Johnson Posted July 18, 2017 Share Posted July 18, 2017 9 minutes ago, BenjaminHL said: @J0hnson the purpose of having the javelin tubes and the clu separate is to allow people to gather and pack ammo without anyone who wants being able to fire them. I am assuming you are talking about the create adjacent to the arsenal, as the FSG specialists should be able to take both easily. I couldn't find the CLU in the Arsenal, only the tube, that's what I was trying to say. Link to comment Share on other sites More sharing options...
BenjaminHL Posted July 18, 2017 Share Posted July 18, 2017 Ah, well that is an entirely different problem which I have absolutely 0 control over. Link to comment Share on other sites More sharing options...
GhostDragon Posted July 18, 2017 Share Posted July 18, 2017 Gauntlet Altis 54_108 is now available on the server: 1) Complete overhaul of the mission control script, accessible to SERGEANT rank or greater players in the command HQ. It now spawns a dialogue instead of a fleet of add Actions, but gives control over the same and more mission parameters. 2) Tweaking of the squad management system to fix various bugs. 3) M4A1 was added to the general weapons list as opposed to assault weapons list, meaning pilots and crew now have access to it 4) Tweaked a few missions 5) Mission abort behaviour is changed a bit, until now it would randomly choose a new mission to replace the aborted mission, now it advances the mission along the list and pops a new random one at the end. 6) ACE team management has been removed as using ace interaction to join/leave groups would completely mess up the new squad management system. 7) New syndicat independent faction is available as a mission parameter. Link to comment Share on other sites More sharing options...
JANXOL Posted July 18, 2017 Share Posted July 18, 2017 I was playing FSG specialist today. Had access to tubes but no CLU anywhere. Johnson 1 Link to comment Share on other sites More sharing options...
SiegeSix Posted July 18, 2017 Share Posted July 18, 2017 9 minutes ago, JANXOL said: I was playing FSG specialist today. Had access to tubes but no CLU anywhere. Not even where you find your binos? Link to comment Share on other sites More sharing options...
JANXOL Posted July 18, 2017 Share Posted July 18, 2017 Just now, SiegeSix said: Not even where you find your binos? That is precisely where I checked first. They're not there. And I couldn't find them anywhere else either. Link to comment Share on other sites More sharing options...
GhostDragon Posted July 18, 2017 Share Posted July 18, 2017 Gauntlet Altis & Lythium 54_109 is now on the server. 1) Fixes to squad management system (Error: no vehicle bug) 2) Fixes to service pads (they actually work now) 3) Fixes to vehicle spawners (they actually work now) 2a/3a) Helicopter spawn/service area is now its own thing, hived off from the general Plane servicing area. 4) Change to the squad management system: instead of being player simulation disabled on player start, they are force walk enabled, so a player can move around and interact without being in a squad. This is mostly to allow a player to discuss with other players what role they should take. Players should NOT be trying to go into the AO without being in a squad. Johnson and JANXOL 2 Link to comment Share on other sites More sharing options...
LEO Posted July 19, 2017 Share Posted July 19, 2017 version. unable to find out we have a new variant of the bug that makes slots un usebol after players dc the player that ocupied this slot was skulcollector http://imgur.com/a/BAfCa Edit by Skull: Interesting to note is that I had timed out when this happened. Observed this with other players who lost connection in previous versions as well. Link to comment Share on other sites More sharing options...
GhostDragon Posted July 19, 2017 Share Posted July 19, 2017 Version 54_109 Angel and some ftls are not getting the squad leader role, seems angel doesn't get it due to being lower rank than pilot. Also angel pilot is not an engineer so can not fix medical vehicle Sent from my ONEPLUS A3003 using a phone app that is really irritating because it constantly advertises itself. Link to comment Share on other sites More sharing options...
GhostDragon Posted July 19, 2017 Share Posted July 19, 2017 Also angel medics are not set as medics. Alpha medics can use surgical kits too Some roles still bug out when players disconnect. Link to comment Share on other sites More sharing options...
Stanhope Posted July 19, 2017 Share Posted July 19, 2017 Altis version 108 Angle pilot cannot repair helis. He's most likely not been set as engineer. Link to comment Share on other sites More sharing options...
GhostDragon Posted July 19, 2017 Share Posted July 19, 2017 Squad player counts listing disconnected players, seems to connect with the slots that can not be taken upon disconnecting Sent from my ONEPLUS A3003 using a phone app that is really irritating because it constantly advertises itself. Link to comment Share on other sites More sharing options...
Mouldy Posted July 20, 2017 Share Posted July 20, 2017 Lythium latest(109 I think?) Editing squads doesn't seem to work (from squad management window, admin only) I attempted to delete some bugged slots in A1 (teamlead and engineer), but it had no effect. I also attempted to add an additional teamlead and engineer slot, but that also did not work. Link to comment Share on other sites More sharing options...
Ryko Posted July 20, 2017 Share Posted July 20, 2017 1 hour ago, Mouldy said: Editing squads doesn't seem to work (from squad management window, admin only Should have mentioned, that's placeholder for now. Link to comment Share on other sites More sharing options...
GhostDragon Posted July 23, 2017 Share Posted July 23, 2017 Hello folks, I have pushed Gauntlet 54_110 to the server in Altis and Lythium. Changelog: 1) Fixes to squad management to resolve not being able to switch to slots 2) Fixes to certain slots: 2a) Support squad leaders are now Captains so they properly become squad leaders 2b) Support pilots are now Lieutenants 2c) Support / Command medics & engineers are currently on same level as infantry equivalents - trying to set them as "Doctors" and "Specialists" results in them not having any ability 3) Enemy Mortars tweaked as they could target air vehicles. 4) Squad Management functions implemented, Platoon Commander or moderators can now edit squad role composition and create custom squads: 4a) Editing a squad, it must be empty of players at the time. 4b) Creating a custom squad requires at least two slots. By default it will start deactivated. 5) Revised mission spawning parameters for better initial randomization (eg., town missions on Altis won't always start in Athrakia) 6) updates to vehicle service pads: 6a) Changed vehicle servicing format to use hints instead of tiles, a little less spammy on the messaging. 6b) Added signs to inform players that servicing begins when player exits the vehicle and turns off the engine (there are no hints to this effect) 6c) service vehicle action is accessed from these signs. 6d) Service distance is 6m for ground vehicles (the size of the box), 9m for helicopters and 12m for planes (roughly twice the size of the box). 6e) ACE repair, rearm and refuel modules are still in play and generally work much faster than this script. Use it when ACE bugs out on your vehicle. 7) Added additional checks to prevent players from being blown up by over-ambitious base protection when playing as non-West factions. 8) Swapped out Autorifleman Assistant with Rifleman in infantry teams. Gauntlet 54_111 is on the server. Altis and Lythium. Changes: 1) added new enemy factions: Middle Eastern Insurgents, Middle Eastern Coalition (MEC), People's Liberation Army of China (PLA). 1a) Default OPFOR faction for Altis: PLA China 1b) Default OPFOR faction for Lythium: Middle Eastern Insurgents 2) Legacy Throttle notifier is now a toggle button available through squad management (players) interface. Default is off; if you're piloting a vehicle which doesn't show you your throttle status, toggle it to on. 3) Fixed a broken turret on the Freedom. 4) Ambient Spawn camps "should" avoid roads for placement. 5) Updated player vehicle spawning to add new FIR aircraft. 6) Tweaked squad management system for making/editing/deleting squads. 7) Tweaked OPFOR spawning methods to use faction crew rather than vehicle specific crew. Link to comment Share on other sites More sharing options...
Stanhope Posted July 26, 2017 Share Posted July 26, 2017 Version: 54_111 Map: LythiumBug: M107 not whitelisted In this post the following is said: Quote Blufor FSG specialists and assistants have access to all Launchers, autorifles and MMGs, as well as the BAF launcher deployables, and the M107. The M107 is, however, not whitelisted for at least the FSG 1 specialist (1st one), maybe some others. 2nd one: Version: 54_111 Map: Lythium Bug: B1, B2 slots. In bravo the marksman is still in bravo 1 and engineer in bravo 2. Don't know if it's intended or not. Link to comment Share on other sites More sharing options...
Ryko Posted July 26, 2017 Share Posted July 26, 2017 Bravo and Charlie should be the same as Alpha, so I'll swap those roles. The M107 was removed at the last minute from FSG's weapon availability. Link to comment Share on other sites More sharing options...
Minipily Posted July 29, 2017 Share Posted July 29, 2017 The new jets currently have an issue where, upon dropping a GBU, the weapon system will jam up (weapons go red in the top right and cannot be fired) and the only way of fixing this temporarily until the next drop, is to switch weapons between pilot and weapons officer. However, once doing that, the weapons on board will duplicate. Experienced in the 2 seater F15 Eagle. Link to comment Share on other sites More sharing options...
Amentes Posted July 29, 2017 Share Posted July 29, 2017 Can second the duplication issue in F-15E Link to comment Share on other sites More sharing options...
AhoyWorld Outreach Posted August 5, 2017 Author Share Posted August 5, 2017 Gauntlet 54_112 versions loaded onto the server for Altis and Kerama, Stiletto v3 for Lythium also loaded. 1) Gauntlet features the changes to advanced ballistics suggested by @kman, so keep an eye on that. 2) Added the M16A4 to the arsenal for marksmen. Link to comment Share on other sites More sharing options...
GhostDragon Posted August 6, 2017 Share Posted August 6, 2017 Filing for @Copey: Can't log into the forums atm, but can someone log that Bravo 1 still has a marksman, and that Bravo does not have the same slot layout as alpha Link to comment Share on other sites More sharing options...
LEO Posted August 6, 2017 Share Posted August 6, 2017 just wanted to note that at some point (i think it was last week) me and moldy did some testing on fast roping and we concluded with it been bugged. we got stuck on the rope just below the fuselage and in 1 case i got sucked in to the engine of the chinook that we used for testing (this bug applies for all helicopters that uses fast rope) i recommend avoiding the use of fast rope until the opposite is proven Link to comment Share on other sites More sharing options...
LEO Posted August 8, 2017 Share Posted August 8, 2017 bug on guantlet 54_122 kerama defend town mission no enemys spawned or did not make it to the objective http://imgur.com/a/QbaMM also when i tried to join as platco to skip the mission i was unable to access the whiteboard there was already a squad leader on but he was far away in the field when we tried to skip it Link to comment Share on other sites More sharing options...
Johnson Posted August 10, 2017 Share Posted August 10, 2017 I know this has already been discussed many a time, but I was wondering; is it just Blastcore that reduces 'Server FPS' or DynaSound too? I ask simply because I don't see how a sound mod can reduce frames, especially not server frames. It has been bugging me since, as much as I adore vanilla Arma 3, both the visual effects and the audio effects could certainly use improvement, as DynaSound and Blastcore have proven. The People's Liberation Army have recently became a common foe on AWE, their primary weapon being QBZs, which is a very quiet and almost suppressed sounding weapon when compared to the RHS weaponry we use. DynaSound certainly fixes this too. I know this is probably not the best place for this sort of feedback but I just hoped that this theory that these client side mods can reduce server FPS is looked into (and hopefully incorrect). Link to comment Share on other sites More sharing options...
Stanhope Posted August 15, 2017 Share Posted August 15, 2017 Bug: Map/version: altis 112 File: logi.sqf Description: Land_BagBunker_Small_F can be found twice in both the logiCosts and the logiStructures arrays. In logi costs it's in with 25 points and 1 point respectively. Link to comment Share on other sites More sharing options...
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