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Whigital

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Posts 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. On 3/6/2023 at 3:39 PM, possiblyEOD said:

    After a while of an objective being on server (for example a day without players) any vehicles run out of fuel and just sit there (as well as turn off) meaning they can be harder to find and have no thermal signature, so cannot be locked by certain AT (for example Titan). Could it be changed so fuel doesn't run out. (I don't know how easy that'd be, but I'd assume CSAT had some fuel trucks on Altis.. :-)

     

    'Tis done ....

  3. 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

  4. 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.

  5. 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) ....

  6. On 11/12/2021 at 12:32 PM, possiblyEOD said:

    could we add a player check for sub-objective buildings at the end of an AO? they currently despawn almost immediately, meaning if you're say a sniper in the HQ tower on comms-hub, and the mission ends, you rather quickly fall to your death 🙂

     

    On 11/14/2021 at 7:01 AM, ChopperSpirit said:

    Just a little thing: 

     

    On the helicopters that have a gunner seat which is not used as such (Hellcats (armed and unarmed), Orcas (armed and unarmed), Hummingbirds, Ghosthawk and Pawnee) would it be possible to make those seats accessable for any infantry and lock it for pilots? 

    That would prevent players that don't know the "one pilot per airframe" rule to go on that seat. On the other hand all those helicopters have one more passengers seat which sometimes is needed. And it gives the squad leader the possibility to have the same view as the pilot and discuss the LZ on final approach. Would be handy for example if the intended LZ becomes unexpected hot.

     

    Cheers Choppy

     

     

    Both issues fixed, will go live once 3.4.13 is released

     

    //Whigi

  7. 14 hours ago, ChopperSpirit said:

    Right. I got all that. Also got the notification that the box has been loaded. But still there's no box. I know I have to be well outside the base and either landed or above 60m altitude to unload it via scroll menu that has to be held for some seconds in order to unload the box. But it doesn't appear. Also when you try to load a second box in the original box load area you get a notification that a box already has been loaded and more does not fit. On the new pads you can use the load action again and again and always get the note a box has been loaded.

     

    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 :)

  8. 4 hours ago, ChopperSpirit said:

    Uh by the way. I noticed that the new "load supply crate to helicopter" feature on any base or FOB pad does not work properly. I had the scroll menu entry but there was no crate loaded. This was on the main base. At guardian the scroll menu entry didn't appear at all. And yes I noticed that the helicopter has to sit perfectly on the pad.

     

    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)
  9. 10 hours ago, ChopperSpirit said:

    Just a little thing: 

     

    On the helicopters that have a gunner seat which is not used as such (Hellcats (armed and unarmed), Orcas (armed and unarmed), Hummingbirds, Ghosthawk and Pawnee) would it be possible to make those seats accessable for any infantry and lock it for pilots?

     

    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.

  10. On 9/11/2021 at 8:41 PM, Nibbs said:

    I love this change, but I suck at the precision required to reliably land on the pods, I simply don't fly often enough, and no track IR makes it difficult to look down to see where the load is in relation to the aircraft. I suspect that's also the case for many others, without a dedicated 2nd person to guide them in for the lift.

    If I remember rightly the original mod allowed you to sling load the pods then winch them in. As a suggestion re-enabling sling load on them for this functionality, but altering the weight (setMass=12001 in the init field, I think would do it) would allow the Taru to sling lift them for the winch in and attach mechanic, without allowing the other Heli's to use them. 

    For reference
    Huron's max sling capacity is 12000
    Taru's max slingload capacity is 13500
     

     

    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:

     

  11. On 9/12/2021 at 9:12 AM, TheScar said:

    kiss kiss

     

    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.

  12. 23 hours ago, Havoc said:

    Would like an item in the self interaction menu that quickly toggles yourself unconscious, because sometimes a player that's been unconscious wakes up but it won't update on some clients and when a zeus toggles the player unconscious, and that seems to fix it.

     

    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];

     

  13. On 8/6/2021 at 10:08 AM, Bomer said:

    Would it be possible to assign it to roles?

     

    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.

  14. 36 minutes ago, Coldfront15 said:

    Thanks for the help. Can I add more vehicles to the ground selection outside of the five helis?

     

    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

  15. 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

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