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I&A 4 Beta Test Feedback

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On 9/28/2019 at 5:19 AM, Admiralbumfluff said:

Using Zeus needs some polishing.

 

Not a fan of Zeus's being unable to do anything but Zeus when in the slot and being unable to use Zeus without messing in the "u" menu when in different slots.

 

The point of the Zeus squad is that it's intended for Staff players to deliberately recuse themselves from gameplay.  You don't show up on the map, enemy AI won't target you, and you get a whack of reward points that you can use to reward individual players.

 

Not being in the Zeus squad in no way impairs staff's ability to use Zeus powers.  It's tied to your UID, not your squad.  So if you are playing, and you need to pop into Zeus to fix something, you are able to do so.

 

On 9/28/2019 at 5:19 AM, Admiralbumfluff said:

 

I know there is that thing that kicks Zeus's in I&A3 but I prefer it's simplicity.

 

If someone - anyone - can point me to anything that prevents this issue - namely, all Zeus users being kicked at random intervals - I'll gladly implement it.  We've asked Bohemia, notable coders, everyone's stumped.  Yes, there are some drawbacks with the system I've implemented to get around that - namely, that a Zeus module is dynamically generated when you ask for one - and you've hit the main one, that when you leave Zeus, your module is destroyed, along with the links to items that you've spawned.  That said, there's nothing that stops you from using Achilles to add objects in Zeus to bring them right back into your interface.

 

On 9/28/2019 at 5:19 AM, Admiralbumfluff said:

For some reason the admin tools are in the u menu ?? No idea why as scroll wheel makes so much more sense. It's easier to activate and allows you to still be in the game whilst doing admin stuff.

 

It's to clean up the interface, following a theme of simplicity.  Also, putting it in the admin menu gives me a lot more flexibility to do things like respawn specific vehicles, sent hint messages to players, etc.  Stuff I can't do within the context of the scroll menu without several layers of sub-menus.

 

On 9/28/2019 at 5:19 AM, Admiralbumfluff said:

There is no provision for that as you cannot play whilst in one of those slots. AI can't see you, you don't show on map.

 

See above

 

On 9/28/2019 at 5:19 AM, Admiralbumfluff said:

I honestly think 4 is over complicated far too locked down to be any fun. This kind of restriction is what you get on the MSO or game night missions when they have a purpose and a set objective.

 

Feel free to elaborate.  We've already eased a whole lot of restrictions we started with based on feedback, and if you can point to specific things, I'm happy to discuss them.  Many of the things people do complain about (long spawn times, role-based gear restrictions) are there for long-debated and resolved reasons, but if you have new points to consider, don't hesitate.

 

On 9/28/2019 at 5:19 AM, Admiralbumfluff said:

I'm sorry to be such a Negative Nancy but there are so many issues and so many needlessly complicated bits of it that if 4 ever does go live it will make it so much less fun to play and less engaging for an audience that is not a bunch of dudes into their paperwork.

 

Please elaborate... I find the paperwork comment very confusing

 

On 9/28/2019 at 7:34 AM, Xwatt said:

now to get what the gear I really want I have to grind points to get it"

 

As of ... two versions ago?  This is no longer the case.  All role-specific purchasable weapons are now by default "purchased" which means they can be armed straight from the arsenal.  Based on a discussion we all had, no less...

 

On 9/28/2019 at 7:34 AM, Xwatt said:

understand there are custom squads, but I believe right now they are blocked, but I believe they don't allow for custom naming or anything of that sorts.

 

It's never been my intention to force people into absolutely predetermined squads, that's why I have the custom squads functionality.  It's not something I can test on my own for obvious reasons, so every beta test I am responding to how it chooses to break (and it almost always does).  Custom naming of squads had led us into more than one ban situation thanks to people's creative choice of naming, or using the names for advertisement, and apart from the lolz, I can't see a great reason to have something which is just one more thing we have to enforce.  If people don't want to play here because they can't name their custom squad D1CK BOIZ I'm not sure we're worse of without them.

 

On 9/28/2019 at 7:34 AM, Xwatt said:

But why should we force people to have to be in that area to get more points?

 

There's no great way for me to determine who's "participating" in the mission or not, apart from their proximity to the bad guys.  And generally, if they're sniping targets or destroying vehicles from over a kilometer away (the current threshold for when you are participating or not), you're outside the AI's capacity to engage you back, so I don't know if that's worth rewarding.  You'll still get points for kills, you just won't get your share of the mission objective reward points, which frankly, aren't going to be as much as vehicle kill points anyway.

 

On 9/28/2019 at 7:34 AM, Xwatt said:

Framerates. Much worse than I&A3.

 

The part that says Beta test is there for a reason... optimization is where we are right now, and it gets a little better every version.  This is a long discussion but suffice it to say I don't want 4 running at lower frame rates, the whole point here was for better performance by culling old/bad code, and if it's a matter of streamlining / removing features to get back to good performance, than that's what happens.

 

On 9/28/2019 at 2:08 PM, poker said:

That's why I don't like the idea of including any gear in the reward system, feels like they just took away some freedom from you.

 

See above... by default, all role-specific gear is considered purchased at mission start.  Gear like non-faction weaponry still needs to be purchased at this point, but I suppose if there's overwhelming demand that you should be able to leave the NATO base decked out in complete CSAT gear and weaponry, well, we can go there.

 

On 9/28/2019 at 2:08 PM, poker said:

Groups and roles is the thing that confuses me most

 

I'm not an expert with UI, and Arma doesn't give you a ton of options.  If someone's got a better flair for it than me, I welcome the assistance to overhaul it.  What I'm most concerned with is creating an interface that is easy to understand and intuitive.  I clearly have not gotten there, because we get the question every session, how do I join a role? despite several layers of hints, suggestions and tooltips.  Remember that the whole point of this system is so that people don't have to go back to the lobby to take a different role, which is a major perk in my opinion, as well it is a bit more stable (in some ways) than Arma's stock system.  (and yes, much more unstable in others, I will fully concede).

 

On 9/28/2019 at 2:08 PM, poker said:

More points for being in the area of operations.

 

Well, this is the hardest part of balancing the mission, I've got Xwatt saying we need to not punish players for being outside the AO, and you suggesting we need to reduce the reward for players being inside the AO :)  Neither of you is wrong, it's just a matter of balancing how to reward players.  I welcome your suggestions.

 

On 9/28/2019 at 4:37 PM, ansin11 said:

I really shouldn't be talking because I have never played I & A 4 further than the point at which I was first asked to select my role through an ingame custom menu. But what the hell.

 

Ah yes.

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Quote

I really shouldn't be talking because I have never played I & A 4 further than the point at which I was first asked to select my role through an ingame custom menu. But what the hell.

ah yes. constructive critisism from those that play the mission is useful. those that havent, not so much

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I have actually played I & A 4 since posting that comment on february 8th.

 

With that extremely relevant conflict solved and out of the way I'd like to point at a far more interesting question:

Did I simply forget or never notice or were there no public polls and discussions on the community's hopes, wishes and expectations for I & A 4?

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The process has followed that of most gamemodes and addons, we present a beta and ask for feedback/input on the direction. 

 

We then actively look at the feedback given and look at ways to take it into account. as you can see we have done through the entire process. The benefit about this mission is the flexibility that it offers the host to run the parameters they want to offer the experiance that is desired. hence we do value the feedback and its brilliant that all the opinions are being voiced here to allow us to make a good mission for the community.
 

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This is why I never tell you guys what I think. every issue I have had with 4 has been the same answers...

I wish you guys luck with it but when 4 happens my play time on server is likely to be almost non-existant.
 

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6 hours ago, ansin11 said:

Did I simply forget or never notice or were there no public polls and discussions on the community's hopes, wishes and expectations for I & A 4?

 

Short answer: you never noticed.

 

Long answer: we have had public consultation in the past regarding direction, both internally and externally.  Please don't ask me to drag it all up because it was done through a combination of forum posts, Telegram (which we no longer use), and Discord, which is a pain in the ass to navigate historically.  I'm willing to bet there are forum posts here as well if someone where to search for them.  One thing I will tell you, is that there have been (and continue to be) mutually exclusive hopes, wishes and expectations for a successor to 3.  One excellent example is the FOB system from 3.  Some people love it, other people hate it (we've had multiple people pine back to I&A2's system with just a central base, and decided to work off of that).  At some point you have to make a decision and run with it, hopefully that accommodates the majority of players, or you might as well pack up your things and go home.

 

What I've learned: if you try to develop a mission through public opinion and concensus, it'll never get done.  And it'll certainly never please everyone.  Most of the time it's because the revision cycle is a merciless process of people saying "I don't like that" but not saying how that could be done differently or better, leaving it up to the mission designer to take stabs in the dark with different approaches.  Which other people now don't like.

 

What I've also learned is that people who take the time to write responses are people I want to hear from, because they obviously care about what's being developed.  Unfortunately I can't accommodate everyone's desires, and as I'm sure you're well aware, the Arma engine isn't capable of everything we want to do.  But I will say that every feature that's in there is there for a reason - most often to address a specific deficiency from how IA3 was designed, or to address gameplay issues from how we see the mission played.

 

45 minutes ago, Admiralbumfluff said:

This is why I never tell you guys what I think. every issue I have had with 4 has been the same answers...

 

I would say that at least I'm being consistent.  I'll harken back to what I've mentioned earlier in this post: you are entitled, and encouraged, to give your opinions, your earnest criticism, the whole thing.  I have no ego to bruise.  But if it's general feedback, I can only respond with general changes. For example, when you say

 

Quote

I honestly think 4 is over complicated far too locked down to be any fun. 

 

... it's up to me to interpret what you say in order to make any kind of changes.  Is it the squad system?  The role-specific arsenal?  The mission structure?  Rewards?  The direction of the mission?  I can infer a lot based on how 3 works, but unless you say something like "I don't like how the squads are set up", or better yet, "I want there to be nothing but custom squads" then it's up to me to just take deep breaths and try something else.

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Time for a bit of feedback I will put more in at some point but here is what I have at this time.

1- Can we have command VON locked again as 4.6.2.Do not talk in global, side and command channels.  Use group, vehicle and direct chat for voice communications. still stands as far as I know. In 3 it is locked and solves the problem.

2- Sidearm magazines are not showing up in current selected weapons magazine slots when adding ammo to load out.

3- Zeus slots do not receive any points when joined so can not reward players.

4- If possible bring over v3 Admin/Zeus tools from the scroll wheel menu. (I will send more detail over discord DM to Ryko)

5- UGV reward is broken.

6- Squad menu not showing what slots are taken until I take a slot when first joining.

7- When players TK if possible give them a hint saying they have team killed. Does not have to say who they killed, this way they don't go on team killing and not knowing, as this is a public server where new players join and learn most of the time.

7.1- For admin channel if possible add the weapon used when telling us someone has team killed as that helps a lot when looking into situations. (I&A 3 Team kill messages for those with Zeus work well as they tell us who killed who and what they used to do it)

8- Air channel as good as it is would be better if removed from all roles but the pilots so all the squad leads/Zeus don't have to listen to the chatter of "is that pad taken" and just pilots talking to each other as players do, if removing it is not the way foreword maybe if it can be done add a option to remove yourself from air channel as that would allow those that want to stay on it can and those that don't don't.

 

I hope this feedback helps with the next version :)

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6 hours ago, LH5 said:

2- Sidearm magazines are not showing up in current selected weapons magazine slots when adding ammo to load out.

3- Zeus slots do not receive any points when joined so can not reward players.

 

To be fixed next version

 

6 hours ago, LH5 said:

5- UGV reward is broken.

6- Squad menu not showing what slots are taken until I take a slot when first joining.

 

Investigating for next version.

 

6 hours ago, LH5 said:

7- When players TK if possible give them a hint saying they have team killed. Does not have to say who they killed, this way they don't go on team killing and not knowing, as this is a public server where new players join and learn most of the time.

 

Not sure why this isn't working, reviewing the code, it's supposed to give you a notice that you've TK'd.

 

6 hours ago, LH5 said:

7.1- For admin channel if possible add the weapon used when telling us someone has team killed as that helps a lot when looking into situations. (I&A 3 Team kill messages for those with Zeus work well as they tell us who killed who and what they used to do it)

 

Yep, will review

 

6 hours ago, LH5 said:

8- Air channel as good as it is would be better if removed from all roles but the pilots so all the squad leads/Zeus don't have to listen to

 

I'll look into adding a button to the IA4 menu to allow you to join/leave the Air channel.

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IA4 change logs for 067 and 068; 068 will be tested today at 1800 UTC.

 

068
---
NEW
1. Engineers, Pilots and Armor crew have a new action to add emergency fuel to a vehicle that has no fuel.
2. Any role which has access to the Air channel may now use the button in the IA4 menu to add or remove themselves from the channel. Intended for Squad leaders who don't want to hear air chatter.
3. Added Livonia camo uniforms to default western arsenal.
4. Added Quality of Life features for Zeus users:
- canned admin messages
- ability to delete objects while not in zeus
- admin scripts submenus available (and can be toggled)
5. New rule for picking up non-class or non-faction weapons: instead of not being able to run, you will have an increased difficulty to aim. (setCustomAimCoef=4 instead of default 1)
6. If you are incapacitated, there is a small chance every 4 seconds that you will wake up.

FIXES
1. Zeus/staff players can now donate points and purchase rewards without having any points.
2. Refined success condition for enemy mortar subobjective.
3. Attempt to catch error when player attempt to join role before fully connected to the server (prevent 'Error: No Unit' in squad list)
4. Reward point donation to team/group.
5. Only Vortex group members can fly Transport aircraft (previously: VIPER pilots could crew/fly Vortex vehicles)
6. Contact DLC woodland uniforms were accidentally added to Sniper/Spotter kit; added for all roles to select.
7. Error in Destroy Radio Tower secondary mission
8. Added all base magazines to arsenal.
9. Pre-purchased gear configuration (taking gear from arsenal no longer disappears)
10. Being nearby a destroyed subobjective will no longer delete your vehicle; you still might take damage from an explosion, however.
11. Fixed secondary missions to improve performance. Enemy unit composition has been lowered in all missions.
12. Armed/Unarmed UGV reward fixed, should now work

TWEAKS
1. Reinforcement air vehicles spawn further away, and despawn further away.
2. Changed IA4 menu: toggle map markers button moved to map/diary link.
3. Changed method for detecting player interaction with primary / secondary objectives and moved to client to improve server performance. Message to player on these engagements also changed to be less intrusive.
4. Additional information on teamkill/incapacitation situations.
5. Rending an OPFOR mortar disabled in any way will destroy the spotting UAV.
6. Attempt to get enemy subojectives off the roads.
7. Hold Actions now have percentage hints to show progress, in the event that BIS' progress icon disappears.
8. Destroy artillery secondary mission tweaked to encourage actual firing of artillery shells.
9. Enemy CAS lessened slightly. Should reduce instances of multiple enemy CAS in the air, unless there is a lot of player Air.
10. 50% chance ambient AI spawns will prefer players with high scores.
11. Tweaked custom smoke screen deployment (will only run on clients within 2km of smoke deployment).

067
---
NEW
1. Added reward point values chart to map diary. Reward points are modified by the difficulty setting, and also by the skill level of the unit killed, so this may not be consistent from game to game, but is rather a base value.

TWEAKS
1. Overhaul of opforAwarenessDaemon script to improve performance.
2. Increased readability of dynamic text on map (spotted vehicle time codes, player titles, vehicle despawn and delock timers)
3. Default grenadier loadout for basic NATO: sand tracer magazine changed to black tracer magazine. Default autorifleman for NATO: added 1 tracer 100-round magazine.
4. Removed Secure Intelligence Documents subobjective as wonky
5. Added more vests to Western Arsenal
6. Tweaks to enemy CAS support
7. Overhauled enemy reinforcements code for performance and minor errors
8. Tweaked position / distance / opacity for in-world player name tags, especially for wounded players. Wounded players will now be visible up to 200m. Your squad mates are visible up to 60m. Other non-wounded team members are visible up to 20m.

FIXES
1. Underbarrel-launched smoke grenades were bouncing contrary to intended behaviour.
2. Fix to cleanup script accidentally removing non-dead vehicles.
3. VIPER crew able to fly CAS helicopter alone, fixed, requires full crew in helicopter
4. Fixes to reward point donation.

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Loving the latest version and some of the changes. Lots of quality of life improvements.

 

The chance to revive yourself is also quite nice but it may be a little too strong. Several times I was downed and woke up instantly without any delay and I often revived several times in a row.

I really like the feature but suggest reducing the chance of it happening and also maybe put a wait on it so that you will be down for at least 10-20 seconds

 

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58 minutes ago, MidnightRunner said:

Loving the latest version and some of the changes. Lots of quality of life improvements.

 

The chance to revive yourself is also quite nice but it may be a little too strong. Several times I was downed and woke up instantly without any delay and I often revived several times in a row.

I really like the feature but suggest reducing the chance of it happening and also maybe put a wait on it so that you will be down for at least 10-20 seconds

 

Agreed. I got downed 20 times in a row but "woke up" every single time . So Kacper and I were basically just paradropping into the middle of AO get downed and then revive ourselfs and then just fire 5 rounds and get knocked out again. So in the end we had like 5 squads dead around us.

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In the latest version pilots will start engaging the AO when they fly into it, regardless of their height.  Meaning that on more than one occasion while I was flying the wipeout just inside the edge of the AO at 2km up I got points for participating in the AO even though I didn't fire a single shot at that AO.  I don't know if this is intentional or not but it wasn't in the previous version so I thought I'd mention it. 

Some potentially interesting stuff from my RPT:

Spoiler

22:53:47 "AO any: Subobjective command+control center completed."

My guess would be that it shouldn't say any there. 

 


22:10:30 Error in expression <WARDS (%1 points)', sendPoints]];

if ( playerRole in ["inf_sl", "inf_tl", "inf_>
22:10:30   Error position: <playerRole in ["inf_sl", "inf_tl", "inf_>
22:10:30   Error Undefined variable in expression: playerrole
22:10:30 File mpmissions\__CUR_MP.Altis\DG\ia4_menu.sqf..., line 22

 

 

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I&A 4 beta 069 change log:


NEW
---
1. Showing/hiding admin scripts preference now saved to player profile.
2. Reward point donation cap of 10,000 points.
3. When incapacitated, the hint regarding the nearest teammate will disappear when you are revived, or when you die.
4. Closing the map will clear any active hint, including (and most importantly) the hint you get if you click on a unit to reveal the squad composition or vehicle crew.
5. Zeus players may show/hide enemy units on their map.

 

FIXES
1. Repair depot success condition
2. Admin scripts didn't appear. 
3. Admin TK notices now don't include the projectile as that information is usually missing
4. Zeus control double-click *may* be fixed
5. Fixed bug where players could donate infinite points.
6. Air unit players (Vortex, Viper, Reaper and Talon) no longer receive engagement zone messages (nor receive reward points for being in the zone at mission completion).
7. Bug in IA4 menu re Air Channel button. (thanks Stanhope)
8. Bug related to MPHit eventhandler on Ammo depot, repair depot, and command center subobjectives (thanks Stanhope)
9. Base cleanup script re-activated. This will occasionally kick players out of inventory screens.
10. Fixes to two-strike rule for Vortex pilots.
11. Attempted fixes for custom groups.
12. Players no longer able to purchase non-class reward weapons and take them from arsenal (you can purchase them, but they won't show up in arsenal until you change to an appropriate role).

 

TWEAKS
1. Random chance of waking up from incapacitation has been tweaked significantly; should happen much less often, if at all.
2. Waking up from incapacitation, player will be wounded and limping, which can be fixed with a first aid kit or medpack.
3. Tweaked location of Selakano air service stations.
4. Changed max player count to 61 (1 HC slot, 60 player slots)
5. Tweaked conditions for picking up non-class, non-faction weapons.
- a non-class weapon will increase your difficulty to aim (setCustomAimCoef to 6). (For example: a NATO medic using a NATO autorifle.)
- a non-faction weapon will give you a 50% reward point penalty.
(For example: a NATO grenadier using a CSAT grenade launcher.)
- a non-class, non-faction weapon will do both.
(For example: a NATO medic using a CSAT grenade launcher.)
6. Arsenal will disappear when opened (locally) for cosmetic reasons, and will re-appear when closed.

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Hello Ryko i had a Bug noticd at 26.10.2019 06.50a.m MESZ on Eu 1 Version I&A 4 beta 069

I playd as teamleader and was alone at the A.O..During the Time i used the UAV option to get intel about the Enemy. After i Enterd the UAV i coudnt get out anymore... The exit UAV option was Buggd. It workd 3 out of 5 times i dont know the reason i just wanna let u know.

Have a nice Day

mastif0

 

26.10.2019 08.58MEST on EU1 Version: I&A 4 beta 069

To addition to that Icze and I found multible buggs : Target : comander controll center got destroyd but was not completed

                                                                                             Target : Mortor Team get killd but was not done

                                                                                             Target: Destroy the Ammobox did explode but was not done

                                                                                             ( I just guess the hole mission was buggd there )

Vehicles : Blackfoot: Blackfoot  was moved over. After landing it and change the seats so the copilot coud fly Blackfoot instantly flyd 20 clicks away and endet in a big fireball.

                  Hunter : Hunter remumitioning at the field dosnt work somehow. Container dropt sucessfully. But it was not giving me any option to reload or remunition.

 

@Ryko

                                                                                            

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As I already said in your other topic, I&A4 is being run every Friday.  It's not permanently available.  On Fridays it's on EU1, this is tweeted out as well as said in discord and is typically around 18:00 UTC iirc

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I&A4 version 070 change log


FIXES
1. Overhaul of Rescue Civs secondary mission (Civs weren't spawning in buildings, or near OPFOR defenders).
2. Random revive from incapacitation, should be much less often. If you self-revive once, you won't self-revive again until respawn.
3. Overhaul of all sub-objectives to improve success conditions.
4. More work on custom groups. Maybe now it works? Who knows!
5. Admin scripts (should) be visible now for staff
6. Slung weapon was being detected as a non-class weapon for purposes of the gear restriction script (lolz)
7. Weather regulation script had an error which could result in a sunny (default) setting producing rain. Should now work as intended (Default parameter = sunny weather)
8. Player vehicles shouldn't be deleted in zones allocated for other bases.
9. Assets from secondary missions were sometimes caught up in orphan units subroutine after main AO was completed.
10. Possible fix for UGV reward asset

 

TWEAKS
1. Arsenal quartermaster animations changed so he doesn't walk through the table.
2. Removed more trees at Abdera runway.
3. Opfor awareness process won't run on groups where all the members are dead.
4. Given that BIS has changed how createVehicleLocal can be abused and that this abuse is no longer possible, removed createVehicleLocal from disabledCommands list; custom smoke countermeasures deployment has been removed and we're back to Bohemia's local solution.
5. The vehicle at the Repair depot sub-objective now has some flavour damage.
6. Updated secondary task names for better visibility on map.
7. Tweaks to main AO win condition
8. Civilian vehicles should now despawn after AO is completed if player is significantly far away, and hasn't been claimed by player
9. Vortex players should no longer be considered as potential targets for ambient anti-air spawns
10. Finessed ammo box deployment from helicopters (could spawn too close when helicopter was landed)
11. Reward gear is now added to arsenal, not put into inventory, after purchasing.

 

NEW
1. Added Teamkills history list for admins. Will only populate with information after admin connects (historical information will not be populated).
2. Admin can see current Main AO status, reflecting how many units are left in the AO before it is considered complete

 

Plus, we are trying some new server config options which might help with situations where units controlled by the headless client are not detecting players.

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Some errors from my RPT from today:

Spoiler

19:57:54 wrong color format [0,0,0,1]

20:05:15 error in expression <>
20:05:15   error position: <>
20:05:15   error local variable in global space

20:05:27 unknown entity: 'a</font><br /><img image='#(argb,8,8,3)color(1,1,1,0.1)' height='1' width='640' /><br /><br /><font>custom squads: enforce squad leader?</font><br /><font size='16' face='puristalight'>no</font><br /><img image='#(argb,8,8,3)color(1,1,1,0.1)' height='1' width='640' /><br /><br /><font>reward weapons/gear unlocked at mission start for faction?</font><br /><font size='16' face='puristalight'>yes</font><br />'

21:11:49 error in expression < (_x select 7) > 0 ) then { _roles = {!(_x isequalto "")} count (_x select 7); }>
21:11:49   error position: <_x isequalto "")} count (_x select 7); }>
21:11:49   error undefined variable in expression: _x
21:11:49 file mpmissions\__cur_mp.altis\dg\squad_dialog.sqf..., line 256

21:11:51 error in expression < select 7) select _foreachindex);
if ( _player isequalto "" ) then
{	_name = "(>
21:11:51   error position: <_player isequalto "" ) then
21:11:51   error undefined variable in expression: _player
21:11:51 file mpmissions\__cur_mp.altis\dg\squad_dialog.sqf..., line 273

21:11:51 error in expression <elect 7) select (lbcursel 5210);
if ( _player != "" ) then
{	if ( getplayeruid>
21:11:51   error position: <_player != "" ) then
21:11:51 file mpmissions\__cur_mp.altis\dg\squad_dialog.sqf..., line 297

21:45:11 error in expression <ntil {!(isnil "playerfaction")};
if ( showsquadradar ) then { [false] execvm ">
21:45:11   error position: <showsquadradar ) then { [false] execvm ">
21:45:11   error undefined variable in expression: showsquadradar
21:45:11 file mpmissions\__cur_mp.altis\onplayerrespawn.sqf..., line 44

 

 

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Enjoying playing on the new update, however found that randomly i would get multiple zeus pop up  after pressing Y a minute later some times and cause my arsenal to randomly kick me out sticking me in arsenal view causing a relog. and there sometimes is a script error whilst joining causing a time out and players to be forced to wait the wait timer before reconnecting due to not being able to load in due to the error.  unfortunately didn't manage to get a screenshot of script, but it is to do with the loading in and the pop up i assume.

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Ok so this is feedback I gathered from 7 friends that I forc... *cough* invited to play with me (we played both pre 4. and 4. multiple times).
My personal opinion may differ, so I am going to leave that out.

 

  • All of them liked the slot change system.
  • 6 of them complained about the lack of choice in terms of clothing and weaponry due to the unlock system. They don't mind that some weapon classes are role specific. (That was part of the 4. when we played back then, I think I have read that this is no longer the case? In that case disregard.) The Vehicle Reward and UAV Strike systems were fine by them.
  • 6 of them wished for a more traditional infantry transport system (Squads using MRAPs and Trucks instead of everyone boarding helicopters). According to 5 only special forces and support squads (medics, repair specialists) should be on air transport for the sake of realism.
  • 3 of them asked about more "flexible" missions like taking out convoys and hitting enemy supply lines that if not stopped spawn much more enemies in the main AO. After that, I asked the other 4, and they agreed that they would like to see that too.
  • 2 (both are amateur zeuses) asked if VCOM is going tobe added for the new version.

Greetings,

James Molander

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This beta test was fine for me, normal frame rates for me at least, i had no issues apart from the random everyone disconnecting at one point.

 

1 hour ago, Observer said:

6 of them wished for a more traditional infantry transport system (Squads using MRAPs and Trucks instead of everyone boarding helicopters). According to 5 only special forces and support squads (medics, repair specialists) should be on air transport for the sake of realism.

 

This would more than likely negate the use of vortex on EU#1, vortex is used because it allows faster re-insert back into the action. also no-one bar dedicated people and people who hate vortex would use a car when vortex is much faster(usually) and you can't force people to get into the trucks as it is a public, not a mil-sim

 

1 hour ago, Observer said:

3 of them asked about more "flexible" missions like taking out convoys and hitting enemy supply lines that if not stopped spawn much more enemies in the main AO. After that, I asked the other 4, and they agreed that they would like to see that too.

 

I don't believe there is a convoy mission, there is a factory mission that spawns units in that travel to main (although correct me if I'm wrong though ryko)

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1 hour ago, Observer said:

2 (both are amateur zeuses) asked if VCOM is going tobe added for the new version.

As soon as you hit more than 20-ish people that'll kill performance.  Ryko already wrote a set of scripts to improve AI awareness and behaviour

 

1 hour ago, Observer said:

6 of them wished for a more traditional infantry transport system (Squads using MRAPs and Trucks instead of everyone boarding helicopters). According to 5 only special forces and support squads (medics, repair specialists) should be on air transport for the sake of realism.

There are ground vehicles, I&A never focused on realism.  People just want to play, this isn't milsim. 

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On 11/9/2019 at 3:36 PM, Observer said:

6 of them wished for a more traditional infantry transport system (Squads using MRAPs and Trucks instead of everyone boarding helicopters).

Generally, anyone is free to commandeer an MRAP or Troop transport and insert themselves, rather than relying on helicopters.  As Stanhope and Toast indicate it's more about getting players into the action quickly.  But you're free to play any way you want.

 

On 11/9/2019 at 3:36 PM, Observer said:

3 of them asked about more "flexible" missions like taking out convoys and hitting enemy supply lines that if not stopped spawn much more enemies in the main AO

The side missions (which failed during testing, we only had one, and then a second after I spawned it) are supposed to simulate this kind of action.  A convoy mission is never going to happen in Arma because the AI is pathetic at driving.  Plus, you need to build in so much exception handling: what does the convoy do if it's engaged?   Etc.  But mostly it's just about the fact that even if you spawn all the vehicles in a column on the road, they will inevitably crash into each other.

 

On 11/9/2019 at 3:36 PM, Observer said:

VCOM

We tried running VCOM once on I&A... it brought the server to a standstill.  It's great, but there is a player cap on performance.

 

On 11/9/2019 at 5:04 PM, Toasted_Bread_Slice said:

I don't believe there is a convoy mission, there is a factory mission that spawns units in that travel to main (although correct me if I'm wrong though ryko)

No convoy mission or mission like this, but a new concept in IA4 is that a primary AO will be considered "completed" when you eliminate 85% of the units.  So there will be some units left in the AO, and they receive a new mission to travel to the next AO, so you will find moving between AOs in this case.

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I&A4 beta 071 change log:

 

071
---
NEW
1. Added setTimeMultiplier to description.ext restricted commands
2. Added noHC variable for opfor groups that shouldn't be controlled by HC
3. Added chem lights to arsenal.
4. Armor commander now has access to the Air Channel.
5. Added ammo boxes at repair depot, command and control center, and ammo depot sub-objectives.

FIXES
1. Commander lost all of his gear.
2. Time acceleration / skip time allowed for admins
3. If mission parameter set to night time, time acceleration and base lights start enabled
4. Vehicles that require Pilot / Co-pilot to operate (eg Blackfoot) could be flown by pilot only.
5. Secondary missions were bugged.
6. Non-faction/non-class weapon error message for slung weaponry.
7. Arsenal quartermaster can no longer be 'escorted' out of his position.

TWEAKS
1. Night vision goggles added to default loadouts of Sniper and Spotter classes.
2. NATO regular Marksman now receives black magazines instead of Sand.
3. Slight delay in spawning main AO enemy groups to allow orphan groups to be assigned and ordered.
4. Made spotting targets a bit easier (search cone instead of spot)
5. Removed unreliable 'set charges' holdAction from repair depot, command and control center, and ammo depot sub-objectives. Use a demo charge from the ammo box, if you didn't bring one.

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