel Can you add the aiming reticule back Paradrop function returned the following error No FF warning in chat Carrier rig(green) no flag not available in some load-outs  
  25. Thanks
    MidnightRunner reacted to Xwatt in AhoyWorld End Of Year Awards 2018 - RESULTS   
    The Results are in! And the winners are as follows:
     
    AW MVP 2018: @Ryko
     
    AW most friendly admin/staff member 2018: @Lindi
     
    AW most helpful admin/staff member 2018: @GhostDragon
     
    AW most helpful user *Non-staff* 2018: @Stanhope
     
    AW strictest admin/staff member 2018: @Xwatt
     
    AW most absent staff member 2018: @S0zi0p4th
     
    AW most active staff member 2018: @Lindi
     
    AW friendliest user 2018: tie between @Patrik_swe & @MidnightRunner
     
    AW most tacti-cool ARMA player 2018: @MidnightRunner
     
    AW most incoherent ARMA player 2018: @Noah_Hero
     
    AW best ARMA pilot 2018: @Geb
     
    AW worst ARMA pilot 2018: The Majority Of Pilots on Eu1
     
    AW funniest person on Teamspeak 2018: @itsmemario
     
    AW best drunk member 2018: @itsmemario
     
    AW best moment 2018: The gamenight held in rememberance for @xOderusUrungusX
     
    AW best forum post 2018: I&A4 feedback thread
     
    AW best driver 2018: @TheScar
     
    AW worst driver 2018: @Xwatt
     
    AW best baby 2018: @fir_nev little child
     
    AW best fail 2018: The pilot who asked in Side chat "How do I start my engine?"
     
    AW best banned member 2018: @TheScar
     
    AW best TeamSpeak channel of 2018: tie between AFK & Eu1
     
    AW best game of 2018: ARMA 3
     
    AW best official server of 2018: AhoyWorld Eu1
     
     
    Congratulations to all the winners this year!
    And I take this oppurtunity to wish you all merry christmas, and a happy new year!
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