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Reputation Activity
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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:
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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
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Whigital got a reaction from Jonas 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
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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 ....
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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 ....
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Whigital got a reaction from Art3misZA 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 ....
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Whigital got a reaction from Lindi 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 ....
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Whigital got a reaction from RiverWolf in Adding missing Spetsnaz equipments to EU1 Arsenal
Done ....
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Whigital got a reaction from RiverWolf in Invade & Annex 3 Version History And Feedback Thread
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.
Noted. We'll remove some of the guard units around that Research HQ.
Yepp, wrong AI ability disabled on them, fixed in current DEV version.
Noted and already fixed.
Also already fixed.
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Whigital got a reaction from LH5 in Invade & Annex 3 Version History And Feedback Thread
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.
Noted. We'll remove some of the guard units around that Research HQ.
Yepp, wrong AI ability disabled on them, fixed in current DEV version.
Noted and already fixed.
Also already fixed.
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Whigital got a reaction from Jonas in Invade & Annex 3 Version History And Feedback Thread
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.
Noted. We'll remove some of the guard units around that Research HQ.
Yepp, wrong AI ability disabled on them, fixed in current DEV version.
Noted and already fixed.
Also already fixed.
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Whigital got a reaction from MidnightRunner in Invade & Annex 3 Version History And Feedback Thread
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.
Noted. We'll remove some of the guard units around that Research HQ.
Yepp, wrong AI ability disabled on them, fixed in current DEV version.
Noted and already fixed.
Also already fixed.
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Whigital got a reaction from Pickle in Removing any kinds of explosives from "Free IDAP" side mission's tent guards.
Done
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Whigital got a reaction from Pickle in Clean-up script trigger warning for I&A 3
Any dropped item within 50m of a player will no longer get removed ....
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Whigital got a reaction from RiverWolf in Clean-up script trigger warning for I&A 3
Any dropped item within 50m of a player will no longer get removed ....
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Whigital got a reaction from Lindi in Clean-up script trigger warning for I&A 3
Any dropped item within 50m of a player will no longer get removed ....
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Whigital got a reaction from RiverWolf in Removing any kinds of explosives from "Free IDAP" side mission's tent guards.
Done
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Whigital got a reaction from MidnightRunner in Arsenal loadout fixer
Attached is a small SQF snippet to update Arsenal loadouts that has the "novoice" set in the identity element. Copy the contents into the debug console and run it locally. It reports profilename and voice used to the .rpt as default. Set the variable '_fix' to 'true' to actually allow the code to make any changes. I've tested it and worked fine for me, but i do encurage you to backup your profile before allowing any changes. Provided as is, i won't be responsible for any misshaps as a resault of running this fix.
emptyVoiceFix.sqf