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Stiletto Feedback Thread


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Thanks for the knockabout this afternoon boys, and please accept my apologies for the lack of in game knowledge and expertise I so expertly displayed. More than a bit embarrassing. “Keeping up” is much much harder than I expected it to be, easy to get left behind. I was not helped by a strange “lag” and pull back I was getting every 5 to 8 seconds plus a milliseconds delay between trigger pull and actual firing. I don’t get that on EU 1 &2 servers ever. In fact I don’t get it on any other Arma 3 server as my frame rate is usually high. It was like back in the day when all I could afford was dial up. After leaving I went onto the eu1 server to check performance and all was a smooth as butter. Strange. So is this YouTube worth implementing?




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Some vehicles seem to be bugging out on the spawn list, I assume they're LAVs or APC-related. During the time that people had that LAV-25 error upon joining the server, the three variants (desert, woodland, arctic) showed in the spawn list but failed to spawn; unsure if that was reported already.

 

These empty options do not spawn anything when selected.

 

Capture.PNG.d5f44df5e922f14ce42b9149a9d21b28.PNG

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I was bored so I worked out a preview option for the vehicle spawner.  There is a button in the spawner that allows you to see the preview picture from the eden editor.  

Files in which I made changes:
vehicleSpawnMenu.hpp

vehiclePreview.sqf

 

It's not a finished thing yet but it works.  I'm not that good with GUIs so I'll let @Ryko perfect it :) 

(ps, you probably want to move the display into a separate hpp, or not I don't really know as I said, not that good with GUIs)

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15 hours ago, ShadowAce11 said:

Some vehicles seem to be bugging out on the spawn list, I assume they're LAVs or APC-related. During the time that people had that LAV-25 error upon joining the server, the three variants (desert, woodland, arctic) showed in the spawn list but failed to spawn; unsure if that was reported already.

 

These empty options do not spawn anything when selected.

 

Capture.PNG.d5f44df5e922f14ce42b9149a9d21b28.PNG

This is my mess up. Basically I took out the Stryker mod and now the mission still has them in. 

 

Just work around it till I get around to refactoring the mod

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2 hours ago, Stanhope said:

preview option for the vehicle spawner.

Yeah, I figured this out for the Logi spawn menu. It doesn't really work consistently for the vehicle menu 1) because there are two columns, one for unarmed and one for armed, and it would be tricky (but not impossible) to reorganize / revise the layout to also accommodate the preview image; and 2) because there's no guarantee there are accurate pictures for each vehicle. It works consistently for the Logi menu because there are only vanilla assets being spawned, which all have accurate preview pictures: I believe for some vehicle mods, there are not preview pictures, or it's the same vehicle picture spread out across multiple vehicles.

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4 minutes ago, Ryko said:

Yeah, I figured this out for the Logi spawn menu. It doesn't really work consistently for the vehicle menu 1) because there are two columns, one for unarmed and one for armed, and it would be tricky (but not impossible) to reorganize / revise the layout to also accommodate the preview image; and 2) because there's no guarantee there are accurate pictures for each vehicle. It works consistently for the Logi menu because there are only vanilla assets being spawned, which all have accurate preview pictures: I believe for some vehicle mods, there are not preview pictures, or it's the same vehicle picture spread out across multiple vehicles.

The 2 columns I got around by adding 2 preview buttons and opening the preview in a new display on top of the current one.  All vehicles but RHS ones have an accurate picture as far as I could tell.

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Could we maybe, possible get the ability to change the weather from the mission board in base?  (Only as platco or ASL obviously)  It's kind of annoying that when you're standing on the edge of the freedom and you can't see the water.  And if no moderator is on we're stuck with skipping days ahead till we can actually see something.

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I had another issue with intel again the other day.  I collected on piece from searching a vehicle and passed it to ASL to send but  after i collected another piece i lost the ability to pass it on again but i was able to get into the chopper and send it for review it myself, but im not sure if this is a bug or just a "thing" with ACE.

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2 hours ago, Shoppy said:

Are the new vanilla launchers implemented from tanks dlc going to be added? They're pretty well done imo

The vanilla MAAWS was already in but got removed because RHS is underpowered.  The new vanilla opfor launcher is still in because we don't play opfor enough for people to notice that it's overpowered compared to RHS things.

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Stiletto 059 is now live on the server.

 

CHANGE LOG 058/059
1. Tweaks to various code to fix script errors.
2. Tweaks to intel review to improve reliability and performance
3. Tweaks to capture/kill HVT missions
4. Fixed error where civilian trading, unable to put something in your inventory because you don't have enough space, created an error and didn't complete the trade by putting it on the ground.
5. Removed Heli UAV due to spawning and usability issues.
6. Fixed error in hostage rescue mission (among others)
7. Added BAF CH47, Bulldog and new enemy SAM vehicles
8. Better support for VTOL vehicles from service pads.

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After some brief testing:

  • Kill HVT mission does not spawn the option to confirm the HVT. As such, mission cannot be completed. The designated target still actively runs away from players, though. Video:
    • Spoiler

       

       

  • Capture HVT mission gives the option for the HVT to be restrained, but does not work when completed. If captured and brought back to base, though, the mission now completes. Video:

    • Spoiler

       

       

  • Intel appears to work beautifully now; no issues to report.

  • Rescue pilots/Crash site mission now works properly. Previously, the mission would not complete upon the pilots being returned to main base. Video of the full mission just for log purposes:

    • Spoiler

       

       

  • Peace talks mission now works properly. Previously, there would be a chance the hostile presence would spawn as hostile, rather than neutral and instantly attack players as though it were a regular mission. Video of the full mission just for log purposes:

    • Spoiler

       

       

  • Recover cache mission now works properly. Previously, the mission would not complete upon bringing the cache back to main base and would have to be destroyed. Note added in the POW mission video about the ending of this, recommend you watch that as well. Video of the full mission just for log purposes:

    • Spoiler

       

       

  • Rescue POWs mission now works properly. Previously, the mission would not complete upon the POWs being returned to main base. Video of the full mission just for log purposes:

    • Spoiler

       

       

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Could we maybe possibly get the rhino as a vehicle for some of the blufor factions? (If we haven't already, i don't actually know :))

 

Classnames:
normal: B_AFV_Wheeled_01_cannon_F

normal tanoa camo: B_T_AFV_Wheeled_01_cannon_F

UP armored: B_AFV_Wheeled_01_up_cannon_F

UP armored tanoa: B_T_AFV_Wheeled_01_up_cannon_F

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Bug: stiletto temblan 059: 

20180505092403_1.thumb.jpg.f3f378402583e725b4a0c0b83e4de116.jpg

 

It happened after I'd made a custom squad and happens whenever I switch to a role in that squad.

 

And also this: 

20180505093209_1.thumb.jpg.adda85874efad2e463baf97d7604b580.jpg

Happened when switching to the specialist role i'd put in my custom squad.

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FEATURE REQUEST: New mission - ambush.

 

1480072530_AmbushEditedPoster.thumb.jpg.f22275fb86b5fa6d43a670c1d0677fe0.jpg

 

A friendly convoy carrying a journalist/VIP/other non-combatant has been attacked and completely immobilized. Players are tasked with getting the remaining wounded friendlies back to base, and ensuring the non-combatant gets to his designated location.

 

This could be expanded upon to create an extended or two-part mission, where upon getting the wounded healed, they need to be dropped back off to the VIP to continue to ensure his safety. Afterwards, there could be another attack in which players and the few AI forces would have to defend the VIP. In other words, this is a pretty open-ended mission that could have multiple paths to go down. 

 

Unedited screenshots of what this mission would probably look like (staged a mock mission in the editor to convey the idea better):

 

Spoiler

947973194_Ambush1.thumb.jpg.34384a6c0ff901fad6058f443778c735.jpg300385375_Ambush2.thumb.jpg.aeca94eca2fd96e2c87ea9687199d2d3.jpg586372945_Ambush3.thumb.jpg.8fe435b0587e15126ea22d08c4697f42.jpg1379006474_Ambush4.thumb.jpg.92aa1f1677c55b19c14186b684d5e4ea.jpg304972556_Ambush5.thumb.jpg.0bd0f851f7a4d95a48183e16c27841ec.jpg

 

This is being proposed to increase mission diversity. I have been trying to think up some other scenarios recently to go along with this, that wouldn't be too stressful on the server; in time, I'm sure I will think of more.

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Stiletto 0.59

 

When driving ural spawned by the server (civillian, enemy), they seems to be in a constant state of fuel leaking. Even after complete repairs, the trucks still leaks. The truck also loose fuel when the engine is turned off.

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9 hours ago, Joebillibob said:

Stiletto 0.59

 

When driving ural spawned by the server (civillian, enemy), they seems to be in a constant state of fuel leaking. Even after complete repairs, the trucks still leaks. The truck also loose fuel when the engine is turned off.

Looks like the Ural we brought to FOB still didn't leak since I parked it the other day. Seems like it was probably either really busted fuel line with "Fuel" indicator white, or it has worse comsumption than a tank. Either way, doesn't seem to be an issue after all.

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