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Guard81 reacted to a post in a topic: getting this error in both editor and dedi server. ideas as to why?
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getting this error in both editor and dedi server. ideas as to why?
Whigital replied to Andrews's topic in Invade & Annex
Yeah, something fishy is going on with Arma. - The unpacked 3.4.22 can't be loaded (getting the same error). - Grabbed old version of the file from GitLab (from back in Feb), same error. - The branch I'm currently working on works fine, but it's not ready. - Hosting a session with Invade_&_Annex_3.4.22.Altis.pbo works fine. - Dedicated server loads and runs it fine. I think there's been 3DEN updates in the past 5 months so it throws a fit parsing it. Can't really help you any more than that I'm afraid, it's sort of out of our hands .... -
getting this error in both editor and dedi server. ideas as to why?
Whigital replied to Andrews's topic in Invade & Annex
Unpacked from current released version .... InA_3.4.22.Altis.zip -
getting this error in both editor and dedi server. ideas as to why?
Whigital replied to Andrews's topic in Invade & Annex
Mission is packed with MakePBO and some files are compressed. Tools like PBO Manager just splits the PBO open, not decompressing files. Get Mikero Tools from here -> https://mikero.bytex.digital/Downloads -
Damo3D reacted to a post in a topic: Invade & Annex 3 Version History And Feedback Thread
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Invade & Annex 3 Version History And Feedback Thread
Whigital replied to AhoyWorld Outreach's topic in Invade & Annex
'Tis done .... -
Damo3D reacted to an answer to a question: faction rotation for eu#1
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Added code for randomizing faction at startup or each AO, which do YOU prefer ?
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@JJ Cakes Done @Damo3D Done
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Define "base" rifles, and should anyone be able to pick up any primary ? There are currently 2 sets of rules that govern what you can carry: the Arsenal restrictions and an extension of that with weapons you're allowed to pick up. Anything you pick up will be removed when entering the Arsenal. This is all based on your current class, so the ruleset is quite extensive. What we could do is just get rid of the list of weapons you're allowed to pick up, and let anyone pick up any primary. That though will allow anyone running around with a DMR or an AR as any class, or even a Lynx. Sure, it'll get removed on respawn, if you'd manage to stay alive and get resupplied, you'd have yourself a CLS with a Cyrus, or a AUR with a Lynx .... Could just allow people picking up any assault rifle, so they could at least stay in the fight until they have access to resupply or an Arsenal, that would make it a little less prone to abuse. //Whigi
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The reason the green one is available is because none of the enemies carry it, so it's supposed to less confusing friendlies. Did not know that is was DLC locked though, so we'll add the hex one back to the normal LAT roles.
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1, 2 and 4 are fixed. Number 3 I dunno what to do about since we just use the normal createCrew command for spawning in the UAV AI ....
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Invade & Annex 3 Version History And Feedback Thread
Whigital replied to AhoyWorld Outreach's topic in Invade & Annex
Ok, a lot to unpack here. The rationale behind the current sub objectives is that they pose a threat. They either reinforce the AO with some kind of assets (Paratroopers, CAS Helis, CAS/CAP Jets, Tank Section etc.), or actively engage any nearby friendly units. The HQ sub got removed since it does the same thing as the Radiotower, and the Explosives Cache didn't really pose any threat/danger, so it got scrapped too. As @Stanhope says, most of the destroy objectives can be blown up without the holdaction, and i think the only exception is the Depot Prio, which wouldn't clean up the ruins nicely after it got destroyed. We'll look into getting around this, should be possible with some eventhandler magic to ditch the holdaction. As for mines, we'll investigate if there are any ways of making them a little less "bombproof", so you actually have to de-mine the area before entering. Would be nice if we had a selection of 10 or more subs so it doesn't get too repetitive. -
Invade & Annex 3 Version History And Feedback Thread
Whigital replied to AhoyWorld Outreach's topic in Invade & Annex
Just a little head up regarding the Supplybox loading mechanism. It seems that we were a little too optimistic regarding the distance calculations, so the Load option only shows up at Main base helipads. The pads at the FOBs are apparently more than 50m away from the FOB marker, so the action never shows up. This has been increased and is now working correctly in next version (3.4.14) .... -
Invade & Annex 3 Version History And Feedback Thread
Whigital replied to AhoyWorld Outreach's topic in Invade & Annex
Both issues fixed, will go live once 3.4.13 is released //Whigi -
Invade & Annex 3 Version History And Feedback Thread
Whigital replied to AhoyWorld Outreach's topic in Invade & Annex
Yes, confirmed broken. One variable name was missed during a last minute change. Fixed in the next version. Until then, just use Steve at the Vehicle Lift Zone, he should still be able to give you a box if needed -
Invade & Annex 3 Version History And Feedback Thread
Whigital replied to AhoyWorld Outreach's topic in Invade & Annex
Just to clarify the supplybox loading feature: Chopper needs to be landed within 5m of one of the helipads at base or FOB To load a box, use the holdaction (5s) and you should get a notification a box was loaded Only bigger unarmed helis can load a box (Huron, Mohawk, Hellcat, Orca, Ghosthawk) -
Invade & Annex 3 Version History And Feedback Thread
Whigital replied to AhoyWorld Outreach's topic in Invade & Annex
Do you mean having the co-pilot seat in LCAS/transport choppers only available for non-pilots ? That's how it used to be, but got disabled because you couldn't do fancy pinnacle/hover inserts since there is no way to eject from the pilot/co-pilot seats. We can def. revert to the a fore mentioned mechanics if it's wanted.