Fraggloid Posted October 23, 2017 Share Posted October 23, 2017 Bozcaada, there's no Command HQ to take the PoWs/Assets into to complete the tasks. Link to comment Share on other sites More sharing options...
RoyalSertr Posted October 24, 2017 Share Posted October 24, 2017 Gorgona 2017/10/24 18:00-18:30 During RTB from mission (destroy arti), task destroy AA finished itself closely followed by task HVT Oscar finishing and receiving new task. Only "player input" outside of driving: minute or so before the AA mission finished itself, one player (out of 3) disconnected. arti(left red mark) and AA(right) were intercrossing circles. Position of HVT was know exactly from the intel. Red marks are approximate positions. Link to comment Share on other sites More sharing options...
Ryko Posted October 24, 2017 Author Share Posted October 24, 2017 Sounds like a bad spawn on the AA vehicle. Link to comment Share on other sites More sharing options...
RoyalSertr Posted October 25, 2017 Share Posted October 25, 2017 5 hours ago, Ryko said: Sounds like a bad spawn on the AA vehicle. Well if you check the timing, it took 1 hour 17 mins though its possible. But considering the timing, I was rather thinking if it couldnt have been clean up script or something as the AOs were so close. It probably took us just about those 5-10mins to actually get from the arti AO. But I still dont get the HVT Oscar. Even if he died somehow, we didnt identify him at all. Link to comment Share on other sites More sharing options...
Ryko Posted October 25, 2017 Author Share Posted October 25, 2017 Hmm, that does sound like it was the case; you finished one objective, left the area, and then the cleanup script deleted nearby units, including those of that objective. The cleanup script is a brute force script that doesn't differentiate between units from different missions (the missions are supposed to be spread out by some distance to prevent just this sort of thing from happening). Link to comment Share on other sites More sharing options...
Stanhope Posted October 30, 2017 Share Posted October 30, 2017 Bug: Version: 01_021 Map: stratis, presumably all others as well Upon entering the server you're unable to open the squad menu. Only occurs in 021 not in 020. Link to comment Share on other sites More sharing options...
BloodInTheSand Posted October 30, 2017 Share Posted October 30, 2017 12 minutes ago, Stanhope said: Bug: Version: 01_021 Map: stratis, presumably all others as well Upon entering the server you're unable to open the squad menu. Only occurs in 021 not in 020. This is a known issue at the moment and is being dealt with for the next version, in the meantime 020 works fine. Link to comment Share on other sites More sharing options...
BloodInTheSand Posted October 30, 2017 Share Posted October 30, 2017 3 hours ago, Stanhope said: Bug: Version: 01_021 Map: stratis, presumably all others as well Upon entering the server you're unable to open the squad menu. Only occurs in 021 not in 020. Now working properly. Link to comment Share on other sites More sharing options...
Karate Pyjamas Posted October 30, 2017 Share Posted October 30, 2017 Bug Stilleto 020: Once a player dies, he doesn't show up in the Squad Select menu for the period of being dead, therefore the dead player can be booted from his slot by another player selecting his role. Link to comment Share on other sites More sharing options...
Ryko Posted October 30, 2017 Author Share Posted October 30, 2017 Stiletto version 0.22 is now on the server in all maps: Altis, Bozcaada, Gorgana, Lythium, Malden and Stratis. Change logs: change log 022 1. Revised squad layout. Removed FSG, added Rifleman (AT) to Infantry Fire Team 2. 2. Added civilian respawn point for zeus units. change log 021 1. Fixed mercurial behaviour of civilians who don't want to trade, but say they want to trade. 2. Fixed base location for certain missions (if you have to return anything to base to finish the mission, take it to the medical center). 3. Tweaked how nuke is disarmed so it "should" work now 4. Tweaked how destroy cache and kill hvt missions appear on map (now as tasks) and they're easier to find when exactly located 5. Adjusted how intel works so that side mission locations will update based on intel gathered - yes, it's now worth it to gather intel for the side missions. 5a. Adjusted how "unknown" locations look on the map. If it's a red square surrounding the task, it's an approximate area that will be refined as intel is reviewed. If it's a blue square surrounding the task, the location is exactly in the middle of that box. 6. Reviewed POW / Hostage mission to examine how it fails to finish if all hostages die in a vehicle accident. 7. FSG team members have access to advanced optics. 8. Updated Arsenal to account for new items present with RDS Civilians 9. Updated Civilians and Civilian Vehicles 10. Adjusted how enemy troops are removed on mission completion to avoid messing up adjacent missions. 11. Removed legacy throttle dialog and associated code. 12. Added compatibility with ACE 3.11 airframe pylon reloading. The interface is available on the aircraft service noticeboards. Note that if you service the vehicle after you reload the pylons, it will revert the vehicle back to its spawn state. So, service the vehicle first if necessary, then adjust the pylon loadouts after. (This will only work once the repo is updated to ACE 3.11.) 13. Added action to service board to reverse the direction of a vehicle. Useful for planes that drive into a service pad and are impossible to reverse. 14. Fixes / tweaks to almost all of the main and sub-missions. Stanhope 1 Link to comment Share on other sites More sharing options...
ShadowAce11 Posted November 3, 2017 Share Posted November 3, 2017 Locate and disarm nuclear device mission still fails to clear upon completing the disarming process. Edit: Any asset rescue mission still fails when bringing him back to any medical facility that relies on a person to heal (i.e. carrier). There must be an actual facility with an area healing effect. Link to comment Share on other sites More sharing options...
Ryko Posted November 3, 2017 Author Share Posted November 3, 2017 Stiletto version 0.23 updated on all maps Change log 1. Added new opfor faction, Nationalist Troops, default for Malden. Fixed errors in ChDSK faction 2. Fixed error in Bozcaada that prevented squad management dialog from opening. 3. Tweaks to a few missions. 4. Reduced civilian vehicle spawn distance. 5. Fixed vehicle inventory of new HMMWV vehicles. (and Shadow, missed your post by mere minutes) Karate Pyjamas 1 Link to comment Share on other sites More sharing options...
Amentes Posted November 5, 2017 Share Posted November 5, 2017 Stratis. 3 / 3 total disintegration of F-15 upon attempted Freedom catapult-assisted take-off. Probably a FIR issue but might warrant removal from the spawn list on Freedom. Wrecks of same F-15s haven't despawned after 20 minutes waiting. Crashed an F-22 into the sea, alt-tabbed out to write this, came back to me spawned at 0,0,0. A voluntary respawn got me back on the Freedom. Also: https://drive.google.com/open?id=0B6V9Tv1mP-KpQnZibV9sU19kSDg Link to comment Share on other sites More sharing options...
Ryko Posted November 6, 2017 Author Share Posted November 6, 2017 Stiletto has been updated to version 0.24 on all maps. Change log 024 1. Updated Supply pole static deployment boxes. 2. Fixed aircraft spawning. 3. New BAF Mortar spawnable crate. 4. Removed TF47 instances where they were causing script errors. 5. Tweaked a few missions (including not being able to finish mission with extracted asset and not finishing mission with disarmed bomb) Noah_Hero 1 Link to comment Share on other sites More sharing options...
Noah_Hero Posted November 6, 2017 Share Posted November 6, 2017 58 minutes ago, Ryko said: 3. New BAF Mortar spawnable crate. Nice to see that we finally have a M6 mortar crate! But it would be even better if we would have ammo crates as well for this one since there are like only 8 HEs per mortar-crate. Also it would be nice to add in the L16 mortar-crate as well as it´s ammo since we would then also have an easy accessible more heavy mortar! Class/object/box/whatevertheyarecalled -names are as follows: [BAF] Ammo M6 Mortar (Mixed) - UK3CB_BAF_Box_M6_Ammo_Mixed [BAF] Weapons L16 Mortar - UK3CB_BAF_Box_L16 [BAF] Ammo L16 Mortar (Mixed) - UK3CB_BAF_Box_L16_Ammo_Mixed Best regards Noah Link to comment Share on other sites More sharing options...
hobnob11 Posted November 7, 2017 Share Posted November 7, 2017 confirmed on both the last and current (as of time of posting) versions of stiletto altis, cant spawn logi boxes, this happens even after a hash Link to comment Share on other sites More sharing options...
hobnob11 Posted November 7, 2017 Share Posted November 7, 2017 and uh, your fix for aircraft spawning inside the carrier is... interesting (ryko pls) Link to comment Share on other sites More sharing options...
hobnob11 Posted November 7, 2017 Share Posted November 7, 2017 Figured out a temp fix for the jets being stuck, if you shoot them with a pistol they drop. Geb and Noah_Hero 2 Link to comment Share on other sites More sharing options...
hobnob11 Posted November 15, 2017 Share Posted November 15, 2017 Would really love an airfield on malden, since we don't have an aircraft carrier Please see image: Spoiler Ryko, Noah_Hero and Karate Pyjamas 1 2 Link to comment Share on other sites More sharing options...
Amentes Posted November 15, 2017 Share Posted November 15, 2017 Couple of Indep RHIBs out of Apex wouldn't go amiss, next to the speedboats we've already got everywhere. Minipily and Ryko 2 Link to comment Share on other sites More sharing options...
Johnson Posted November 16, 2017 Share Posted November 16, 2017 15 hours ago, Amentes said: Couple of Indep RHIBs out of Apex wouldn't go amiss, next to the speedboats we've already got everywhere. Yeah I love those things! Can't wait to get them in Stilett- oh- whats that? No one can be bothered to sail anywhere? Move the base into the centre of the map you say? No fun allowed you say? Oh well, sorry Amentes, on behalf of democracy; tough break. Minipily 1 Link to comment Share on other sites More sharing options...
Johnson Posted November 16, 2017 Share Posted November 16, 2017 16 hours ago, hobnob11 said: Would really love an airfield on malden, since we don't have an aircraft carrier Please see image: Hide contents Would be a very nice change. With perms. I can certainly help with that Link to comment Share on other sites More sharing options...
Ryko Posted November 18, 2017 Author Share Posted November 18, 2017 Stiletto's been updated to version 0.25. All maps have been updated, including the new map: Bornholm. The largest change relates to our decision to remove cTab, so we are using QS_iron's Soldier Tracker script (this is what Gauntlet originally used, actually, so we're just going back a page). For text messaging, a new dialog is available on the map screen for sending and reviewing messages. Change log 025 1. Implemented new text messaging system to replace cTab: it's available from the map screen, and received / sent messages are available for review in the left side list under "= TEXT MESSAGES =". You'll get a hint when you send a message, and a hint when you receive a message. 2. Implemented new (old) BFT system to replace cTab: Quicksilver's Soldier Tracker. An option to enable or disable your view of the BFT system is available under text messaging. This implementation doesn't currently work to display AI groups and member names, but I'll work on that. 3. Updated arsenal for SMA weapons: I've tried to be liberal with the weaponry in there, but I have restricted the AAC .338 weaponry as it's horribly op (.338 caliber with little recoil... why wouldn't you take this weapon) and I've restricted the M4/MK18 weapons as RHS already has them. I'm open to discussions if there are overtly obvious weapons that should be allowed, even if they are duplicates. 4. Ported Stiletto to Bornholm. 5. Changes to aircraft spawning options to allow UAV Operator to spawn UAVs. 6. Logi: Spawning an infantry spawn point will now also spawn an arsenal. 7. Implemented changes to ensure AI does not spawn in rocks and terrain. 8. Changed Malden base per suggestion 9. Added ground vehicle spawner to Gorgona BloodInTheSand, Amentes and Noah_Hero 3 Link to comment Share on other sites More sharing options...
Amentes Posted November 19, 2017 Share Posted November 19, 2017 First impressions on Bornholm: Framerate is worse than Australia Trees don't stop 5.45x39 Leaves are see-through to AI. GhostDragon and Karate Pyjamas 1 1 Link to comment Share on other sites More sharing options...
hobnob11 Posted November 19, 2017 Share Posted November 19, 2017 13 minutes ago, Amentes said: First impressions on Bornholm: Framerate is worse than Australia Trees don't stop 5.45x39 Leaves are see-through to AI. Yeah, it looks pretty. There's a bush every 10m with AI waiting in them, they can engage you from 300m through multiple tree lines and hedges but you cant see them until you are 10m in front of them. Its a super nice map, and the base is 10/10, but pls nerf ai On the other changes: Rifleman get a 7.62 rifle, the hk-17, which is the new hotness.. Sad to see CTAB go, gonna really miss helmet cams, but the new tracker and script work just fine. EDIT: oh, pilots cant access the vanilla Arma GPS for some reason.. Link to comment Share on other sites More sharing options...
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