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Gauntlet 54 Update and feedback


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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.

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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.

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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.

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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.

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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.

 

 

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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.

 

 

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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.

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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.

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Version: 54_111

Map: Lythium
Bug: 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.

 

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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.

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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

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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

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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).

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