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Whigital

AW Admin
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  1. Thanks
    Whigital got a reaction from Guard81 in getting this error in both editor and dedi server. ideas as to why?   
    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
  2. Like
    Whigital got a reaction from Damo3D in Invade & Annex 3 Version History And Feedback Thread   
    'Tis done ....
  3. Like
    Whigital got a reaction from OcUK-Timo in Invade & Annex 3 Version History And Feedback Thread   
    'Tis done ....
  4. Like
    Whigital got a reaction from possiblyEOD in Invade & Annex 3 Version History And Feedback Thread   
    'Tis done ....
  5. Like
    Whigital got a reaction from Damo3D in faction rotation for eu#1   
    Added code for randomizing faction at startup or each AO, which do YOU prefer ?
  6. Thanks
    Whigital got a reaction from Damo3D in I&A3: Whitelist rifles not in arsenal?   
    @JJ Cakes Done
    @Damo3D Done
  7. Like
    Whigital got a reaction from JJ Cakes in I&A3: Whitelist rifles not in arsenal?   
    @JJ Cakes Done
    @Damo3D Done
  8. Thanks
    Whigital got a reaction from Damo3D in Couple of bugs   
    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 ....
     
  9. Thanks
    Whigital got a reaction from MidnightRunner in Couple of bugs   
    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 ....
     
  10. Thanks
    Whigital got a reaction from Nibbs in Couple of bugs   
    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 ....
     
  11. Like
    Whigital got a reaction from OcUK-Timo in Invade & Annex 3 Version History And Feedback Thread   
    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.
  12. Like
    Whigital got a reaction from possiblyEOD in Invade & Annex 3 Version History And Feedback Thread   
    Both issues fixed, will go live once 3.4.13 is released
     
    //Whigi
  13. Haha
    Whigital reacted to Nibbs in Attaching Tarupods to a Lift-Taru   
    That's fair enough and completely understandable, I guess I just gotta "Git Gud"
     
  14. Thanks
    Whigital got a reaction from Nibbs in Attaching Tarupods to a Lift-Taru   
    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:
     
  15. Like
    Whigital got a reaction from Nibbs in Attaching Tarupods to a Lift-Taru   
    Feature added, will be in next release (3.4.04) ....
  16. Like
    Whigital got a reaction from RiverWolf in Frontlines Feedback Thread   
    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];  
  17. Thanks
    Whigital got a reaction from MidnightRunner in Frontlines Feedback Thread   
    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. Like
    Whigital got a reaction from TheScar in Invade & Annex 3 Version History And Feedback Thread   
    Changed to Custom control "Use Action 20" in the next version ....
  19. Like
    Whigital got a reaction from possiblyEOD in CAS change   
    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.
  20. Like
    Whigital got a reaction from RiverWolf in CAS change   
    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.
  21. Like
    Whigital got a reaction from Bomer in CAS change   
    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. Thanks
    Whigital got a reaction from MidnightRunner in Private Invade & Annex Server Setup   
    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
  23. Like
    Whigital got a reaction from Xwatt in Invade & Annex 3 Version History And Feedback Thread   
    I don't recall seeing "Disassemble" in the task description, but we'll fix it so there is no other option than to actually do what the task says: "Destroy" ....
  24. Haha
    Whigital got a reaction from Havoc in Invade & Annex 3 Version History And Feedback Thread   
    I don't recall seeing "Disassemble" in the task description, but we'll fix it so there is no other option than to actually do what the task says: "Destroy" ....
  25. Like
    Whigital got a reaction from possiblyEOD in Invade & Annex 3 Version History And Feedback Thread   
    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%.
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