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Schubz

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  1. Like
    Schubz reacted to Xwatt in [EU2] Zeus Operations 13/10/19 @ 15:00 UTC   
    Mission Name:
    [EU2] Zeus Operations - Malden Reprisal [Week Nine]
    15:00 UTC
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    TFAR_Beta
    CBA_A3
     
    TS address:
     ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
     
    Expected Mission Length:
    150+ minutes (may go over or under expected mission length)
     
    Player Slots:
    60
     
    Brief Description:
    We have put NATO on a complete backburner now, and This week, we will completely wipe them from the mainland of Malden, leaving them with no land on mainland Malden, with only an airfield in the North West that they can claim as their own.... For now. This week, we will start by attacking an abandoned military base that NATO have garrisoned, in a last ditch effort to attempt to keep us from total liberation. After this, we will then attack the small town of Lolisse, the last presence of any NATO forces on the main island of Malden.
     
     
    Friendly Forces
    Guerrilla Forces - can be called in by Platoon Commander to assist friendly forces
     
    Assets
    1x AFV-4 Gorgon 2x Zamak Transport 1x CH-49 Mohawk (respawnable upon request) 1x Hellcat (DAR and 6.5mm) 1x Hellcat (20mm and Scalpels) 1x Gryphon (AA Variant) 1x Nyx (AA) 2x K40 Ababil -  (Scalpels) Variety of transport vehicles 1x Slammer UP 1x A164 Wipeout  
    Enemy Forces
    NATO
     
    Civillians
    Expect a civillian population in the town of Lolisse.
     
    Mission
    AAF Continue their Reprisal of Malden. This week AAF endavour to take a NATO garrisoned abandoned military base and the town of Lolisse.
     
    Execution
     
    Objectives
    Liberate Abandoned Military Base Capture Lolisse  
    Movement Plan
    At Platoon Commanders discretion.
     
    Rules Of Engagement
    Armed NATO personell may be engaged on sight Expect a civillian presence in Lolisse Expect a civillian population. Collateral damage should be kept to a minimum. Only engage buildings used for a military purpose  
    Admin And Logistics
    Resupply
    Callled in by Platoon Commander. Supply crates at FOB can be airlifted in.
     
    Reinforcements:
    Unlimited At Platoon Commanders discretion, transport assets are available  
    Command And Control
     
    Command
    Zeus by the name of "Overlord" can be contacted for mission related  issues/enquiries Operational control on the ground lays with platoon Commander  
    Communication
    Radio channels are pre-designated for each squad, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain. Only use Side Chat for emergencies.
     
     

  2. Like
    Schubz reacted to Xwatt in EU2 Zeus Ops Feedback/Discussion Thread   
    Few updates from the current, and past versions:
     
    - The Arsenal is Back (restricted to a certain extent of course)
    - Some new additions to the arsenal (RPG's, Titan AT and Titan AA - thank me later missile specialists)
    - The save loadout function works now on Map > Settings (if it doesn't it's because I have forgotten to place a protection zone - please remind me if that's the case!)
    - Teams are now split into their own seperate squads
    - Armour crew are now repair specalists
     
     
  3. Thanks
    Schubz reacted to Xwatt in EU2 Zeus Ops Feedback/Discussion Thread   
    yet
  4. Like
    Schubz got a reaction from Admiralbumfluff in Zeus missions Ideas box   
    Please bring back the RPG-42 Alamut. We're going with CSAT gear all the way anyways and we have a LAT slot. Most of the time the armoured target is lesser then 300 meters away. In all that missions i had only two opportunities to lock on a target. 80 percent of these missiles were fired (by me) on straight sight. Let me carry two PG-42V's and two TPG-42V's and i'm much more of a help to my unit. (would go for the Titan or PCML anyway if i notice there is no other AT in the group)
    And please consider to bring also back the red circle around the player when you search for your self on the map... it saves seconds that maybe saves lives....
  5. Like
    Schubz reacted to Nutek in [EU2] Zeus Operations 29/09/19 @ 15:00 UTC   
    Awesome gamenight ! Really enjoyed it !
    Took more than 2hrs so I had to leave at the very end but it was greatly carried during the entire operation.
     
    See u next one ! Cheers !!!
  6. Thanks
    Schubz reacted to Ryko in A peak into optimization   
    Hi folks,
     
    I recognize that a lot of the development work on IA4 is kind of done in a black void, so I thought I'd share some data on optimization generated over last Friday's beta test.
     

     
    This graph shows server performance per minute, relative to the number of players connected and the number of AI units present in the mission.  If you played on Friday you noticed that performance really began to tank at around the two hour mark.  Your first instinct might be to think, "well, the mission's been running for 2 hours, there's probably a lot of clutter, lots of units running around, it's probably making the mission slower".  But in fact, that's not the case.  The key metric that's slowing down the mission...?  The number of players connected!
     
    Arma's actually quite efficient when it comes to running units, the trouble is when you have a mission that is running any kind of custom script (as both 3 and 4 do) in order to manage how the mission plays, and to give any special instructions to the AI units.  In the case of 4, there's one special script called opforAwarenessDaemon, whose sole purpose is to give instructions to patrolling AI units based on their knowledge of player units.  Put another way: if you're shooting at the AI, the script will let the AI respond to your shots rather than just sit there and take it.  It'll have them change their patrol path, call in support from other units, or even call in air support.
     
    Here's another version of the chart that's a bit easier to read when it comes to player count / FPS;

    What we're seeing in the graph is that when the player count is below 30 players, everything is working fairly well - average server FPS (the green line) hovers between 20-47 FPS, which is excellent.  And it's doing so whether the number of AI is low or high. But when we get over 30 players, server performance tanks quickly (see the chart between the 100 and 150 minutes mark).  This is because with more players, there are more enemy units, and they're taking longer to do their opforAwareness check.  And since Arma's internal design philosophy is that if the program can't complete a script in a certain amount of time, it gets bumped to the next cycle, which just pushes the problem further down the line... until eventually the program crashes.
     
    (the spikes, if you're wondering, are generally when new AOs are spawning and a bunch of new AI units are populated.)
     
    So, how does one address this?
     
    1. Less AI units?  IA4 scales the number of enemy units to the number of players, so that there are plenty of targets for the players to engage and make the mission fun.  If I reduce the number of units, I'll hear more feedback of "I just got the AO and it ended".  And since on its own, Arma is pretty efficient at running units, that's not the preferred option.
    2. Optimize opforAwarenessDaemon?  Definitely the preferred direction.  Data like this helps me identify methods for improving the efficiency of the code in question.  In the script there are a few factors to be decided in figuring out what targets the enemy AI units will prioritize, as I've laid out in this decision tree: to summarize, every 20 seconds, an enemy group leader will assess their known targets, and decide whether one of them is a threat worth leaving their patrol route to attack.

    There are certainly things I do (ie., corners I can cut) which give similar results to what I'm looking for, that are more efficient in doing so. But the long and the short of it is the same.  If there are more players to assess, and more enemy groups to do the assessing, then that's more work being performed by the server.
     
    3. Cut opforAwarenessDaemon?  It has to be a consideration; while the intent of IA4 is to create a more intelligent mission, if the performance requirements to do so exceed the playability of the mission, then it's just not worth it to pursue, and maybe it'll have to go back on the shelf and await a more capable engine (Arma 4, here we come?).
     
    So that's a look at how the sausage gets made - if you have comments or suggestions, I'm always happen to discuss.
     
    - R
  7. Haha
    Schubz got a reaction from Xwatt in [EU2] Zeus Operations 29/09/19 @ 15:00 UTC   
    ooohh baby, can't wait to conquer your absent civilian population. ❤️
  8. Like
    Schubz reacted to AhoyWorld Outreach in Invade & Annex 3 Version History And Feedback Thread   
    I&A 3.3.39 Is Now Live On Our Servers With The Following Changes:
     
    - [Fixed] Units From Sub Objectives Not Being Cleaned Up
    - [Fixed] Side Mission Rewards Sometimes Spawning Locked
    - [Fixed] Main AO Not Spawning On Server Start (Attempt 4)
     
    - [Tweaked] Reduced Amount Of Jets On AO Spawn Slightly 
    - [Tweaked] Side Mission Rewards Spawning Further Away To Prevent Exploding On Spawn
    - [Tweaked] Partially Reverted Changes To Secure Intel (Officer) Side Mission From 3.3.38
     
    If You Have Any Feedback/Questions/Bug Reports/Inquiries, Please Leave Them In The Thread Below
  9. Like
    Schubz reacted to Gambit in Invade & Annex 3 Version History And Feedback Thread   
    for me, the jet numbers are pretty much irrelevant, only the overall lock-on missile count matters. I dont have an issue with jets chasing me and my trusty hummingbird down with guns, since the increased enemy jet numbers would provide target practice and purpose for our CAP jets, but the number of lock-on missiles if ground and air based sources summed up on AO spawn basically grounds vortex and constantly punishing them for doing EVACs.
     
    If i would suggest anything, i would say, limit the number of AA missile numbers at any given time-averaged ofc- to a low number (ZSU definitely has a lock-on missile, but manpads can be switched to 2 rpg rockets instead and maybe limit the enemy jet ammo count, switch a few to cas instead of cap should you choose to keep the jet numbers preserved at current state).
     
    RPGs are still a threat, actually can be evaded and requires skill instead of relying on flares which work or not half the time depending on desync. RPGs would provide a bit more cinematic environment by passing close to the helicopters while providing a credible threat on final at the LZ, still makes a difference if you are a good enough pilot or not, instead of instantly punishing everyone who happens to be in the air whenever an AO spawns (the 30 seconds lower treshold of jet spawn on new AO is a tad bit deadly, considering  the when and where of an AO finish and the new one spawns is really out of the hands of a pilot plus taking into account that 80% of eu1 infantry players will still ask and cry for an evac when the next AO is 500 meters away regardless of their ammocount)
     
    with the current state, on new ao spawn on a moderately busy day (sidemission, priority target etc not taken into count), 2 enemy jets, 3 ZSU, -and ill be conservative here- lets say 5 manpads at the AO. That gives at least 20 lock-on missiles. Situation turns into jesus take the wheel real quick when you fly towards an AO, it just finishes when you are trying to land tucked safley behind a hill, covered from the now old AO and the next one spawns just behind you because somebody on the other side of the old AO killed the last guy in just that moment. Even if you make it out of there, (worst case) in 30 seconds at least one of the 2 jets will still chase you down with 2-4 lock on missiles launched in a relatively short period of time and you have to pray that the flares will actually work (i know that flares arent magical energy shields on a buttonpress, but they are not nearly 80% efficient even if you correctly lead the missile and evade while you are dumping them).
    Now top that with a jet or helicopter factory mission, RT/HQ building, or even just one AAA battery, vortex will be pretty much grounded for 40-50% of AO uptime, and getting up friendly CAP will be close to impossible after a few minutes- which is kind of optimistic if you take into account that a vortex pilot spots the situation, needs to get back to base to switch to CAP from transport and get into position.
     
    A few of you know me, hailing tracers around my cockpit is considered another day in the office, it is a calculated situation that i deliberately put myself into on occasions. A missile convoy that happens to be launched at me because of sheer luck (or lack of it to be more exact) because the AO spawns under me and the enemy jet spawn timer is just happened to be 30 seconds, well, where is the fun, the challenge, the requirement of skill, the sporint chance in that.
     
    But thats just my two cents.
  10. Thanks
    Schubz reacted to Xwatt in [EU2] Zeus Operations 29/09/19 @ 15:00 UTC   
    Mission Name:
    [EU2] Zeus Operations - Malden Reprisal [Week Seven]
    15:00 UTC
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    TFAR_Beta
    CBA_A3
     
    TS address:
     ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
     
    Expected Mission Length:
    150+ minutes (may go over or under expected mission length)
     
    Player Slots:
    60
     
    Brief Summary:
    Week By Week, we have been slowly building up to this point. We now feel we are able to take the main airfield on Malden, and we will not wait any longer.
    We are setting up camp by the East Coast of Malden, and we can either go via boat or aircraft to the beach East of Saint Louis. Before we hit the airfield, we will first quickly storm through Saint Louis, where NATO have retreated to as a barrier to attempt to stop us from the our attack on the airfield. After Saint Louis, we will begin our raid on the airfield, where will massacre all enemy units and secure any assets we can take and use for our future endavours.
     
     
    Friendly Forces:
    - Guerillia Forces - can be called in by the Platoon Commander to assist AAF forces
     
    Assets:
    1x Gorgon 2x Zamak Transport 1x Mohawk (Respawnable upon Request) 1x Hellcat (DAGR's and 20mm cannon) 2x Greyhawk (Scalpels) 1x UGV Stomper Transport Vehicles (For Platoon, Sniper Squad and FSG)  
    Enemy Forces
    NATO  
    Civillians
    Expect a civillian population in Saint Louis, but no civillian population near the airfield.
     
    Mission

    AAF Continue their Reprisal of Malden, and this week AAF endavour to secure the main airfield of Malden. They must first secure Saint Louis before they advance to the airfield.
     
    Execution:
     
    Objectives
    Take Saint Louis Secure NATO airfield Recover NATO assets from the airfield for future use  
    Movement Plan:
    At Patoon Commanders discretion
     
    Rules Of Engagement:
    Armed NATO personnel may be enaged on sight Expect a large civillian presence in Saint Louis. Collateral damage should be kept to a minimmum Only Engage buildings used for military purposes Civillian life must be protected at all costs  
    Admin and Logistics
     
    Ressuply:
    Called in by platoon commander. Supply crates at FOB can be airlifted into the field.
     
    Reinforcments:
    Unlimited At Platoon Commanders discretion, transport assets are available.  
    Command And Control:
    Command:
    Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries Operational Control on the ground lays with the Platoon Commander  
    Communication:
    Radio Channels are pre-designated for each element, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain.  

     
  11. Thanks
    Schubz reacted to TheScar in Side Mission : Officer Type (Secure Intel)   
    I ve got a recording of me doing the "updated" Secure Intel #officer from last week, is there any interest from AW editing this and use it as HowToIntel example?
    I say it requires some editing as it involved 2 pilot fools trying to compromise my taken effort, but once they died its a pretty nice take on that mission...
    #3officers with binocs and added gear
    #not intended
     
  12. Like
    Schubz reacted to Gambit in EU2 Zeus Ops Feedback/Discussion Thread   
    I can't agree more @Jenkins, I suggested the American style because that would, in my opinion, help open up the leadership roles, make them more accessible. With that said, some people would more likely take up those roles and with time, a level of leadership would train itself to work together, which in turn would make the newcomers' experience a bit more seamless, when they jump in a role of a rifleman. In my opinion teaching the community, and providing less daunting environment where they can easily hop in to learn should be the goal for us, so the community can grow. We, as players can do so much, lead by example, and offer help along the way, but ArmA's learning curve is already pretty steep with the million keybinds, adding a communication layer over it with TFAR, for people who just started to participate in these missions can be intimidating.
    I've heard too much that nobody wants to step up. I encourage all of you to take on these roles when situation arise, a little bit harder, but get your feet wet, because the appretiation from your fellow lads after, even when you try to carry out a hastily made half-baked bad plan, is worth the effort.
    Making the SL role more accessible and providing the option with an extra TL in the squads could provide more opportunity to get the experience, give more capacity to SLs to help their TLs learn. I usually join in at the latest time i can as to fill the missing roles if needed, and lately i've seen that SLs likely taken, but TLs are empty.
     
    Either way, even if the squad structure stays the same as is, it's upon the community to cultivate an environment where people won't feel intimidated to take these roles, and in the same time everyone can find the courage to tackle the challenge. I'm sure, if anyone interested, the more experienced guys and zeuses are willing to help, just ask for it. In the times i've been around, everyone (ofc with a few exceptions) was more than happy to help or eager to learn, this is why i personally prefer to hang around in this community. Great potential, incredible amount of effort from the zeuses, staff and regulars every week.
     
  13. Like
    Schubz reacted to Stanhope in Invade & Annex 3 Version History And Feedback Thread   
    As I said in that reply, that's only what the AO spawns, not what radio towers and HQ buildings spawn.
     
    Well the officers position is already randomized now so he's not always behind that window or even on the bottom floor.  But I'll have a look at closing that window and adding that code.
    The way I've got it set up there's a clear path to the door, the mines are around the building.  This means that you can bypass those mines but people are still walking into them anyway. 
  14. Like
    Schubz reacted to TheScar in Invade & Annex 3 Version History And Feedback Thread   
    i m pretty certain the same side mission spawned several times after another (Secure Intel yesterday,minimum 3 times)
    Considering the server was running several hours already,my money would be on the script stops working after x amount of time.
     
    On enemy air I´d like to have a greater variety of jets and choppers with a tad higher aggressivity like Kajman,Xian and the non cluster versions of the Grinch and the Shakira.
    1 jet 1 chopper < 20 players
    2 jets 1 chopper < 45 players
    2 jets 2 choppers > 45 players
     
    Lets see how that woulkd turn out?
  15. Thanks
    Schubz reacted to Jenkins in is this comunity stil alive?   
    I'd say @Minipily gave a pretty solid answer to your question.
     
    Unfortunately, a lot of different Arma 3 communities are experiencing similiar dry spell situations, it isn't purely reserved to Ahoyworld. The main contributing factor is that Arma 3 is becoming dated, and naturally, players will move on to other games.
     
    Ahoyworld is recovering though, thanks to the re-introduction of EU2 and the MSO missions ran by the Enhanced team.
    Hopefully once I&A4 is pushed out, full focus can be put into the release of AWE which I'm sure a lot of the oldies and newcomers will enjoy.
     
     
    You can check out highlights from MSO missions on @Johnson's channel:
    Multiple Sesson Operations
    Along with the EU2 gamenights on the Ahoyworld channel (and @Xwatt's Twitch highlights):
    EU2 Weekend Gamenights
    AhoyWorld Twitch
  16. Like
    Schubz reacted to Spaget69 in Hi, Spaget here!   
    I was dreaming to be part of a arma 3 community since I firts played this game, only recently got me a good pc so I can play arma on more than 4 frames. Glad  to be here.
  17. Like
    Schubz reacted to Xwatt in [EU2] Zeus Operations 08/09/19 @ 15:00 UTC   
    [EU2] Zeus Operations - Malden Reprisal [Week Four]
    15:00 UTC
     
    Server Details:
    IP: 144.76.82.169:2602
    Port: 2602
     
    Mods Required:
    TFAR
    CBA_A3
     
    TS adress: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
     
    Expected Mission Length: 150+ minutes (may go over or under expected mission length)
     
    Player Slots: 60
     
    Brief Summary:
    Last week, we fought through 4 major towns in Sourthern Malden. This week, we will take the final point in southern Malden, the Peninsula. We will start out by battling through dense vegetation and forestry, as we have gotten intel that a NATO UAV has crashed, and we can recover the codes it was carrying with it. We must get to this UAV before NATO can recover it and extract it from the area. Secondly, we will move further south down the peninsula to breach the NATO defensive line. This spans horizontally across the peninsula and it set as a barrier that NATO will attempt to use to stop us in our tracks. After this, we will attack a NATO logistics FOB, a heavily fortified base stationed in the flat plains of southern Malden. Lastly we will take the docks, which NATO uses as a strategic point to export and import goods across the island of Malden.
     


     
    ==============================================================================================
  18. Like
    Schubz reacted to Gambit in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  19. Like
    Schubz reacted to Xwatt in [EU2] Zeus Operations 01/09/19 @ 17:00 UTC   
    [EU2] Zeus Operations - Malden Reprisal [Week Three]
    17:00 UTC
     
    Server Details:
    IP: 144.76.82.169:2602
    Port: 2602
     
    Mods Required:
    TFAR
    CBA_A3
     
    TS adress: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17:00 UTC
     
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 60
     
    Brief Summary:
    We had a call from a private number this morning. It was the Guerrillas. They moved in to Le Port just after we had taken it last week, and are willing to aid us with some explosives to destroy that ammo depot we didn't hit. The Guerrillas made it clear they are seeking an alliance, but they won't be afraid to fire back if we decide to go loud on them. This is not in any of our interests, and we would like to make the deal smooth and as quickly as possible. To transport the explosives from Le Port to the ammo cache, this will need to be done through Zamak's or Vortex preferably, as this would be the most effecient way.
     
    After we have taken the ammo cache, we have four towns we must invade. First we will move across the MSR to Chapoi. Next, the teams will split, as one team will head to the small town of Saint Marie up North, while another group pushes South to Cancon. After this we will Attack the coastal city of La Riviere, where will set up camp for the coming weeks ahead.
     

     
    ==============================================================================================

     
  20. Haha
    Schubz reacted to Lindi in I&A 4 Beta Test Feedback   
    I think I've seen something similar elsewhere!
  21. Like
    Schubz reacted to GhostDragon in EU2 TFAR Trial!   
    Ahoy all, 
     
    We have heard the requests made for TFAR to be permanently run on I&A3 on our EU2 server, as such, its here! 
     
    We are trialing running TFAR on EU2 all the time now. The test will run for a few weeks and if the feedback is good then it will stay for the long term!
     
    Hope you all enjoy this new variation of I&A 3 on our servers!
  22. Thanks
    Schubz reacted to LH5 in How to install TFAR and the teamspeak Addon   
    Step 1: First you will need to subscribe to Task Force Arrowhead Radio (BETA!!!) on the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=894678801)
     
     
    You will also need to subscribe to the required mod CBA_A3 for TFAR to work. 
    Step 2: open the Arma 3 launcher and go to the MOD category
    Step 3: time to load the TS addon so TFAR works in game, to do this go over to the Task Force Arrowhead Radio (BETA!!!) under available mods and click on the drop-down arrow.
    Once you have clicked on the drop-down arrow it should look like this, now go to the Display more options button.
    Now open folder in Windows Explorer.

     
    Be sure to follow the warning.

     
    Once you have opened Windows Explorer locate the folder named @Task Force Arrowhead Radio (BETA!!!) and open it.
     
    Now that you are in the TFAR folder open the teamspeak folder.

    Now double left click on the task_force_radio TeamSpeak Add-On, once you have done this a window looking like this should open. Once open select install and follow the prompts. (version number will change over time)

     
    The final prompt should be add-on installed. Do you want to activate this Add-On? Select yes and restart your teamspeak
     
    Step 2.1: Now it’s time to check the Add-On is activated.
    On teamspeak go to tools and go down to options

     
    Once in options go to the Addons category and look for Task Force Arrowhead Radio, once located check for the box that will either say Enabled or Disabled. If disabled, click on the box that says disabled to enable it.

     
    Congratulations you have now installed TFAR and the TS addon.  (if you are referring to this guide on how to update to the latest version of the plug in all you need to do is reinstall the addon following the same steps)
     
    Looking for a basic guide on how to use the radio's, try this: 
     
  23. Like
    Schubz reacted to ansin11 in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
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    Schubz reacted to Nosowski in Nosowski here   
    I've been playing with you for some time so I decided to create my account here. Hello everyone!
  25. Like
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