Jump to content

Whigital

AW Admin
  • Posts

    190
  • Joined

  • Last visited

  • Donations

    200.00 GBP 

Posts posted by Whigital

    • FOBs are statically placed on the map, and hidden on mission start in initServer.sqf (line 24)
    • The FOB stuff is defined in \Defines\Main_AOs.hpp
    • Each AO in the config correlates to a map marker with the same name

     

    That should hopefully point you in the right direction. It's too late to go into anymore details, but feel free to ask if you get stuck and we'll do our best to help you.

     

     

    //Whigi

  1. On 7/2/2021 at 4:17 PM, RiverWolf said:

    I've noticed vehicles that have been damaged out on the field and abandoned are re-spawning in the same damaged state and sometimes it's a hassle to get them repaired, not really a big problem but thought I'd let you know.

     

    For v3.4.07, vehicles that gets moved now gets hitpoints with more than 60% damage reduced to 60%, and 10% fuel if below 10%.

  2. The arty firing is purely Arma mechanics, so the spread is inherent to the Sochor's themselves. We could put a limit in the targeting loop, to only search and target players within say 10km from the arty itself. Still probably going to be a lot of spread, but not as much as firing at a target 16-20 km away :)

  3. 2 hours ago, OcUK-Timo said:


    So I messed up a little last night, not realising the above tweak was for only picking up enemy LAT.
    I'd run out of Titan missiles and we had a vehicle with a MAWS and a bunch of MAWS rockets with us (I was the only AT and no LAT guy around), thinking I'd be able to use that I grabbed it from the vehicle only for it to instantly disappear.  So we ended up with a Titan launcher and MAWS rockets and unable to do anything.
    Can that be changed without causing any problems?

     

    Done ....

  4. Same issue regardless of RotorLib settings, the Orca is just broken. Just tried slinging the pallet with 4 barrels on it, and it took like 7-8 attempts because as soon as the chopper gets loaded, it starts rolling like crazy. And it's not like i was being rough or anything. Centered the load and gently increased collective ....

     

    //Whigi

  5. Yes, this probably happens because you're in the vehicle for less than 60 seconds, and the respawn script doesn't register that the vehicle has been used, and despawns it. It's a defect we were aware of, but thought it would only affect edge cases. We might get a fix in with an EH that tracks when the vehicles aren't in use anymore, instead of relying on the respawn script to register it within it's 60 sec. interval.

  6. Vehicle respawn script got some love just now:

     

    - Valuable assets with a respawn timer greater than 5 minutes will no longer be deleted, instead, they'll be moved back to their spawnpoint.

    - Vehicles will now have a 5 minute grace period after abandoned, before they're respawned/moved

    - Vehicles close to base with players within 10 meters (filling inventory etc.) will never despawn

     

    We might have to tweak this a bit the coming versions ....

  7. Well, managed to repro the issue, so it doesn't look like it has anything to do with RotorLib settings. It seems to me though, it only happens when you're cruising at a very low attack angle, and not applying much input at all.

     

    This was after about 8 minutes of flying, trying to force the issue .....

     

     

  8. Quote

    First one is aircraft servicing. While in service, pilots can refuel the vehicle if they have toolkits. It sometimes cancels the service and sometimes does not. It gives jet junkies ability to fly around while jet is getting rearmed.

    Fair point. It was taken into consideration when it was added that it might be abused. And so it has, so we'll redo it the non quick'n'dirty way.

     

    Quote

    Also there are too many of them inside the sphere, I would have no chance if they were shooting me.

    Noted. We'll remove some of the guard units around that Research HQ.

     

     

    Quote

    The friendly CSATs in new CBRN side mission. So basically the particular CSAT units inside the half sphere construction are not engaging players.

    Yepp, wrong AI ability disabled on them, fixed in current DEV version.

     

    Quote

    Last one is unnecessary UAV equipment warnings. when I played as UAV op, game kept giving me warnings in chat something like "You can not use AR-6 Darter in other classes rather than UAV operator" but yeah I was already the UAV operator.

    Noted and already fixed.

     

    Quote

    Also I don't know if it is fixed in I&A 3.3.66 but same "you cant use this" warning pops up for pilots who are carrying toolkits since I&A 3.3.65.

    Also already fixed.

     

     

×
×
  • Create New...