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Whigital

AW Admin
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  1. 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%.
  2. Like
    Whigital got a reaction from RiverWolf 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%.
  3. Thanks
    Whigital got a reaction from applechaser 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%.
  4. Thanks
    Whigital got a reaction from applechaser in Invade & Annex 3 Version History And Feedback Thread   
    Tis' done. Pod now gets velocity from chopper when detached, and speed/alt. changed to 10/2 ....
  5. Thanks
    Whigital got a reaction from MidnightRunner in Invade & Annex 3 Version History And Feedback Thread   
    Tis' done. Pod now gets velocity from chopper when detached, and speed/alt. changed to 10/2 ....
  6. Thanks
    Whigital got a reaction from Havoc in Invade & Annex 3 Version History And Feedback Thread   
    Tis' done. Pod now gets velocity from chopper when detached, and speed/alt. changed to 10/2 ....
  7. Like
    Whigital got a reaction from applechaser in Invade & Annex 3 Version History And Feedback Thread   
    Current criteria for releasing the pod is under 5kph and 1m altitude. Don't know how much higher and faster is safe for a drop, but can double it to 10kph and 2m alt. I think it comes down to the pilot too, releasing when it actually "feels" safe ....
  8. Thanks
    Whigital got a reaction from Havoc in Invade & Annex 3 Version History And Feedback Thread   
    Current criteria for releasing the pod is under 5kph and 1m altitude. Don't know how much higher and faster is safe for a drop, but can double it to 10kph and 2m alt. I think it comes down to the pilot too, releasing when it actually "feels" safe ....
  9. Like
    Whigital got a reaction from WinterMute in Invade & Annex 3 Version History And Feedback Thread   
    Done ....
  10. Like
    Whigital got a reaction from OcUK-Timo in Invade & Annex 3 Version History And Feedback Thread   
    Done ....
  11. Like
    Whigital got a reaction from RiverWolf in Invade & Annex 3 Version History And Feedback Thread   
    Done ....
  12. Like
    Whigital got a reaction from Th3Hated in ArmA 3 Screenies & Videos Thread   
  13. Like
    Whigital got a reaction from Nibbs in Attaching Tarupods to a Lift-Taru   
    Feature added, will be in next release (3.4.04) ....
  14. Like
    Whigital got a reaction from possiblyEOD in Attaching Tarupods to a Lift-Taru   
    Feature added, will be in next release (3.4.04) ....
  15. Like
    Whigital got a reaction from possiblyEOD in Invade & Annex 3 Version History And Feedback Thread   
    Respawn script issue, fixing it now ....
  16. Like
    Whigital got a reaction from RiverWolf in Invade & Annex 3 Version History And Feedback Thread   
    Respawn script issue, fixing it now ....
  17. Like
    Whigital got a reaction from RiverWolf in EU1 fuel truck despawning too quickly   
    Fixed in next version (3.4.03) ....
  18. Thanks
    Whigital got a reaction from MidnightRunner in More Ambulance Spawns and Better Ambulances.   
    Beacons have been re-added, with the caveat that they turn off when the driver exits the vehicle. If there are complaints from the player base, they'll be removed again ....
  19. Like
    Whigital got a reaction from MidnightRunner in Permanent siren off on vehicle exit   
    Addressed in I&A 3.3.73, which should go live any day. This (should) apply to all vehicles with beacons/sirens that are available as rewards:
     
     
  20. Thanks
    Whigital got a reaction from MidnightRunner in UAV despawn for UAV-Operator   
    Despawn action on the drones are in. Wanted to enable despawn of remote controlled drones, but that turns out to be a little tricky. So for now, you have to physically be at the drone to despawn it. Will be looking into having the option when remote controlling too, but might take a while ....
     
     
    //Whigi
  21. Thanks
    Whigital got a reaction from MidnightRunner in Vehicle Despawns in EU1   
    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 ....
  22. Thanks
    Whigital got a reaction from Nibbs in EU1 fuel truck despawning too quickly   
    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.
  23. Like
    Whigital got a reaction from RiverWolf in ArmA 3 Screenies & Videos Thread   
  24. Like
    Whigital got a reaction from possiblyEOD in ArmA 3 Screenies & Videos Thread   
  25. Like
    Whigital got a reaction from OcUK-Timo in Permanent siren off on vehicle exit   
    Addressed in I&A 3.3.73, which should go live any day. This (should) apply to all vehicles with beacons/sirens that are available as rewards:
     
     
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