Blue-958- Posted December 4, 2016 Share Posted December 4, 2016 1 hour ago, Ryko said: Just because the gear is present, you shouldn't assume you're allowed to take it. I know, I was just thinking that if newer players have the same problem and suddenly see all these pretty guns it may result in a problem. Link to comment Share on other sites More sharing options...
Ryko Posted December 6, 2016 Author Share Posted December 6, 2016 Gauntlet 52C has been rolled out across the following maps: Zargabad Sarahni Isla Abramia Isla Duala Fallujah Chernarus Altis Takistan Lingor ... and a smaller, condensed version has been implemented on Gorgona, as the map itself is not large enough for regular Gauntlet. The default BLUFOR faction for Gorgona is CHdsk insurgents; the default OPFOR faction is UN Peacekeepers; many missions have been removed because they require a bit more space (convoy missions, for example). Small fixes in this version, and the Chinook has been added as a chopper for British factions. GhostDragon, SkullCollector and BenjaminHL 3 Link to comment Share on other sites More sharing options...
Slurk Posted December 7, 2016 Share Posted December 7, 2016 #Bug I´ve played the get the radio codes on fallujah but when i got to the radio station i couldnt get any popup for getting the codes so i had to abort it. I used the vanilla arma scrolling. #Bug Just played lingor and the eliminate HVT mission autocompleted and then the radio tower was next and it autocompleted aswell #Suggested improvement. This is on every map: You can spawn a MAT crate but its only for the SMMAW. I would love a MAT crate for the MAAWS Link to comment Share on other sites More sharing options...
Lost Bullet Posted December 7, 2016 Share Posted December 7, 2016 4 hours ago, Slugg087 said: #Bug I´ve played the get the radio codes on fallujah but when i got to the radio station i couldnt get any popup for getting the codes so i had to abort it. I used the vanilla arma scrolling. #Bug Just played lingor and the eliminate HVT mission autocompleted and then the radio tower was next and it autocompleted aswell #Suggested improvement. This is on every map: You can spawn a MAT crate but its only for the SMMAW. I would love a MAT crate for the MAAWS Radio_codes: It had happened to me too but in the last few days (weekend maybe?) I played the same mission in Fallujah as well and it worked fine... MAAWS crate: +1 to that too! Link to comment Share on other sites More sharing options...
Slurk Posted December 7, 2016 Share Posted December 7, 2016 2 hours ago, Lost Bullet said: Radio_codes: It had happened to me too but in the last few days (weekend maybe?) I played the same mission in Fallujah as well and it worked fine... MAAWS crate: +1 to that too! Yes it worked for me once a week ago but the last two times it didn´t so it seems a bit random. Link to comment Share on other sites More sharing options...
Reidy Posted December 18, 2016 Share Posted December 18, 2016 Isla Duala v 52C the Indeps and Opfor are not friendly towards one another and therefore wipe each other out before we arrive. Link to comment Share on other sites More sharing options...
BenjaminHL Posted January 11, 2017 Share Posted January 11, 2017 Couple of things: 1. Base design on Lingor: For some reason helo pilots feel the need on this map to land right in the spawn area this could be fixed by the removal of this ammo bunker: And then also the removal of the wall behind (where there are some random porta-potties) : This would also the hangers behind to be used as an lz instead of the runway area which seems to be completely disregarded. 2. Why is the MAR-10 not in the arsenal when the .338 AWMs are? It does not make a ton of sense to me and I think it would add a much more usable rifle. 3. Bug on Isla Duala. Current version. The CIA asset wasn't handcuffed and we had to chase him over a click to get him also he wasn't well guarded just one apc and a fire team, and same with drop off. Link to comment Share on other sites More sharing options...
GhostDragon Posted January 25, 2017 Share Posted January 25, 2017 52f isla duala King fronXos reported AO spawning in the bottom corner of the map in the water. Link to comment Share on other sites More sharing options...
GhostDragon Posted January 25, 2017 Share Posted January 25, 2017 52F has been rolled out by Ryko to the following maps Altis, Zargabad, Takistan, Sahrani, Lingor, Isla Duala, Fallujah, Chernarus and Abramia. This fixes the invisible BMP bug that has been found and some minor bug fixes. BenjaminHL and Jorgensen73 2 Link to comment Share on other sites More sharing options...
Lost Bullet Posted January 27, 2017 Share Posted January 27, 2017 As a medic I have access to the android ctab. I make a loadout and quick save it; everything is restored upon respawn except for the ctab, it gives me the default shitty one even when android version is still available in arsenal when I go there and check it. For a medic a android is very important, being able to see where the team's are located is very important Link to comment Share on other sites More sharing options...
GhostDragon Posted January 27, 2017 Share Posted January 27, 2017 As a medic I have access to the android ctab. I make a loadout and quick save it; everything is restored upon respawn except for the ctab, it gives me the default shitty one even when android version is still available in arsenal when I go there and check it. For a medic a android is very important, being able to see where the team's are located is very important [emoji4] This is the same as the radio things, you just need to remember to grab one before you leave Link to comment Share on other sites More sharing options...
Lost Bullet Posted February 15, 2017 Share Posted February 15, 2017 @Ryko we played yesterday in Zarg as Russians (against US) and 2 missions were bugged: recover intel from downed heli: The crate was on the corner of the map, no heli on the AO or near the crate tank convoy: mission completed immediately when started And not sure sure if related with OPFOR faction or not but the missions that we played only had 1 armed Humvee, the rest was unarmed and didn't really pose a real danger (there were around 6-8 players online at the time) Link to comment Share on other sites More sharing options...
Ryko Posted February 15, 2017 Author Share Posted February 15, 2017 Thanks @Lost Bullet. I think the heli might not have spawned due to a wrong class name. As for the tank convoy, it's probably this annoying bug where the end zone is the same as the start zone, so that's why that happened. Gauntlet spawns a good proportion of enemies when there are over 12 players, less than that and the results are a bit unreliable... also things are kind of tuned for the players as blufor, so yeah, that can happen. Link to comment Share on other sites More sharing options...
GhostDragon Posted March 1, 2017 Share Posted March 1, 2017 52J has been rolled out by Ryko to the following maps Altis, Abramia, Fallujah. Fixes for MRAPs being damaged in spawn and removes RHS AKs from blufor arsenal *Fallujah temporarily not working Link to comment Share on other sites More sharing options...
GhostDragon Posted March 2, 2017 Share Posted March 2, 2017 52K has been rolled out by Ryko to the following maps Altis, Abramia, Altis Training, Chernarus, Fallujah, Isla Duala, Lingor/Dingor, Sahrani, Takistan, Zergabad Fixes for mission spawns & role out fixes in 52J to all maps. Link to comment Share on other sites More sharing options...
LEO Posted March 7, 2017 Share Posted March 7, 2017 I have got to say that I really enjoy the new *smart* AI. Now that the Ai is more aggressive and will try to hunt you down it feels like the environment has become more dynamic. And that makes for some pretty interesting situations where you actually need someone to act as security or you will be flanked hard. Also I think we will be seeing a higher number of players dying in a AO. Witch might sound like a bummer but I personally think its not gone be a problem ( if the Ai is fun to fight I don’t mind dying 6- 10 times in 1 AO). This might open for new more dynamic tactics form the player’s side. Also with the higher intensity of fighting the players will burn through there ammo faster which might become a problem. I due suggest that the pilots get more access to the arsenal so the pilot can make ammo boxes with AT4 and more advanced weapons that might be needed in the field. Or that AT 4s are a standard part of the launchers creates Lost Bullet 1 Link to comment Share on other sites More sharing options...
Jorgensen73 Posted March 7, 2017 Share Posted March 7, 2017 4 minutes ago, LEO said: I have got to say that I really enjoy the new *smart* AI. Now that the Ai is more aggressive and will try to hunt you down it feels like the environment has become more dynamic. And that makes for some pretty interesting situations where you actually need someone to act as security or you will be flanked hard. Also I think we will be seeing a higher number of players dying in a AO. Witch might sound like a bummer but I personally think its not gone be a problem ( if the Ai is fun to fight I don’t mind dying 6- 10 times in 1 AO). This might open for new more dynamic tactics form the player’s side. Also with the higher intensity of fighting the players will burn through there ammo faster which might become a problem. I due suggest that the pilots get more access to the arsenal so the pilot can make ammo boxes with AT4 and more advanced weapons that might be needed in the field. Or that AT 4s are a standard part of the launchers creates It could also mean that we need to preserve ammo and play more tactical. Love that AI has become more "smart" S0zi0p4th 1 Link to comment Share on other sites More sharing options...
Miczils Posted March 13, 2017 Share Posted March 13, 2017 I have no idea if there is a way to solve that client side, but, vanilla Radio comm's. My character keeps calling out stuff like "enemy, unknown 200 meters east" or "Im at grid xxxx xxxx". I may just be stupid and there is an option that i missed somewhere, but, i cannot seem to turn those radio callouts off client-side. I remember back in the day i used to disable it by: 0 fadeRadio 0; enableRadio false; enableSentences false; In the init.sqf Link to comment Share on other sites More sharing options...
Noah_Hero Posted March 15, 2017 Share Posted March 15, 2017 *bug* It seems like the mission "Black Anvil" on Zargabad is bugged. It is about destroying some radar-installation but for us it was impossible to destroy it. We tried it with launchers, demo charges and even Tow but nothing did any damage as it seemed. Jorgensen73 1 Link to comment Share on other sites More sharing options...
Jorgensen73 Posted March 15, 2017 Share Posted March 15, 2017 Just now, Noah_Hero said: *bug* It seems like the mission "Black Anvil" on Zargabad is bugged. It is about destroying some radar-installation but for us it was impossible to destroy it. We tried it with launchers, demo charges and even Tow but nothing did any damage as it seemed. I was on this mission and we placed 3 demo charges on the dish, but nothing happened. Could not be destroyed.. Noah_Hero 1 Link to comment Share on other sites More sharing options...
Ryko Posted March 16, 2017 Author Share Posted March 16, 2017 Hey guys, Thanks for your feedback. Please note that the mission names are dynamically generated - so the next time this comes up it is not likely to be called Black Anvil. It's been destroyed in the past, you just have to make sure you get the charges close enough to the radar. An M183 satchel is usually enough; I'm not sure how many M112's you'd need, and if you use M112s you'd need to blow them up at the same time. Rocket launchers won't have any effect on it. Jorgensen73 and Noah_Hero 2 Link to comment Share on other sites More sharing options...
Lost Bullet Posted March 16, 2017 Share Posted March 16, 2017 10 hours ago, Noah_Hero said: *bug* It seems like the mission "Black Anvil" on Zargabad is bugged. It is about destroying some radar-installation but for us it was impossible to destroy it. We tried it with launchers, demo charges and even Tow but nothing did any damage as it seemed. As Ryko said, radar (include also radio tower and weapons depo) need to be destroyed with explosives with M183 (satchel) or M112 (simple charge it will take more charges). The only ocasion where 3 M112 weren't enough to blow a radar was one occasion that we basically "wasted" a full explosives crate on it and it was still standing, and before someone says that I (and the people there) don't know how to place the explosives correctly...you are wrong. In that particular ocasion somehow the radar was bugged in the connection to the ground, and since you cant really place the charges on the object (they wont stick and fall to the ground), it took ALOT to take it out (it was like 1-2 satchels + 3-4 charges all blown at once). But hey, if 3 M112 doesn't cut it (as it should), drop a crate on it and watch the fireworks. Jorgensen73 and Noah_Hero 2 Link to comment Share on other sites More sharing options...
Noah_Hero Posted March 16, 2017 Share Posted March 16, 2017 1 hour ago, Lost Bullet said: But hey, if 3 M112 doesn't cut it (as it should), drop a crate on it and watch the fireworks. Hahaha will do next time Link to comment Share on other sites More sharing options...
Noah_Hero Posted March 24, 2017 Share Posted March 24, 2017 *bug* Map: Abramia Mission: Free 4 hostages and bring them to the medical station Bug: 3 of the 4 hostages were killed by an explosion wich wouldn´t make the mission failing. The one alive was then stiched by the medic and we were able to bring at least that one to the medical station. After we did that the mission still wouldn´t finish/fail. @Nicolai checked with Zeus if maybe one of the other 3 hostages were alive but they were definitly dead. When the mission was skipped by @Origins the one rescued hostage just died without any injuries (don´t know if this is intended to happen). Link to comment Share on other sites More sharing options...
Lost Bullet Posted March 24, 2017 Share Posted March 24, 2017 44 minutes ago, Noah_Hero said: *bug* Map: Abramia Mission: Free 4 hostages and bring them to the medical station Bug: 3 of the 4 hostages were killed by an explosion wich wouldn´t make the mission failing. The one alive was then stiched by the medic and we were able to bring at least that one to the medical station. After we did that the mission still wouldn´t finish/fail. @Nicolai checked with Zeus if maybe one of the other 3 hostages were alive but they were definitly dead. When the mission was skipped by @Origins the one rescued hostage just died without any injuries (don´t know if this is intended to happen). From what I can see in the mission script, even the bodies have to be returned to the medical facility and someone needs to write a letter apologizing to the dead men's family (last part kidding). So next time: Don't kill the hostages Bring body bags so you can load them inside the transport vehicle. And by the way, at least one of them has to survive so no one gets a dishonorable discharge hehe Noah_Hero and Mark T 2 Link to comment Share on other sites More sharing options...
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