Jump to content

Whigital

AW Admin
  • Posts

    190
  • Joined

  • Last visited

  • Donations

    200.00 GBP 

Everything posted by Whigital

  1. 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 ....
  2. Unpacked from current released version .... InA_3.4.22.Altis.zip
  3. 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
  4. Added code for randomizing faction at startup or each AO, which do YOU prefer ?
  5. 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
  6. 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.
  7. 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 ....
  8. 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.
  9. 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) ....
  10. Both issues fixed, will go live once 3.4.13 is released //Whigi
  11. 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
  12. 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)
  13. 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.
  14. We'll see what we can do, but shouldn't be too effort to implement ....
  15. The reason slinging was disabled on them was because even a GhostHawk could sling them, which wasn't really intended. As for precision, enabling the hook cam certainly helps guide you in. I might be biased because of the amount of attach/detaches i've done when testing, but yes, it takes a bit of skill and patience to hook them. As for the winch in/out, that's a lot of extra code for such a niche feature. We can enable slinging on them again, and up the mass, but then what's the point of the attachment feature. We've already increased the attachment range:
  16. The group count shouldn't have changed much, but it now uses the same group composition as for Main AOs, so the groups might be bigger, bumping the amount of enemies up. We'll go over the group compositions and tone them down a bit. I think most of them are a 9 members at the moment, so maybe add a few 5-7 sized groups to level out the count.
  17. https://github.com/acemod/ACE3/issues/7893 Should be enough with just an action with this code: [ace_player, "AmovPpneMstpSnonWnonDnon", 2] remoteExec ["ace_common_fnc_doAnimation", 2];
  18. Yeah, that would be the upper limit of CAS Helis (6) that can the active at once. The AO itself won't spawn more than 2, but if there is a Prio F.A.R.P or Sub Comms active, they will keep hitting that limit
  19. Changed to Custom control "Use Action 20" in the next version ....
  20. My guess it has something to do with either server difficulty settings (HUD in particular) or a mod using the showHUD command to hide certain elements.
  21. Yes, but having thought about it, might be better to assign the tasks to side, so everyone on the server have the information. For CAS on armor/vehicles, it's easy enough to code some logic that makes a task assigned to that vehicle, and make it succeed when destroyed, or fail after a timeout. For Mortars, it would be a little trickier, since the target is usually an area and not a specific object/vehicle.
  22. Yeah. For main base, just put them down where you want them, and run below code in the init line of the vehicle, [this, <timer>, <base>] spawn AW_fnc_vBasemonitor; where <timer> is the time (in seconds) for the vehicle to respawn when destroyed, and <base> is the what base the vehicle belongs to (marker name, real name looked up in Main_AOs.hpp). For F.O.B vehicles, there's an array in Main_AOs.hpp under each FOB: vehicles[] = { {"JET_CAP", "term_jet1", 1800}, {"HELI_LCAS", "term_heli1", 900}, {"HELI_MED", "term_heli2", 300}, {"O_Heli_Transport_04_black_F", "term_heli3", 300}, {"HELI_MED", "term_heli4", 300}, {"HELI_MED", "term_heli5", 300}, {"ARMOR_IFV", "term_veh1", 900}, {"CAR_MRAP", "term_veh2", 120}, {"CAR_MRAP", "term_veh3", 120}, {"CAR_MRAP", "term_veh4", 120}, {"CAR_MRAP", "term_veh5", 120}, {"CAR_LSV", "term_veh7", 60}, {"CAR_LSV", "term_veh9", 60}, {"CAR_LSV", "term_veh8", 60}, {"CAR_LSV", "term_veh10", 60}, {"C_Van_02_medevac_F", "term_veh11", 300}, {"Land_Pod_Heli_Transport_04_fuel_black_F", "term_pod1", 900}, {"Land_Pod_Heli_Transport_04_ammo_black_F", "term_pod2", 900}, {"Land_Pod_Heli_Transport_04_repair_black_F", "term_pod3", 900} }; Format is {<vehicle_type>, <spawn_marker>, <respawn_timer>}, where <vehicle_type> is a classname, or a predifined category (\Functions\Vehicle\fn_vehicleLookup.sqf), <spawn_marker> is a marker (and direction) where the vehicle should spawn, and <respawn_timer> is, you guessed it, the time in seconds the vehicle will respawn when destroyed. Have a look at the mission in the editor and it will make more sense. //Whigi
  23. Sorry, totally missed this one. I have a pretty good idea on how to implement this, but the problem is, which group to assign the task to. There aren't any static groups for Vortex or FSG/Deathstar for example, which makes it problematic. We could assign the task to player side, but that will probably just confuse non-pilots .... //Whigi
×
×
  • Create New...