Noah_Hero Posted September 8, 2017 Share Posted September 8, 2017 12 hours ago, Ryko said: updates to arsenal and whitelist in relation to new content from Laws of War DLC May I suggest to blacklisting of: Cap (Black) [IDAP] {because we are not playing as the NGO International Developement & Aid Project (IDAP) and therefore I don´t think we should wear Caps with their logo even though that they could be merchandising gifts...it just feels wrong and I doubt that IDAP would like to see soldiers wearing these caps} Cap (Orange) [IDAP] {"} Cap (White) [IDAP] {"} Hard Hat (Vrana) {because we are not playing as Vrana Industries so why would we have gear that belongs to them; if it would be a cap I would say it could be some merchandising gift but helmets...} Hard Hat (Vrana, Ear Protectors) {"} Hard Hat (Vrana, Headset) {"} Press Helmet {because we are obviously not press at all} Press Helmet (Neck Protection) {"} Cap (Press) {this one is a vanilla one btw} {"} 12 hours ago, Ryko said: (yes, the EOD suits are in...) No, they are not. Can´t find them in the Arsenal (yes I tried it also specificly as EOD and Engineer) and they are also not whitelisted (In the EOD role I tried to load loadouts that had these ones equipped but it just gave the message that they are not whitelisted). Also in case you wanted to whitelist the "EOD Vest (Blue) [IDAP]": don´t do it (same argument as above with the caps). 12 hours ago, Ryko said: Version 017 is on the server now in all 5 maps. Updated thanks to the early release of Laws of War, and also to fix some annoying bugs. And thanks for the super fast implementation of the new content!! Best regards Noah Amentes 1 Link to comment Share on other sites More sharing options...
ShadowAce11 Posted September 9, 2017 Share Posted September 9, 2017 Not sure if this has been already reported, but this has been a known problem for a little while. Civilians are willing to trade for information, but want nothing. Link to comment Share on other sites More sharing options...
Stanhope Posted September 13, 2017 Share Posted September 13, 2017 stilleto, latest version can't remember the number Bug: FSG has bolt action rifles whitelisted but the highest magnification scope whitelisted is an ACOG. Link to comment Share on other sites More sharing options...
Gurlanin Posted September 15, 2017 Share Posted September 15, 2017 Bug: Was just shot at (and killed) by invisible enemies. The vehicle that was driving around had no-one in the driver or gunner seat, yet was still driving around and shooting. I shot at where the driver and gunner should have been, but nothing happened. Link to comment Share on other sites More sharing options...
LEO Posted September 15, 2017 Share Posted September 15, 2017 4 minutes ago, Hawkeye said: Bug: Was just shot at (and killed) by invisible enemies. The vehicle that was driving around had no-one in the driver or gunner seat, yet was still driving around and shooting. I shot at where the driver and gunner should have been, but nothing happened. what type of car was it? Link to comment Share on other sites More sharing options...
Gurlanin Posted September 15, 2017 Share Posted September 15, 2017 Just now, LEO said: what type of car was it? Not great with names. Open top jeep looking thing with grenade launcher mounted on a frame. Link to comment Share on other sites More sharing options...
LEO Posted September 15, 2017 Share Posted September 15, 2017 7 hours ago, Hawkeye said: Not great with names. Open top jeep looking thing with grenade launcher mounted on a frame. just as a side note aprerently the bugg was fixed wen hawkeye restarted arma 3. from what i understand arma 3 sync forgot to enable a mod Link to comment Share on other sites More sharing options...
BloodInTheSand Posted September 16, 2017 Share Posted September 16, 2017 13 hours ago, LEO said: just as a side note aprerently the bugg was fixed wen hawkeye restarted arma 3. from what i understand arma 3 sync forgot to enable a mod Sounds to me like one of the factions we use, which are a compilation of files from other mods, didn't load in the a3sync boot up sequence. Link to comment Share on other sites More sharing options...
Gurlanin Posted September 16, 2017 Share Posted September 16, 2017 4 hours ago, BloodInTheSand said: Sounds to me like one of the factions we use, which are a compilation of files from other mods, didn't load in the a3sync boot up sequence. Yup. My middle eastern factions folder had decided not to load. Link to comment Share on other sites More sharing options...
kman Posted September 19, 2017 Share Posted September 19, 2017 some suggestions: 1) make "search" of bodies/vehicles last 50% longer, but remove need to search twice. It is quite annoying when you have X+ objects to initiate search action 2x for each object. 2) for civilian trading, make range of items that civilians request more narrow. This is not a MMO with obtain-item-X-for-me quests, and I doubt any army would trade any "weapon optics" to civilians Link to comment Share on other sites More sharing options...
Lindi Posted September 20, 2017 Share Posted September 20, 2017 20 hours ago, kman said: some suggestions: 2) for civilian trading, make range of items that civilians request more narrow. This is not a MMO with obtain-item-X-for-me quests, and I doubt any army would trade any "weapon optics" to civilians Maybe we could have light crates spawnable at base/FOB that contain items the civies are asking for and I agree they should be mostly medical supplies and bananas. They could then be sling loaded by vortex to the troops to trade with. Thus removing the need for troops to carry extra items that are not otherwise needed and it would give vortex stuff to do. Troops on the ground would also get more stuff to do in the form of clearing/guarding the LZ for the sling loading. Link to comment Share on other sites More sharing options...
Timo Posted September 21, 2017 Share Posted September 21, 2017 Not sure if a bug or something else, but when in doubt.. last night at malden had two tasks, downed uav and cache to destroy. Did the uav first and gathered intel. When intel was used the map updated the zones, but the cache location disappeared completely. Link to comment Share on other sites More sharing options...
Amentes Posted September 21, 2017 Share Posted September 21, 2017 7 hours ago, Tim O'Kill said: Not sure if a bug or something else, but when in doubt.. last night at malden had two tasks, downed uav and cache to destroy. Did the uav first and gathered intel. When intel was used the map updated the zones, but the cache location disappeared completely. Cache green area indicator disappeared, or also the cache marker itself? Green area is supposed to disappear when fully narrowed down to exact location. Link to comment Share on other sites More sharing options...
Timo Posted September 21, 2017 Share Posted September 21, 2017 6 minutes ago, Amentes said: Cache green area indicator disappeared, or also the cache marker itself? Green area is supposed to disappear when fully narrowed down to exact location. Both disappeared. Collected intel from three dead ai. Link to comment Share on other sites More sharing options...
Gurlanin Posted September 22, 2017 Share Posted September 22, 2017 So I snuck up on a soldier, because he was in the 'friendly' zone and I thought he might want a chat. Spoke to him, traded him some bandages (which he was quite happy with), so he put his weapon on his back, and then suddenly his mates start spawning in. On my location. They all immediately get their weapons taken off of them automatically ... except for one guy, who spawned facing me and promptly shot me repeatedly, even after I was on the floor from ACE injuries. I mean ... wut? Ryko 1 Link to comment Share on other sites More sharing options...
Ryko Posted September 22, 2017 Author Share Posted September 22, 2017 So, congrats on sneaking up on an enemy soldier to the point that you could talk to him - that is tricky enough on its own. I am COMPLETELY not surprised that the enemy decided to attack you after you had finished the conversation, as he doesn't like you. If there were enemy soldiers in a "friendly" zone then the zone was not in fact friendly... Link to comment Share on other sites More sharing options...
Gurlanin Posted September 22, 2017 Share Posted September 22, 2017 33 minutes ago, Ryko said: So, congrats on sneaking up on an enemy soldier to the point that you could talk to him - that is tricky enough on its own. I am COMPLETELY not surprised that the enemy decided to attack you after you had finished the conversation, as he doesn't like you. If there were enemy soldiers in a "friendly" zone then the zone was not in fact friendly... You don't seem to understand what I wrote: After I spoke with him and traded with him he put his weapon away. It was the random spawning of other enemy units that killed me, though all but one were unarmed. The area was also a very recent update from intel I'd just gotten, so there shouldn't have been any enemy around in the first place: let alone one that can summon a few spare troops at a moment's notice. Link to comment Share on other sites More sharing options...
Johnson Posted September 30, 2017 Share Posted September 30, 2017 Not sure if its been stated already, but when there is a standard mission active (destroy AA / arty etc.) AND a HVT mission and the standard mission is completed, the HVT exact position is marked exact(?) and then simply ends the mission, as if he died. Ryko 1 Link to comment Share on other sites More sharing options...
Stanhope Posted October 1, 2017 Share Posted October 1, 2017 Fresh mission restart. 2 things spawned: a search and kill HVT 'main AO' and a rescue civilian asset/informant. Informant was closer so i went to do that, completed it and the 'main AO' turned into this: Simultaneously a convoy-cache missions spawned. Again this one was closer so i went to do it. When i get there and kill a few enemies i review some of the intel that i picked up this happens: It jumped roughly 20 km to the SW. Link to comment Share on other sites More sharing options...
Ryko Posted October 3, 2017 Author Share Posted October 3, 2017 Stiletto version 018 is on the server (Lythium and Malden maps for now, owing to issues we have with the FIR mods; if you're having trouble connecting, untick @AW_FIR). Changes: 1. updates to arsenal related to LoW DLC content 2. fixed situation where primary task zones would disappear on completion of side missions 3. updated vehicle lists for new RHS and DAR content, as well as default spawned vehicles 4. fixed situation where you could talk to enemy soldiers; they're not quite as receptive, now. 5. Removed cache convoy mission (for real this time). 6. Civilians will no longer ask for spotting scopes. The word has gotten out they won't get them. 7. May finally have gotten enemy spawn camps to stop spawning on roads. Xwatt and Stanhope 1 1 Link to comment Share on other sites More sharing options...
Ryko Posted October 4, 2017 Author Share Posted October 4, 2017 Stiletto version 019 is on the server (all maps: Malden, Lythium, Altis, Bozcaada and Gorgona, and that's also the server rotation order). Changes: 1. added Noreen "Bad News" ULR to FSG (Western) available weapons. 2. fixed locate / rescue pilots mission. 3. fixed base cleanup script (hopefully?) 4. surgical kits now only operable inside a vehicle. 5. independents now allied with opfor faction. Stanhope 1 Link to comment Share on other sites More sharing options...
Amentes Posted October 5, 2017 Share Posted October 5, 2017 Made an 11-slot custom squad for some Outreach work. Deactivated and deleted an old 3-slot custom squad. Realised the 11 slots were not in the selection list. Deactivated and deleted the 11 slot squad. Squad Options no longer opened for anyone on server. Server was restarted. Link to comment Share on other sites More sharing options...
Ryko Posted October 6, 2017 Author Share Posted October 6, 2017 Stiletto version 020 is now on the server in all maps. Change log: 1. Search and Disarm actions are now affected by your overall weight: the less stuff you carry, the more of a bonus you will get; carrying too much stuff will result in a penalty. It breaks down as follows: 15kg or less: maximum bonus 15-27kg: proportional bonus (scales as you move away from 15kg) 27kg: no bonus, no penalty 27-45kg: proportional penalty (scales as you approach 45kg) 45kg or more: maximum penalty 2. Retired the EOD specialist in Squad Lead teams. Engineer now responsible for all repair / EOD tasks. Replaced with a special Intel Operative (CIA for American, MI6 for British, GRU for Russian) who has a better chance at detecting intel items, and convincing civilians to turn over intel items. 3. Updated arsenal to remove IED style explosives, and segregate eastern and western explosive types between the two factions. Engineers only have access to the full list of explosives; command elements have access to demo blocks and satchel charges. 4. Performance improvement in civilian area assessments (no longer polls all towns to see if players are there, it's done on a case-by-case basis so should help in larger maps with lots of towns) 5. Air vehicles no longer spawned on mission start on the USS Freedom (spawning issues made it messy, pilots should now spawn vehicles on demand as necessary) 6. fixed error related to search action. 7. fixed Bozcaada Freedom Logi crate spawning. 8. Added more camo nets and portable helipad lights to logi spawn menu 9. Default artillery support now set to advanced instead of basic (note: artillery is not available on Gorgona) Amentes and Noah_Hero 2 Link to comment Share on other sites More sharing options...
LEO Posted October 6, 2017 Share Posted October 6, 2017 34 minutes ago, Ryko said: 3. Updated arsenal to remove IED style explosives, and segregate eastern and western explosive types between the two factions. Engineers only have access to the full list of explosives; command elements have access to demo blocks and satchel charges. until we have a working training program atm most training is done in the field and this change wil hamper training done on server. btw the eod slot can still be accessed by the command menu what about adding all of the explosives to that slot so it could be used as a training slot Link to comment Share on other sites More sharing options...
SiegeSix Posted October 6, 2017 Share Posted October 6, 2017 Stiletto_Lythium_01_020 Intel Operative - when searching something, it says "Searching any," and when he finds somethings, it says "Found any." Doesn't specify the intel, just you found "any" Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now