SkullCollector Posted August 23, 2017 Share Posted August 23, 2017 30 minutes ago, Ryko said: Stiletto v013 now on the server and set for default. Changes: 3. Changed "black" civilian zone to brown to avoid confusion with unknown zones. Just had a look and my colour deficiency makes it hard to tell the difference between Cautious orange and Hostile brown zones. Every colour-weak guy is different, so that may just be me. However, if you want to stay away from black zones, might I suggest colouring Safe zones blue and shifting the spectrum up by one? Neutral green, Cautious yellow, Dangerous orange and Hostile red. Link to comment Share on other sites More sharing options...
Ryko Posted August 23, 2017 Author Share Posted August 23, 2017 Yeah, I could live with that. Thanks for that input. Link to comment Share on other sites More sharing options...
Stanhope Posted August 23, 2017 Share Posted August 23, 2017 1 hour ago, SkullCollector said: [...] Every colour-weak guy is different, so that may just be me. [...] Neutral green [...] Dangerous orange and Hostile red. Well that's gonna be hard for those among us with Daltonism. (Don't worry about me, I might have daltonism but i was born with it so i call the same things red and green as anyone else does. I just don't see the same thing ) Link to comment Share on other sites More sharing options...
Ryko Posted August 23, 2017 Author Share Posted August 23, 2017 Funnily enough, Arma's already taken this into account. What I'll do is the following: Safe: Light blue, fully coloured Neutral: Green, diagonal cross lines going from SW to NE Cautious: Yellow, horizontal cross lines Dangerous: Orange, diagonal cross lines going from SE to NW Hostile: Red, diagonal grid Unknown: Black, Cross marks Cellhawk 1 Link to comment Share on other sites More sharing options...
Fraggloid Posted August 24, 2017 Share Posted August 24, 2017 There are several types of tripwire mines appearing in the mission that cannot be disarmed by EOD. Upon approaching, they detonate at a range of around 2m. Link to comment Share on other sites More sharing options...
LEO Posted August 25, 2017 Share Posted August 25, 2017 1 hour ago, Fraggloid said: There are several types of tripwire mines appearing in the mission that cannot be disarmed by EOD. Upon approaching, they detonate at a range of around 2m. how are you aproching it? i never have eny dificulty wen dealing with that typ of mine Link to comment Share on other sites More sharing options...
AnimeOwl Posted August 25, 2017 Share Posted August 25, 2017 More C4 Trapped Vehicles would be fun. Maybe a few more IED's in certain AO's or Around a Mission. Never the less it's Always fun to be on the server. Link to comment Share on other sites More sharing options...
Fraggloid Posted August 25, 2017 Share Posted August 25, 2017 11 hours ago, LEO said: how are you aproching it? i never have eny dificulty wen dealing with that typ of mine Prone, and very slowly. I aim at it and check scroll options and ACE interaction for a disarm option constantly. I also have my mine detector active. It detonates between 2 and 3m out; well before I get any option. It'd be cool to look into mods like these: http://makearmanotwar.com/entry/ZUlSFniY91#.WaAP1z6GM_4 http://www.armaholic.com/page.php?id=26882 Adding in such mods would allow us a much greater range of IED themed activities. IEDs are a MAJOR thing in real-world insurgencies as of late, so it'd be good to simulate that more than booby trapped vehicles and the odd IED. Link to comment Share on other sites More sharing options...
Borrel Posted August 25, 2017 Share Posted August 25, 2017 In stiletto altis. The town directly south of the base. That isnt occupied right now. We talked about that yesterday real quick, and it would be nice to have that occupied too. So you have to keep those guys friendly or else bad things will come at the base Link to comment Share on other sites More sharing options...
LEO Posted August 25, 2017 Share Posted August 25, 2017 4 minutes ago, Fraggloid said: Prone, and very slowly. I aim at it and check scroll options and ACE interaction for a disarm option constantly. I also have my mine detector active. It detonates between 2 and 3m out; well before I get any option. It'd be cool to look into mods like these: http://makearmanotwar.com/entry/ZUlSFniY91#.WaAP1z6GM_4 http://www.armaholic.com/page.php?id=26882 Adding in such mods would allow us a much greater range of IED themed activities. IEDs are a MAJOR thing in real-world insurgencies as of late, so it'd be good to simulate that more than booby trapped vehicles and the odd IED. now the question is did you see the wire itself? if you dont see the wire you shuld not aproce it Link to comment Share on other sites More sharing options...
Borrel Posted August 25, 2017 Share Posted August 25, 2017 9 minutes ago, Fraggloid said: It'd be cool to look into mods like these: http://makearmanotwar.com/entry/ZUlSFniY91#.WaAP1z6GM_4 http://www.armaholic.com/page.php?id=26882 I'll get a giant boner when my beloved bombsuit and talon are added.. (i'll switch from marksman to always eod then ) Link to comment Share on other sites More sharing options...
Fraggloid Posted August 25, 2017 Share Posted August 25, 2017 1 hour ago, LEO said: now the question is did you see the wire itself? if you dont see the wire you shuld not aproce it Not all IEDs have wires. Link to comment Share on other sites More sharing options...
LEO Posted August 25, 2017 Share Posted August 25, 2017 1 minute ago, Fraggloid said: Not all IEDs have wires. 14 hours ago, Fraggloid said: There are several types of tripwire mines appearing in the mission that cannot be disarmed by EOD. Upon approaching, they detonate at a range of around 2m. as per this qoute you specified tripwire mines and thats what i am basing my asumtions on that you are talking abaut the PMR-3 typ mine if you are talking abaut a difrent mine then specifiy it Noah_Hero 1 Link to comment Share on other sites More sharing options...
Ryko Posted August 25, 2017 Author Share Posted August 25, 2017 You need a defusal kit for the ace action to appear: http://imgur.com/a/Wi6bL An ace defusal kit is standard issue in the default loadouts for EOD & Engineers. LEO 1 Link to comment Share on other sites More sharing options...
Fraggloid Posted August 25, 2017 Share Posted August 25, 2017 51 minutes ago, Ryko said: You need a defusal kit for the ace action to appear: http://imgur.com/a/Wi6bL An ace defusal kit is standard issue in the default loadouts for EOD & Engineers. I had one. I always have carried one, on all loadouts, since joining the server. That option doesn't appear. Link to comment Share on other sites More sharing options...
DeVision Posted August 25, 2017 Share Posted August 25, 2017 Stiletto Bugs: Medics in A1/A2 and i don't know if in B1/B2 are the group leaders if there is no TL although Medics are private and there is a higher ranked Clean Base script doesn't work Link to comment Share on other sites More sharing options...
Ryko Posted August 25, 2017 Author Share Posted August 25, 2017 2 hours ago, Fraggloid said: I had one. I always have carried one, on all loadouts, since joining the server. That option doesn't appear. I don't know what to tell you other than maybe you need to verify your game files / ace install. Link to comment Share on other sites More sharing options...
Ryko Posted August 25, 2017 Author Share Posted August 25, 2017 Version 014 on the server for all 5 maps. change log 014 1. if you search multiple times, your chance to find things will improve: if you search exceptionally well on something that doesn't have anything to be found, you will be notified that there's no point to further searching. 2. vehicles are now properly medical vehicles, so stitching in them works again. 3. threat indicator styles changed to assist the (colour) blind. 4. frequency of C4 traps tweaked slightly (should occur slightly less often) 5. in the extract asset mission, you have a hold action applied to the asset so you'll know him when you find him (helps for when he decides to leave his position). 6. tweaks for mission cleanup to improve performance. 7. fixed "stop" action as the civs were going nuts when multiple players were calling out for them to stop. 8. Dynamic groups: leadership should be decided properly now when joining a group. 9. Arsenal updated to add various uniforms and helmets. 10. Quick tagging and Quick mounting ACE modules added. Cellhawk 1 Link to comment Share on other sites More sharing options...
Stanhope Posted August 26, 2017 Share Posted August 26, 2017 Bug report: Stiletto Gorgona (i think 014): we were playing with the default factions (spetsnaz vs insurgents i think) Rifleman had access to long range radios. Destroy AA mission spawned with OPFOR AA vehicle and INDEP force protection. OPFOR was hostile to INDEP so they started engaging eachother JIP problem with task spawning. Some units did some units did not have the rescue king task. The above mentioned mission spawned with both INDEP and OPFOR units in the AO. Which started engaging each other. Stiletto Altis (i think 014): the chairs in base are carryable via ace interaction. Link to comment Share on other sites More sharing options...
BloodInTheSand Posted August 26, 2017 Share Posted August 26, 2017 3 hours ago, Stanhope said: Destroy AA mission spawned with OPFOR AA vehicle and INDEP force protection. OPFOR was hostile to INDEP so they started engaging eachother JIP problem with task spawning. Some units did some units did not have the rescue king task. The above mentioned mission spawned with both INDEP and OPFOR units in the AO. Which started engaging each other. This. Gorgona has issues with spawning some insurgents as OPFOR some as INDEP which leads to the enemies engaging each other. On top of this, I noticed with the rescue king mission (will attach screenshots of the aftermath later) that after the units broke out into a full scale firefight, they very shortly afterwards vanished altogether, which broke the mission and required a hash to resolve. Link to comment Share on other sites More sharing options...
Cellhawk Posted August 30, 2017 Share Posted August 30, 2017 I might be missing something, but I have some hazy memories of some kind of UAV intel download mission. As far as I know, it is a "Hold down space" kind of download. Is it possible to set it to "toggle" instead of "hold"? It's kind of annoying if you accidentally release the button during a very very long download sequence. Link to comment Share on other sites More sharing options...
Ryko Posted August 31, 2017 Author Share Posted August 31, 2017 Quote Is it possible to set it to "toggle" instead of "hold"? It's kind of annoying if you accidentally release the button during a very very long download sequence. I would say don't accidentally release the button. Cellhawk 1 Link to comment Share on other sites More sharing options...
Ryko Posted September 1, 2017 Author Share Posted September 1, 2017 Version 015 is on the server now, in all 5 maps. 1. tweaks / fixes to hostages and extract asset missions 2. tweaks to civilian spawning / despawning mechanic (mission-specific hostages were accidentally being removed if you left a civilian area) 3. tweaked opfor spawning to try and deal with incorrect factions being spawned and then attacking each other 4. tweaked civilian talk mechanic for performance and correction 5. tweaked civilian spawn distance on Gorgona 6. fixed arsenal for eastern factions Link to comment Share on other sites More sharing options...
Ryko Posted September 5, 2017 Author Share Posted September 5, 2017 Version 016 is on the server now, in all 5 maps. This will probably be the last update for some time as I'm going on vacation in a bit, and I'll be focusing on some other Ahoyworld projects. Changes: 1. updates to civilian talk system. Civilians will now only ask for 1L containers of Plasma, Saline or Blood. 2. fixes to stop action, civs should actually stop now. 3. update to map intel icons to reflect smaller map sizes. 4. arsenals tweaked to fix small bugs. 5. tweaked incidence of booby traps to reduce frequency of suicide vests. 6. Fixed squad leader ability to place rally points. Link to comment Share on other sites More sharing options...
Ryko Posted September 7, 2017 Author Share Posted September 7, 2017 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. Changes: 1. updates to arsenal and whitelist in relation to new content from Laws of War DLC (yes, the EOD suits are in, and the new UAVs are available for the UAV operator) 2. fixed ability to trade with civilians. 3. fixed an error in relation to civilians who spawn wounded. 4. updated civilian types to include new classes from Laws of War. Noah_Hero 1 Link to comment Share on other sites More sharing options...
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