Noah_Hero Posted March 24, 2017 Share Posted March 24, 2017 16 minutes ago, Lost Bullet said: From what I can see in the mission script, even the bodies have to be returned to the medical facility This should mabe also be said into the description since even a Moderator and an Admin weren´t aware of this 22 minutes ago, Lost Bullet said: and someone needs to write a letter apologizing to the dead men's family Already done 19 minutes ago, Lost Bullet said: Don't kill the hostages We tried but the evac-helicopter blew up without enemy contact as he tried to land at the AO Till there we had no KIA and the hostages were happy And thanks for the quick answer @Lost Bullet! Link to comment Share on other sites More sharing options...
Ryko Posted March 24, 2017 Author Share Posted March 24, 2017 Well, I did go to great lengths to allow a partial success if less than 4 hostages are returned, and the others are confirmed dead. So I can't tell you what's happening there. Link to comment Share on other sites More sharing options...
GhostDragon Posted April 3, 2017 Share Posted April 3, 2017 52S has been rolled out by Ryko to the following maps Altis, Zargabad, Takistan, Sahrani, Lingor, Isla Duala, Fallujah, Chernarus, Summer Chernarus, Abramia. 1) Lifted the draconian restrictions on berets, uniforms and vests in the arsenal - play dressup to your heart's content 2) Only squad leaders and above will have access to radio backpacks in the arsenal, if you need to talk on long range as a lower rank use a vehicle radio or pick up a dead buddy's LR 3) Default cTab is now an android 4) Fixed bugs in a few missions 5) Removed vehicle camo covers in a few maps so they don't blow up spawned vehicles 6) zeus assignment code is revised, now segregates between admin & spartan, looks snazzier and should decrease load lag as the server does all the work now 7) enemy vehicles are now locked to players. If it's mission critical, ask zeus nicely to unlock them KingFronXos 1 Link to comment Share on other sites More sharing options...
BenjaminHL Posted April 3, 2017 Share Posted April 3, 2017 5 minutes ago, GhostDragon said: 7) enemy vehicles are now locked to players. If it's mission critical, ask zeus nicely to unlock them abcabcabcabcabcabcabcabc I highly disagree with this. It often is mission critical necessary and useful to use mobility killed enemy vehicles. I have not seen a team kill caused by this type of action for months. There is also almost never an admin always on and they do not want to take the time to randomly unlock a vehicle just for you. The use of these vehicles is almost always spontaneous and life saving so these changes make little sense except to fix a problem which isn't there. SkullCollector 1 Link to comment Share on other sites More sharing options...
Blue-958- Posted April 3, 2017 Share Posted April 3, 2017 Had one of the blackhawks on abramia explode on take off. It wouldn't take off and just blew up after about 20 secs. (Left hand one if looking from the front) Link to comment Share on other sites More sharing options...
Amentes Posted April 3, 2017 Share Posted April 3, 2017 HK416 D10 (RHS) still not available for MAT Gunner. Presumably, same is true for HAT Gunner. Link to comment Share on other sites More sharing options...
Ryko Posted April 4, 2017 Author Share Posted April 4, 2017 6 hours ago, BenjaminHL said: I highly disagree with this. We go for a certain level of realism on the server, and jumping into enemy vehicles is more often done for fun rather than for need. Enemy AI will eject from tracked vehicles, where they realistically shouldn't, making it all to easy to remove the threat. GhostDragon 1 Link to comment Share on other sites More sharing options...
BenjaminHL Posted April 4, 2017 Share Posted April 4, 2017 @Ryko I don't see it as a fun thing. Sometimes your best option is using an enemy vehicle. Their are also some scripts that make AI stay in vehicles even if it is a mobility kill. http://www.armaholic.com/page.php?id=30481 Link to comment Share on other sites More sharing options...
Amentes Posted April 4, 2017 Share Posted April 4, 2017 I'd be all for making the AI stay in the vehicle for as long as its weapons are working. As for commandeering enemy vehicles, I'd be all for keeping UAZ- and GAZ-style vehicles open, but I'm all for the locking of BTRs and above. Miczils, GhostDragon, Ryko and 1 other 4 Link to comment Share on other sites More sharing options...
Miczils Posted April 4, 2017 Share Posted April 4, 2017 18 minutes ago, Amentes said: I'd be all for making the AI stay in the vehicle for as long as its weapons are working. As for commandeering enemy vehicles, I'd be all for keeping UAZ- and GAZ-style vehicles open, but I'm all for the locking of BTRs and above. Sounds like the best way, sometimes it's really useful commandeering civ or opfor cars. Jorgensen73 and GhostDragon 2 Link to comment Share on other sites More sharing options...
Stanhope Posted April 4, 2017 Share Posted April 4, 2017 9 hours ago, Ryko said: Enemy AI will eject from tracked vehicles, where they realistically shouldn't 3 hours ago, Amentes said: I'd be all for making the AI stay in the vehicle for as long as its weapons are working. https://community.bistudio.com/wiki/allowCrewInImmobile Don't know if this is exactly what you're looking for but it might fix the problem. Link to comment Share on other sites More sharing options...
Ryko Posted April 4, 2017 Author Share Posted April 4, 2017 19 hours ago, Amentes said: HK416 D10 (RHS) still not available for MAT Gunner. Presumably, same is true for HAT Gunner. Don't know what to tell you - it's there for me. Amentes and KingFronXos 2 Link to comment Share on other sites More sharing options...
Noah_Hero Posted April 4, 2017 Share Posted April 4, 2017 On 3.4.2017 at 8:14 PM, GhostDragon said: 3) Default cTab is now an android HAT and MAT Asst. Missile Spec and HAT and MAT Missile Spec itself can´t get the android in the arsenal and it is still blacklisted for them. Link to comment Share on other sites More sharing options...
Ryko Posted April 5, 2017 Author Share Posted April 5, 2017 Everyone spawns with one now, for now drop yours on the ground before you load a loadout Link to comment Share on other sites More sharing options...
Nicolai Posted April 5, 2017 Share Posted April 5, 2017 Bug, observed in 52U: when changing the value of the "Time of Day" parameter in the lobby (role assignment screen), the change will not be effective anymore. The mission will always start up at 16:00 local time, no matter which values have been set for the "Time of Day" parameter. This difference can be observed at least in versions S, T and U. KingFronXos 1 Link to comment Share on other sites More sharing options...
Ryko Posted April 5, 2017 Author Share Posted April 5, 2017 Thanks Nicolai for this report, it did allow me to track down and revise a big troublesome block of code. This isssue and the issue of androids not being available as whitelisted items have been incorporated into the next version of Gauntlet. GhostDragon, BenjaminHL and Noah_Hero 3 Link to comment Share on other sites More sharing options...
BloodInTheSand Posted April 9, 2017 Share Posted April 9, 2017 (edited) We had a mission last night that spawned a comms tower to the south of Fallujah - due West from the base by about 3km. Mission itself was fine - however the enemies hado mortar support. Upon our death and subsequent respawn, we quickly discovered that the enemy mortar position could fire into base. Reinforced primarily by the HE rounds he was dropping on our heads. Wish I'd taken screenshots at the time to give more advice on the matter, but the constant reign of terror of that mortar eventually lead to the mission being completed by total annihilation by F18 (thanks to the chain of command at the time asking for it!) To top this off, the merlin at Base on Fallujah appears to have spawned with no fuel inside of it. Not much of an issue given that it's right across from the refuelling station but it could be a problem if vortex needs to be scrambled quickly Edited April 9, 2017 by BloodInTheSand Link to comment Share on other sites More sharing options...
GhostDragon Posted May 3, 2017 Share Posted May 3, 2017 This is a big update and changes a lot of the workings of the mission, here is the changelog: 1) Added 2 dedicated zeus slots 2) BAF vehicles have ammo packs 3) UAV operator has terminal in uniform 4) Autorifleman Assistant no longer starts with machinegun 5) Ambient AI despawns correctly 6) Ambient AI will get destroyed if it enters blufor base zone 7) disconnected players produce a dead body with their stuff instead of a weird loot pile - this doesn't happen in base or in a vehicle 8) MAT short range channels fixed (slight reorg to channels) It is likely to be that there will be multiple updates to the mission over the coming days as we identify bugs and address them. I would like to request that any bugs that have been identified within this version are posted into this thread to keep it clear and enable us to fix them quickly. Miczils 1 Link to comment Share on other sites More sharing options...
GhostDragon Posted May 3, 2017 Share Posted May 3, 2017 52XB on server Slight Ambient fixes Miczils 1 Link to comment Share on other sites More sharing options...
GhostDragon Posted May 3, 2017 Share Posted May 3, 2017 52XC is on the server. vehicle respawn tones down ambient spawning. Also removes ambulance Miczils 1 Link to comment Share on other sites More sharing options...
GhostDragon Posted May 3, 2017 Share Posted May 3, 2017 52XD is now on the server: 1) Ambient improvements 2) Javelin CLU added to HAT gunner 3) Further vehicle respawn tweaks KingFronXos, Miczils and MoonFire 3 Link to comment Share on other sites More sharing options...
Stanhope Posted May 4, 2017 Share Posted May 4, 2017 Bug report: Map: Lingor Version: 52XD Mission: - Bug: Helis don't respawn Description: After 4 AOs we noticed that helis crashed in the first two AO didn't respawn yet. We didn't lose any cars so can't say if it's bugged for cars or not. Link to comment Share on other sites More sharing options...
BloodInTheSand Posted May 6, 2017 Share Posted May 6, 2017 Bug report: Map: Takistan, potentially all. Version: 52XC Mission: Bug: Russian Armed Forces faction. Description: Just about everything to do with the faction. Arsenal is not whitelisted properly (Can use the Vintorez as an autorifleman for example). Only one person can enter a vehicle at a time - vehicles cannot take passengers, gunners etc.. Once a vehicle has been entered, the vehicle becomes unstable and is a bit temperamental for other people getting back into it other than the original driver. Link to comment Share on other sites More sharing options...
Arkod Posted May 6, 2017 Share Posted May 6, 2017 Russian faction in Takistan seems to be broken - only 1 player can be inside a vehicle at a time. My guess is that the player faction is set as Blufor, but the "base model" (the one you spawn as) is still Opfor - therefore the game detects each player as hostile to each other and the game doesn't allow enemies to share a vehicle. I haven't looked at how it's actually done in gauntlet, so it may be a wrong guess. Link to comment Share on other sites More sharing options...
Ryko Posted May 6, 2017 Author Share Posted May 6, 2017 That's odd. The vehicles are just empty vehicles, they shouldn't detect for anything. I'll have a look. Certainly previous versions of the game haven't had this issue. Link to comment Share on other sites More sharing options...
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