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I&A update inbound!


razgriz33
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Just as we are about to push a new update to the EU server featuring an upgrade to 60 slots among other things the server providers themselves have been attacked. so as of right now we at least have our US server running.

 

Stick with us for news on the matter.

 

Changelog of I&A

  • Updated vehicle repair
  • Updated vehicle respawn sqf
  • Changed UAV to laser guided bombs
  • Changed Gunner - Haymaker to UAV Operator - Deathstar
  • Changed to 60 slots
  • Changed position and added a VAS box to the off base repair pads
  • Changed location of easter egg sport hatchback
  • Added side mission rewards APC Gorgon, AA Cheetah and a "technical"
  • Added Orca to the helicopter pool
  • Added spotters to sniper teams again
  • Added extra pilot to accommodate extra troops transport
  • Fixed Parachuting for pilots and passengers
  • Pilots/co-pilots can now eject (added to list by Jester)
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Review of ver 2.61so far tonight.

Pro's

Walls are gone +1 for that they sucked

more slots +1

more helos +1

Cons, need a fix

Repair time out, after 200 seconds vehicles don't get repaired, pads stop working altogether, had to use Bob & HEMTT's

Respawn / Revive is glictched, people complaing that they lose all their custom loadouts when revived and go back to standard loadouts

other then that all good so far :)

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Are you sure about the re-arm/repair/refuel pads? I tested them last night and they were fine.

 

or are you saying that the vehicle will repair etc just fine, but the second time it will not? Also, have you noticed if they work fine after respawn?

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The player slots seem have become a bit messed up. I know it's a little academic with some people using the squad manager but it's unnecessarily confusing to have echo squad in two parts and a member of charlie in bravo. Also does the platoon commander actually have any facilities to help him command? (trying to see the purpose of that slot)

 

 

You didn't think that there might be a slight possibility that the person that put them in might be reading this thread?

 

Isn't that how criticism is supposed to work?

 

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Also does the platoon commander actually have any facilities to help him command? (trying to see the purpose of that slot)

An excellent question, Sub. We implemented that slot as a means to facilitate and encourage coordinated play.

Ahoy's servers that most people play on are public, and therefore are at times free for all melee of lone wolves and little clique - is squads.

On occasion however, with the right direction and players the whole server begins to work together, constructively. In those cases, we felt a "High Command" would be helpful in coordinating gameplay.

An interesting point you raise though, is what attributes or abilities could this high command have. We may look into that.

Thank you for the CONSTRUCTIVE criticism. I believe that is what David was talking about.

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Seems stable so far from what I played last night. Still haven't tested the Parachutes yet but from what I gathered, things were pretty stable. Keep up the good work.



An excellent question, Sub. We implemented that slot as a means to facilitate and encourage coordinated play. Ahoy's servers that most people play on are public, and therefore are at times free for all melee of lone wolves and little clique - is squads. On occasion however, with the right direction and players the whole server begins to work together, constructively. In those cases, we felt a "High Command" would be helpful in coordinating gameplay. An interesting point you raise though, is what attributes or abilities could this high command have. We may look into that. Thank you for the CONSTRUCTIVE criticism. I believe that is what David was talking about.


I am also supportive of a 'high command' mechanic. I think it would be great, given when I get a fireteam together, we usually do Spec Ops kind of stuff and from time to time; getting some orders barked at us may be good for overall morale. Also, Angel; You are right about the changes you can see in the server when fireteams/squads start to work together and don't always try to get one up on each other. 


It's all about Teamwork, out there, yo.

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Sorry David, but no THIS IS THE VOICE OF THE MISTERONS offence or malice was meant by my post, but you have to admit they did suck if it came to helos needing repair within the square ;)

Anyhoo, the tweaks applied last night have improved things over first version update, testing & playing with the chutes was loadsa fun.

Small things I noticed I think it was Charlie Marksman sometimes spawns as AT and someone commented on Side chat or TS that one of the spotters is spelt sotter in the lobby selection list

 

 

Stuid mobile doen's like quotes - don't have clue what the Misterons thing is though 

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Just had a short go on version 2.63 (before the server died) - has the respawn mechanism that's there now been left in by accident? There are several problems with it, but being able to respawn to any player's location makes me think it must be for testing purposes...?

 

An interesting point you raise though, is what attributes or abilities could this high command have.

There would probably have to be an incentive for other players to listen to a commander. If he could do something like delivering supply drops or target artillery strikes then that would open up a dialogue. And if he can only do those things from a command centre in the base, it should prevent him ramboing around the map.

Also does anyone actually make use of the personal UAV's? Perhaps that could be made unique feature to the commander, so he has an overview. Although he'd need to be able to tell it roughly where to position itself on the map and it would probably need unlinking from the radio tower objective to make it useful.

 

 

Thank you for the CONSTRUCTIVE criticism. I believe that is what David was talking about.

Wishing that all criticism is contructive is going to be disappointing. It isn't something you want anyway, negative feedback can be just as useful.

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Hmm can't see a way to attach a file... anyway much easier to tidy units up directly in the code :)
 

	class Groups
	{
		items=12;
		class Item0
		{
			side="WEST";
			class Vehicles
			{
				items=10;
				class Item0
				{
					position[]={14641.868,17.91,16765.313};
					azimut=-130.69901;
					special="NONE";
					id=0;
					side="WEST";
					vehicle="B_Soldier_SL_F";
					player="PLAY CDG";
					leader=1;
					rank="SERGEANT";
					skill=0.60000002;
					init="(group this) setGroupId [""IA""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Squad Leader";
				};
				class Item1
				{
					position[]={14644.627,17.91,16766.957};
					azimut=-130.69901;
					special="NONE";
					id=1;
					side="WEST";
					vehicle="B_medic_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Medic";
				};
				class Item2
				{
					position[]={14643.198,17.91,16767.27};
					azimut=-130.69901;
					special="NONE";
					id=2;
					side="WEST";
					vehicle="B_soldier_repair_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Repair Specialist";
				};
				class Item3
				{
					position[]={14642.373,17.91,16766.607};
					azimut=-130.69901;
					special="NONE";
					id=3;
					side="WEST";
					vehicle="B_soldier_exp_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Explosive Specialist";
				};
				class Item4
				{
					position[]={14643.321,17.91,16765.678};
					azimut=-130.69901;
					special="NONE";
					id=4;
					side="WEST";
					vehicle="B_soldier_AR_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Autorifleman";
				};
				class Item5
				{
					position[]={14643.983,17.91,16766.203};
					azimut=-130.69901;
					special="NONE";
					id=5;
					side="WEST";
					vehicle="B_Soldier_GL_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Grenadier";
				};
				class Item6
				{
					position[]={14643.955,17.91,16767.924};
					azimut=-130.69901;
					special="NONE";
					id=6;
					side="WEST";
					vehicle="B_soldier_M_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Marksman";
				};
				class Item7
				{
					position[]={14645.201,17.91,16768.287};
					azimut=-137.827;
					special="NONE";
					id=7;
					side="WEST";
					vehicle="B_soldier_LAT_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Rifleman (AT)";
				};
				class Item8
				{
					position[]={14646.213,17.91,16767.486};
					azimut=-130.69901;
					special="NONE";
					id=8;
					side="WEST";
					vehicle="B_Soldier_GL_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Grenadier";
				};
				class Item9
				{
					position[]={14648.14,17.91,16768.668};
					azimut=-130.69901;
					special="NONE";
					id=9;
					side="WEST";
					vehicle="B_soldier_AT_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Alpha Specialist (AT)";
				};
			};
		};
		class Item1
		{
			side="WEST";
			class Vehicles
			{
				items=9;
				class Item0
				{
					position[]={14675.788,17.91,16811.762};
					azimut=210.505;
					special="NONE";
					id=10;
					side="WEST";
					vehicle="B_Soldier_SL_F";
					player="PLAY CDG";
					leader=1;
					rank="SERGEANT";
					skill=0.60000002;
					init="(group this) setGroupId [""IB""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Squad Leader";
				};
				class Item1
				{
					position[]={14676.711,17.91,16812.318};
					azimut=210.505;
					special="NONE";
					id=11;
					side="WEST";
					vehicle="B_medic_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Medic";
				};
				class Item2
				{
					position[]={14676.443,17.91,16813.574};
					azimut=210.505;
					special="NONE";
					id=12;
					side="WEST";
					vehicle="B_soldier_repair_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Repair Specialist";
				};
				class Item3
				{
					position[]={14675.872,17.91,16812.828};
					azimut=210.505;
					special="NONE";
					id=13;
					side="WEST";
					vehicle="B_soldier_exp_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Explosive Specialist";
				};
				class Item4
				{
					position[]={14677.747,17.91,16814.666};
					azimut=210.505;
					special="NONE";
					id=14;
					side="WEST";
					vehicle="B_soldier_AR_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Autorifleman";
				};
				class Item5
				{
					position[]={14677.647,17.91,16813.801};
					azimut=210.505;
					special="NONE";
					id=15;
					side="WEST";
					vehicle="B_Soldier_GL_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Grenadier";
				};
				class Item6
				{
					position[]={14676.908,17.91,16814.332};
					azimut=210.505;
					special="NONE";
					id=16;
					side="WEST";
					vehicle="B_soldier_M_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Marksman";
				};
				class Item7
				{
					position[]={14677.078,17.91,16813.037};
					azimut=203.377;
					special="NONE";
					id=17;
					side="WEST";
					vehicle="B_soldier_LAT_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Rifleman (AT)";
				};
				class Item8
				{
					position[]={14678.563,17.91,16813.988};
					azimut=-770.07703;
					special="NONE";
					id=18;
					side="WEST";
					vehicle="B_soldier_M_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Bravo Marksman";
				};
			};
		};
		class Item2
		{
			side="WEST";
			class Vehicles
			{
				items=9;
				class Item0
				{
					position[]={14641.492,17.91,16755.662};
					azimut=-770.07703;
					special="NONE";
					id=19;
					side="WEST";
					vehicle="B_Soldier_SL_F";
					player="PLAY CDG";
					leader=1;
					rank="SERGEANT";
					skill=0.60000002;
					init="(group this) setGroupId [""IC""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}]; ";
					description="Charlie Squad Leader";
				};
				class Item1
				{
					position[]={14642.69,17.91,16753.789};
					azimut=-770.07703;
					special="NONE";
					id=20;
					side="WEST";
					vehicle="B_medic_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Charlie Medic";
				};
				class Item2
				{
					position[]={14641.831,17.91,16754.484};
					azimut=-770.07703;
					special="NONE";
					id=21;
					side="WEST";
					vehicle="B_soldier_repair_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Charlie Repair Specialist";
				};
				class Item3
				{
					position[]={14644.264,17.91,16754.279};
					azimut=-770.07703;
					special="NONE";
					id=22;
					side="WEST";
					vehicle="B_soldier_exp_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Charlie Explosive Specialist";
				};
				class Item4
				{
					position[]={14642.73,17.91,16755.441};
					azimut=-770.07703;
					special="NONE";
					id=23;
					side="WEST";
					vehicle="B_soldier_AR_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Charlie Autorifleman";
				};
				class Item5
				{
					position[]={14643.487,17.91,16753.182};
					azimut=-770.07703;
					special="NONE";
					id=24;
					side="WEST";
					vehicle="B_Soldier_GL_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Charlie Grenadier";
				};
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				{
					position[]={14644.724,17.91,16753.107};
					azimut=-770.07703;
					special="NONE";
					id=25;
					side="WEST";
					vehicle="B_soldier_M_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Charlie Marksman";
				};
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				{
					position[]={14643.562,17.91,16754.875};
					azimut=-777.20502;
					special="NONE";
					id=26;
					side="WEST";
					vehicle="B_soldier_LAT_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Charlie Rifleman (AT)";
				};
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				{
					position[]={14644.303,17.91,16752.33};
					azimut=-770.07703;
					special="NONE";
					id=27;
					side="WEST";
					vehicle="B_Soldier_GL_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Charlie Grenadier";
				};
			};
		};
		class Item3
		{
			side="WEST";
			class Vehicles
			{
				items=10;
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				{
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					azimut=-237.653;
					special="NONE";
					id=28;
					side="WEST";
					vehicle="B_Soldier_SL_F";
					player="PLAY CDG";
					leader=1;
					rank="SERGEANT";
					skill=0.60000002;
					init="(group this) setGroupId [""ID""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Squad Leader";
				};
				class Item1
				{
					position[]={14631.941,17.91,16764.488};
					azimut=-237.653;
					special="NONE";
					id=29;
					side="WEST";
					vehicle="B_medic_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Medic";
				};
				class Item2
				{
					position[]={14630.292,17.91,16763.963};
					azimut=-237.653;
					special="NONE";
					id=30;
					side="WEST";
					vehicle="B_soldier_repair_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Repair Specialist";
				};
				class Item3
				{
					position[]={14631.004,17.91,16763.307};
					azimut=-237.653;
					special="NONE";
					id=31;
					side="WEST";
					vehicle="B_soldier_exp_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Explosive Specialist";
				};
				class Item4
				{
					position[]={14630.655,17.91,16765.486};
					azimut=-237.653;
					special="NONE";
					id=32;
					side="WEST";
					vehicle="B_soldier_AR_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Autorifleman";
				};
				class Item5
				{
					position[]={14628.894,17.91,16765.744};
					azimut=-237.653;
					special="NONE";
					id=33;
					side="WEST";
					vehicle="B_Soldier_GL_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Grenadier";
				};
				class Item6
				{
					position[]={14629.462,17.91,16764.734};
					azimut=-237.653;
					special="NONE";
					id=34;
					side="WEST";
					vehicle="B_soldier_M_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Marksman";
				};
				class Item7
				{
					position[]={14631.324,17.91,16764.936};
					azimut=-237.653;
					special="NONE";
					id=35;
					side="WEST";
					vehicle="B_soldier_LAT_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Rifleman (AT)";
				};
				class Item8
				{
					position[]={14630.055,17.91,16765.955};
					azimut=124.264;
					special="NONE";
					id=36;
					side="WEST";
					vehicle="B_soldier_LAT_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Rifleman (AT)";
				};
				class Item9
				{
					position[]={14629.318,17.91,16767.139};
					azimut=-237.653;
					special="NONE";
					id=37;
					side="WEST";
					vehicle="B_engineer_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Delta Engineer";
				};
			};
		};
		class Item4
		{
			side="WEST";
			class Vehicles
			{
				items=10;
				class Item0
				{
					position[]={14632.606,17.91,16755.162};
					azimut=-322.332;
					special="NONE";
					id=57;
					side="WEST";
					vehicle="B_Soldier_SL_F";
					player="PLAY CDG";
					leader=1;
					rank="SERGEANT";
					skill=0.60000002;
					init="(group this) setGroupId [""IB""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Squad Leader";
				};
				class Item1
				{
					position[]={14631.217,17.91,16754.871};
					azimut=-322.332;
					special="NONE";
					id=38;
					side="WEST";
					vehicle="B_medic_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Medic";
				};
				class Item2
				{
					position[]={14631.59,17.91,16753.172};
					azimut=-322.332;
					special="NONE";
					id=39;
					side="WEST";
					vehicle="B_soldier_repair_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Repair Specialist";
				};
				class Item3
				{
					position[]={14632.299,17.91,16753.828};
					azimut=-322.332;
					special="NONE";
					id=40;
					side="WEST";
					vehicle="B_soldier_exp_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Explosive Specialist";
				};
				class Item4
				{
					position[]={14630.105,17.91,16753.68};
					azimut=-322.332;
					special="NONE";
					id=41;
					side="WEST";
					vehicle="B_soldier_AR_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Autorifleman";
				};
				class Item5
				{
					position[]={14628.988,17.91,16752.488};
					azimut=-322.332;
					special="NONE";
					id=42;
					side="WEST";
					vehicle="B_Soldier_GL_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Grenadier";
				};
				class Item6
				{
					position[]={14630.739,17.91,16752.414};
					azimut=-322.332;
					special="NONE";
					id=43;
					side="WEST";
					vehicle="B_soldier_M_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Marksman";
				};
				class Item7
				{
					position[]={14630.717,17.91,16754.293};
					azimut=-322.332;
					special="NONE";
					id=44;
					side="WEST";
					vehicle="B_soldier_LAT_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Rifleman (AT)";
				};
				class Item8
				{
					position[]={14629.891,17.91,16751.166};
					azimut=-322.332;
					special="NONE";
					id=56;
					side="WEST";
					vehicle="B_Soldier_GL_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Grenadier";
				};
				class Item9
				{
					position[]={14629.583,17.91,16753.125};
					azimut=39.5853;
					special="NONE";
					id=45;
					side="WEST";
					vehicle="B_soldier_LAT_F";
					player="PLAY CDG";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Echo Rifleman (AT)";
				};
			};
		};
		class Item5
		{
			side="WEST";
			class Vehicles
			{
				items=1;
				class Item0
				{
					position[]={14635.931,17.91,16759.156};
					azimut=-2.34601;
					special="NONE";
					id=46;
					side="WEST";
					vehicle="B_soldier_UAV_F";
					player="PLAY CDG";
					leader=1;
					rank="CORPORAL";
					skill=0.60000002;
					text="mortarMan_1";
					init="(group this) setGroupId [""ARTY - HayMaker""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}]; ";
					description="UAV operator - Deathstar";
				};
			};
		};
		class Item6
		{
			side="WEST";
			class Vehicles
			{
				items=5;
				class Item0
				{
					position[]={14315.991,19.097374,16298.79};
					azimut=-85.140068;
					special="NONE";
					id=47;
					side="WEST";
					vehicle="B_Helipilot_F";
					player="PLAY CDG";
					leader=1;
					rank="LIEUTENANT";
					skill=0.60000002;
					init="(group this) setGroupId [""TV""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Vortex Pilot (TS3: ts.ahoyworld.co.uk)";
				};
				class Item1
				{
					position[]={14316.885,19.030159,16302.745};
					azimut=-3.7599077;
					special="NONE";
					id=48;
					side="WEST";
					vehicle="B_Helipilot_F";
					player="PLAYER COMMANDER";
					rank="SERGEANT";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Vortex Pilot (TS3: ts.ahoyworld.co.uk)";
				};
				class Item2
				{
					position[]={14313.369,19.020815,16304.795};
					azimut=-175.71535;
					special="NONE";
					id=49;
					side="WEST";
					vehicle="B_Helipilot_F";
					player="PLAY CDG";
					rank="SERGEANT";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Vortex Pilot (TS3: ts.ahoyworld.co.uk)";
				};
				class Item3
				{
					position[]={14310.838,19.082008,16299.034};
					azimut=53.462372;
					special="NONE";
					id=50;
					side="WEST";
					vehicle="B_Helipilot_F";
					player="PLAY CDG";
					rank="SERGEANT";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Vortex Pilot (TS3: ts.ahoyworld.co.uk)";
				};
				class Item4
				{
					position[]={14309.896,19.055706,16302.808};
					azimut=91.357338;
					special="NONE";
					id=51;
					side="WEST";
					vehicle="B_Helipilot_F";
					player="PLAY CDG";
					rank="SERGEANT";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Vortex Pilot (TS3: ts.ahoyworld.co.uk)";
				};
			};
		};
		class Item7
		{
			side="WEST";
			class Vehicles
			{
				items=2;
				class Item0
				{
					position[]={14671.173,17.91,16813.162};
					azimut=136.687;
					special="NONE";
					id=53;
					side="WEST";
					vehicle="B_spotter_F";
					player="PLAY CDG";
					leader=1;
					rank="CORPORAL";
					skill=0.60000002;
					init="(group this) setGroupId [""SA""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Sniper Team Alpha - Spotter";
				};
				class Item1
				{
					position[]={14671.212,17.91,16811.689};
					azimut=136.687;
					special="NONE";
					id=52;
					side="WEST";
					vehicle="B_sniper_F";
					player="PLAY CDG";
					rank="CORPORAL";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Sniper Team Alpha - Sniper";
				};
			};
		};
		class Item8
		{
			side="WEST";
			class Vehicles
			{
				items=2;
				class Item0
				{
					position[]={14673.285,17.91,16810.414};
					azimut=136.687;
					special="NONE";
					id=54;
					side="WEST";
					vehicle="B_spotter_F";
					player="PLAY CDG";
					leader=1;
					rank="CORPORAL";
					skill=0.60000002;
					init="(group this) setGroupId [""SB""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Sniper Team Bravo - Spotter";
				};
				class Item1
				{
					position[]={14672.315,17.91,16809.637};
					azimut=136.687;
					special="NONE";
					id=55;
					side="WEST";
					vehicle="B_sniper_F";
					player="PLAY CDG";
					rank="CORPORAL";
					skill=0.60000002;
					init="this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}]; ";
					description="Sniper Team Bravo - Sniper ";
				};
			};
		};
		class Item9
		{
			side="WEST";
			class Vehicles
			{
				items=1;
				class Item0
				{
					position[]={14639.416,17.91,16762.826};
					azimut=-770.07703;
					special="NONE";
					id=58;
					side="WEST";
					vehicle="B_officer_F";
					player="PLAY CDG";
					leader=1;
					rank="MAJOR";
					skill=0.60000002;
					init="(group this) setGroupId [""HQ""]; this addEventHandler [""respawn"", {_this execVM ""admin_uid.sqf""}];";
					description="Platoon Leader (Optional)";
				};
			};
		};
		class Item10
		{
			side="WEST";
			class Vehicles
			{
				items=1;
				class Item0
				{
					position[]={15106.758,17.91,17213.334};
					azimut=-225.13699;
					offsetY=1;
					id=59;
					side="WEST";
					vehicle="B_UAV_02_CAS_F";
					isUAV=1;
					leader=1;
					skill=0.60000002;
					text="UAV_2";
					init="_m = [this,900,0] execVM ""vehicle.sqf"";";
				};
			};
		};
		class Item11
		{
			side="WEST";
			class Vehicles
			{
				items=1;
				class Item0
				{
					position[]={15125.529,17.91,17233.723};
					azimut=-225.13699;
					offsetY=1;
					id=60;
					side="WEST";
					vehicle="B_UAV_02_CAS_F";
					isUAV=1;
					leader=1;
					skill=0.60000002;
					health=0.7114836;
					fuel=0.7114836;
					ammo=0.67471278;
					text="UAV_1";
					init="_m = [this,20,0] execVM ""vehicle.sqf"";";
				};
			};
		};
	};

 

(modified from 2.63 mission.sqm)

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Hey guys, I played on 2.63 last night and found it to be very stable and entertaining. I'd like to give some suggestions.

 

Some comments and small suggestions regarding balancing optimization:

 

-The UAV's are way better balanced now. The old version could take out all vehicles in an AO in one go with its six ATGM's, and could even kill Kajmans with it quite easily, all without much skill needed. The new ones require you to precisely dive-bomb a single target and then RTB to rearm. They can now provide effective support on specific targets, if the operator is sufficiently skilled. The bug where UAV's can't be used after respawn has also been fixed. All in all excellent job. There is one issue: the UAV respawn times are off. One is set to approx. 15 minutes, while the other respawns instantly. I suggest a respawn time of 5 or 10 minutes for each of them, given that having two up at the same time is no longer a double game breaker.

 

-The Blackfoot side mission reward is a bit overpowered. With a coördinated pilot/gunner, it can dominate AO's with its ASRAMs, guided ATGM's and main cannon. There's a little too much firepower. I am unsure on how to possibly balance this, maybe replacing it with a weaker chopper reward, such as a Pawnee.

 

On the larger scale of gameplay:

 

- A Platoon commander role is a very interesting idea. Public squad leaders might if the commander has better intel and can provide better strategic decisions. In that sense, making the personal UAV over the AO bound to the commander is a smart move. Maybe expanding on this further can provide the commander with more leverage indeed. One issue: to smooth out communication there is a Command chat channel in-game. But in order to use it, I think right now squad leaders must also have the Squad Leader role selected at the lobbby. I don't think getting leadership as another role through the squad system allows access to the Command Channel. This becomes detrimental because then people start organizing 25+ over Side Chat, which can really cause radio clutter. Working this out so the Command Channel can be used effectively would help communications a great deal.

 

-I have seen players complain about the fast rate of AO's getting captured. 2 weeks ago I timed it, and at that point we were clearing an AO every 20 minutes. To extent this to let's say 45 minutes, one solution could be to have enemy reinforcements spawn in the AO as units are getting killed. To cut the stream of reinforcements, destroying the radio tower could be a trigger.

 

That's all I have for now. I hope it helps!

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Several of us were working in tandem with Jester yesterday evening to test out issues and problems within the 2.63 builds, here are the things that we identified and (tentatively) resolved, please give feedback if you encounter any more of these issues.

 

1) Ability to respawn on to other players

    -This was an issue in the BTC Revive scripting, we believe it is corrected as of 2.64

 

2) Players respawning at base lose any loaded VAS gear loadouts, reverting to their class's default

    -This was corrected with a config change in VAS, which was updated for this map build, fixed for 2.64

 

3) Players that were respawned by a medic in the field would lose their loaded VAS builds and either revive naked, or in class default.

    - This seems to be caused by a conflict between the BTC and VAS coding, but seemed corrected in 2.64

 

4) Medic classes dont initially have the ability to revive other players

    - Unsure of the cause, and have not confirmed if its fixed in 2.64, but if this happens, abort back to the lobby, briefly swap to another class slot and then back to medic, then rejoin. Should work.

 

5) Side mission rewards are currently only spawning the Blackfoot

    - We are aware of this one, cannot confirm if its been corrected but its most certainly not going to stay that way

 

6) UAV #2 respawns almost instantaneously.

    - This was caused by some internal developer testing of the UAV that required it to respawn faster, and should be corrected within the next release build.

 

7) Pawnee respawn time is aprox 60 seconds.

    - Brought this up, dont know for sure if its intentional or not, awaiting further info.

 

8) "Take Kavala" main AO spawns in the middle of the ocean, with no AI units, and cannot be completed

    - We DEFINITELY heard about this one, and while I cannot personally confirm that its been fixed (ask Jester), if it does occur again, the server will need to be restarted to get past it.

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Just had a short go on version 2.63 (before the server died) - has the respawn mechanism that's there now been left in by accident? There are several problems with it, but being able to respawn to any player's location makes me think it must be for testing purposes...?

 

1) Ability to respawn on to other players

-This was an issue in the BTC Revive scripting, we believe it is corrected as of 2.64

 

So this new respawn mechanism is still in there in 2.64, except with the respawn on players deactivated...

 

Wasn't removing the indication to players whether there were any medics nearby already tried/unsuccessful/reverted? I don't see how it's a positive step for teamwork.

 

Also the nightvision toggle is forcibly bound to the N key, which is pretty annoying to me since that's my chat key.

 

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I honestly don't think version 2.63 is actually stable enough at the moment for full blown public release. Us more hardcore players don't mind but the more fickle player of the ArmA community may. I just think rolling this out at such an early stage with that many bugs will ruin the gameplay experience for many. I'm of the belief we should revert back to a more stable version until we can work out this kinks with this one.

 

So this new respawn mechanism is still in there in 2.64, except with the respawn on players deactivated...

 

Wasn't removing the indication to players whether there were any medics nearby already tried/unsuccessful/reverted? I don't see how it's a positive step for teamwork.

 

Also the nightvision toggle is forcibly bound to the N key, which is pretty annoying to me since that's my chat key.


I also think the best solution to your NVG problem would be to simply re-assign you're PTT key. It's really that easy. The N key is what some of us have literally grown up with using for our NVG's in the ArmAVerse. I really do not think re-binding a key to suit your personal preference is even really something worth mentioning in this thread.

Protip: Either use \ or use a mouse button. \ Is probably your best bet to be honest. As you can control all your basic movements with your left hand + be able to talk (If you don't have a mouse button)

Testers in any company/community work hard so that you can have a more fluid and enjoyable gameplay experience. Give them time and they will get to the bottom of it.

I hope you found this response somewhat useful, subx.

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I also think the best solution to your NVG problem would be to simply re-assign you're PTT key. It's really that easy. The N key is what some of us have literally grown up with using for our NVG's in the ArmAVerse. I really do not think re-binding a key to suit your personal preference is even really something worth mentioning in this thread.

 

Personal preference is not really the point, there are so many key bindings in ArmA that overlaying more is never a good solution. So from a UI point of view, it should be avoided, especially when there's an easy alternative (in this case, an on screen control).

 

Incidentally, I've been using the N key for in game chat for nearly twenty years, and my key bindings haven't really changed much since the start of flashpoint, so let's assume I'm not going to change it now :)

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It's a bit unclear how the new markers for players that need reviving work, and their appearance seems a bit erratic. Is it that you need line of sight to them now? And has the range you can see them at been reduced?

 

Also are they supposed to always appear red now? (rather than the previous traffic light system which let you prioritise casualties)

 

(although my completely unscientific, totally biased survey shows a massive upturn in people just hitting respawn anyway due to lack of feedback that someone is coming to help! :))

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