Stanhope Posted December 11, 2017 Share Posted December 11, 2017 9 minutes ago, Walk'N said: This is really usefull because damaged helis in base are broken rotors in range of breaking rotor stuff... It's only in base and FOB areas tho. Not out in the field, you'll still need to get a repair spec/engineer to do that for you. 10 minutes ago, Walk'N said: Nice (a quad and a tank require the same amount of people?) Yes 10 minutes ago, Walk'N said: I don't know but maybe change the amount of player needed if the Bobcat is within 5m... (that's a realism suggestion) We thought about that but because bobcats are rather rare we didn't do it. Although thinking of it i might make it x amount of people or a bobcat. 11 minutes ago, Walk'N said: Does that means after the 3rd teamkill you are kicked? No, all user input gets disabled. You will not be able to do anything in arma you will have to alt + f4 (or something similar). You'll get a clear warning on the second team kill. 12 minutes ago, Walk'N said: What happen if the CAS make a massive friendly fire? Pilots are excluded as the script can't tell whether or not a pilot crashed or knowingly TKed people. If you teamkill several people at the same time the script will only count as 1 teamkill. All the TKs do get logged in the system tho. 14 minutes ago, Walk'N said: Yeepi kaï. (One of the engineer was able to do that but extending it to all engineer is good) All repair specs and the engineer can currently do it. And i make sure it actually works and isn't just an option that doesn't do anything Link to comment Share on other sites More sharing options...
Walk'N Posted December 11, 2017 Share Posted December 11, 2017 37 minutes ago, Stanhope said: It's only in base and FOB areas tho. Not out in the field, you'll still need to get a repair spec/engineer to do that for you. Yeah but in the field, you can blow up things... 38 minutes ago, Stanhope said: All repair specs and the engineer can currently do it I experienced it a time ago but i thought this was removed as i wasn't able to find the option anymore... Link to comment Share on other sites More sharing options...
Stanhope Posted December 11, 2017 Share Posted December 11, 2017 1 minute ago, Walk'N said: I experienced it a time ago but i thought this was removed as i wasn't able to find the option anymore... It didn't work so i temporarily removed it thinking i'd fix it in the version after. I believe this was 5-6 versions ago It kinda slipped my mind. Link to comment Share on other sites More sharing options...
ansin11 Posted December 11, 2017 Share Posted December 11, 2017 More like 10 years ago (Don't trust @Stanhope) Spoiler (Don't trust @ansin11 either) Link to comment Share on other sites More sharing options...
Lindi Posted December 12, 2017 Share Posted December 12, 2017 23 hours ago, Stanhope said: (I'm going to spoil a little secret, I didn't touch how many and which vehicles spawn ) And I'll look into the save gear thingy. I might have accidentally deleted it when messing about in the file it's in. omg why aren't the hummingbirds flying, just felt like there was one available at all times! Stanhope 1 Link to comment Share on other sites More sharing options...
Walk'N Posted December 12, 2017 Share Posted December 12, 2017 Hey Speaking of vehicle spawn, I encounter a blackwasp problem on Malden serveur: it spawned with it's gear under the deck of the USS (and so with damage) and unable to repair it as they were no repair spec on the server) Link to comment Share on other sites More sharing options...
Stanhope Posted December 12, 2017 Share Posted December 12, 2017 38 minutes ago, Walk'N said: it spawned with it's gear under the deck of the USS I've seen it a few times now and think that it's a problem with the abandon script. If a pilot gets hit at mach 1 and ejects at an altitude of 2 km the jet will go out of the abandon range before it hits the ground. Because of this it will despawn and respawn on the carrier but when this happens the current state of that jet will be remembered by the script. Meaning that its gear will be up and the jet will be damaged. I'll have a look into a way to fix that. Link to comment Share on other sites More sharing options...
Tales Posted December 12, 2017 Share Posted December 12, 2017 Echoing comments above; really liking the new FOB design and skins that have been put in. Few points of feedback (I've only been playing a little mind) T100 Section: When I encountered this a few moments ago 2/3 of the T100's spawned upside down. Side missions: The couple of times I've played since the update it seems side missions are rarer as I've not seen any. Despite this I noticed a few rewards spawned today when I logged in; has the timer for their spawn been increased? Question: Say you're gunning a MBT and you put a round in a vehicle which turns out to be friendly killing the three crew; instant user input disabled? Suggestion: Could we swap the Medic HEMTT for an uncovered transport version? For those times it does get used it would make it a tad more realistic than having your squad laying in the back! Link to comment Share on other sites More sharing options...
ansin11 Posted December 12, 2017 Share Posted December 12, 2017 @Stanhope BIS doesn't allow us to touch any landing gears with scripts. Saying it now, just in case. Link to comment Share on other sites More sharing options...
Stanhope Posted December 12, 2017 Share Posted December 12, 2017 6 minutes ago, Tales said: T100 Section: When I encountered this a few moments ago 2/3 of the T100's spawned upside down. Unfortunately that's how arma is. I'll try and find a way around crappy bis functions 8 minutes ago, Tales said: Side missions: The couple of times I've played since the update it seems side missions are rarer as I've not seen any. Despite this I noticed a few rewards spawned today when I logged in; has the timer for their spawn been increased? I have noticed that at least once a side mission bugged out causing the entire side mission script to stop. I'll have a look into it to try to figure out why. (no the timernext hasn't been increased) 10 minutes ago, Tales said: Say you're gunning a MBT and you put a round in a vehicle which turns out to be friendly killing the three crew; instant user input disabled? If the TKs happen simultaneously the script sees it as 1 TK. It will however be logged how many and which people you TKed. 12 minutes ago, Tales said: Could we swap the Medic HEMTT for an uncovered transport version? For those times it does get used it would make it a tad more realistic than having your squad laying in the back! If nobody minds sure. I just had the exact opposite request a few versions ago @ansin11 I'll keep it in mind, tnx for the heads up Link to comment Share on other sites More sharing options...
Tales Posted December 13, 2017 Share Posted December 13, 2017 19 hours ago, Stanhope said: If nobody minds sure. I just had the exact opposite request a few versions ago Fair enough, perhaps leave it there and put the uncovered HEMTT at Guardian to aid deployment? Link to comment Share on other sites More sharing options...
AhoyWorld Outreach Posted December 15, 2017 Author Share Posted December 15, 2017 I&A 3.3.1 is now out and running on EU1 and EU2. - [tweaked] Service script, rewrote the rearm section - [tweaked] Vehicle unflip action. Now allows for 4 player or a bobcat - [fixed] Side missions not spawning - [fixed] Save gear option not showing up - [fixed] TK-script displaying wrong messages - [fixed] Radio tower completion hint displaying wrong AO name format - [fixed] (hopefully) Cache subobjective shouldn't bugout and if it does the AO should still be completable Stanhope 1 Link to comment Share on other sites More sharing options...
Walk'N Posted December 15, 2017 Share Posted December 15, 2017 On 12/12/2017 at 9:00 AM, Stanhope said: I've seen it a few times now and think that it's a problem with the abandon script. If a pilot gets hit at mach 1 and ejects at an altitude of 2 km the jet will go out of the abandon range before it hits the ground. Because of this it will despawn and respawn on the carrier but when this happens the current state of that jet will be remembered by the script. Meaning that its gear will be up and the jet will be damaged. If i understood it well, this props was to bring backunused vehicle to base, right? Can't it be a difference between ground vehicle and air vehicles in scripts? just these two categories? If so, you could program destruction and respawn of a new one for air unit and just the respawn for ground unit. 16 minutes ago, AhoyWorld Outreach said: - [tweaked] Vehicle unflip action. Now allows for 4 player or a bobcat Yes. to do this action with the bobcat will we should be inside the bobcat as ??? (driver,gunner,commander,any) position or outside? Link to comment Share on other sites More sharing options...
Stanhope Posted December 15, 2017 Share Posted December 15, 2017 58 minutes ago, Walk'N said: Yes. to do this action with the bobcat will we should be inside the bobcat as ??? (driver,gunner,commander,any) position or outside? In the vehicle that is flipped or near the flipped vehicle, not in the bobcat Link to comment Share on other sites More sharing options...
AhoyWorld Outreach Posted December 15, 2017 Author Share Posted December 15, 2017 I&A 3.3.2 is now out and running on EU1 and EU2. - [fixed] (hopefully) Side missions not spawning Link to comment Share on other sites More sharing options...
Sentri Posted December 16, 2017 Share Posted December 16, 2017 (edited) 1. Groundvehicle service Throws an Error: - Zero devisor (totalAmmo / maxAmmo) - maxAmmo of an unarmed vehicle is 0 2. functions/Arsenal/fn_gearLimitations.sqf - line 381 - unknown enum value: gud 3. After healing the Pilot at the Search and Rescue side mission I could't do anything to finish the mission, till it failed(time run out). 4. functions/Arsenal/fn_va_filter.sqf - unknown enum value: "derp_Ghillie" - line 405 5. couldn't open doors at Seize research data side mission - had to glicht through floor to get the intel Edited December 16, 2017 by Sentri Adding Things Link to comment Share on other sites More sharing options...
Stanhope Posted December 16, 2017 Share Posted December 16, 2017 3 hours ago, Sentri said: 1. Groundvehicle service Throws an Error: - Zero devisor (totalAmmo / maxAmmo) - maxAmmo of an unarmed vehicle is 0 Yea, I know, little oversight of me. Easy to fix and i'll hopefully have a version out fixing this later today. 3 hours ago, Sentri said: 2. functions/Arsenal/fn_gearLimitations.sqf - line 381 - unknown enum value: gud 3 hours ago, Sentri said: 4. functions/Arsenal/fn_va_filter.sqf - unknown enum value: "derp_Ghillie" - line 405 Well that's derp arsenal restrictions. I'm not going to touch it, i'd rather leave pandora's box closed 3 hours ago, Sentri said: 3. After healing the Pilot at the Search and Rescue side mission I could't do anything to finish the mission, till it failed(time run out). mmh, gonna look into this, didn't have this myself when testing it. 3 hours ago, Sentri said: 5. couldn't open doors at Seize research data side mission - had to glicht through floor to get the intel And i don't know why, it shouldn't be locked but for some reason it is. I'll see if i can find a way around it. Link to comment Share on other sites More sharing options...
Sentri Posted December 16, 2017 Share Posted December 16, 2017 1. Groundservice dosn't rearm vehicles with multiple magazines correctly - Example: A Hunter HMG has 2x200 Cal. 50 on spawn. After wasting all bullets and rearming at the Service-Pad it says the rearming is completed after rearming 1x200 Cal. 50 rounds. Link to comment Share on other sites More sharing options...
AhoyWorld Outreach Posted December 16, 2017 Author Share Posted December 16, 2017 3.3.3. - [fixed] Rearm script getting stuck in a loop when the vehicle has nothing to rearm - [fixed] Several side missions not completing Link to comment Share on other sites More sharing options...
Sentri Posted December 17, 2017 Share Posted December 17, 2017 1. After rearming vehicles like a Strider have 0 Ammo for the laser on the commander seat. 2. Smokegrenades will not be resuppleied 3. Side mission: Free IDAP - after killing all enemy units and freeing all the hostages mission won't be completed Link to comment Share on other sites More sharing options...
AhoyWorld Outreach Posted December 20, 2017 Author Share Posted December 20, 2017 3.3.4 is live with the following changes: - [added] Radiotower sub-obj will spawn with minefield - [fixed] Side mission objective marker not despawning - [tweaked] Unflip vehicle action range increased - [tweaked] Radiotower jet made more deadly - [tweaked] Jets and UAVs dont have a laser. They rely on infantry to desigate for them - [tweaked] Units spawned by the main AO. Now: 1x MBT, 2x-4x tigris, 2x-4x APC/IFV, 3x-5x car/MRAP, 8x normal inf group, 3x AA team, 3x AT team, 4x recon squad, max 15 garrisoned buildings in the center of the AO. Noah_Hero and Walk'N 1 1 Link to comment Share on other sites More sharing options...
Stanhope Posted December 20, 2017 Share Posted December 20, 2017 On 16-12-2017 at 11:33 AM, Sentri said: 1. Groundservice dosn't rearm vehicles with multiple magazines correctly - Example: A Hunter HMG has 2x200 Cal. 50 on spawn. After wasting all bullets and rearming at the Service-Pad it says the rearming is completed after rearming 1x200 Cal. 50 rounds. On 17-12-2017 at 10:27 AM, Sentri said: 1. After rearming vehicles like a Strider have 0 Ammo for the laser on the commander seat. 2. Smokegrenades will not be resuppleied I haven't forgotten about this, I just haven't found a fix yet. On 17-12-2017 at 10:27 AM, Sentri said: 3. Side mission: Free IDAP - after killing all enemy units and freeing all the hostages mission won't be completed I think i now found a fix, it isn't in 3.3.4 but should be in 3.3.5 if it proves to be an actual fix in testing on a dedi server. Link to comment Share on other sites More sharing options...
Noah_Hero Posted December 20, 2017 Share Posted December 20, 2017 11 hours ago, AhoyWorld Outreach said: - [added] Radiotower sub-obj will spawn with minefield - [tweaked] Radiotower jet made more deadly Finally the EOD got buffed! Link to comment Share on other sites More sharing options...
Sentri Posted December 22, 2017 Share Posted December 22, 2017 1. Side Mission: Free IDAP 2. Just a thought "Never touch a running system" meaning don't replace code that works with some that dosn't. Would be nice if we could get the old Service-Pads back and also remove/disable all Side Missions that dosn't work so we don't have to deal with stuff that dosn't work as it's supposed to do. Link to comment Share on other sites More sharing options...
Stanhope Posted December 22, 2017 Share Posted December 22, 2017 I've found a fix for the free IDAP mission. I had already created the variable that that error message is telling you that hasn't been created. I just forgot to broadcast it to all connected clients. It's fixed in the next update. 3 minutes ago, Sentri said: 2. Just a thought "Never touch a running system" meaning don't replace code that works with some that dosn't. Would be nice if we could get the old Service-Pads back and also remove/disable all Side Missions that dosn't work so we don't have to deal with stuff that dosn't work as it's supposed to do. The old service pad uses the same code for rearm. It also only rearms 1 magazine. If it didn't i'd go right back to it. People just didn't notice earlier. Link to comment Share on other sites More sharing options...
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