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Everything posted by Fitz
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I disabled it because people were also using annoying custom sounds
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1/10/17 Changes: Added Uniform and Insignia saving. Fixed and improved loadout saving/restore. Fixed overlapping join message for pilots/UAV op. Added ROE message when entering CAS/artillery. Added join message for Ironside and FSG. Added a way to counteract ramming at base (wip). Updated restart time messages and reminders for dst. Couple other small changes.
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I can't tell if you've tried all the new loadouts (introduced 13/9/17) or not with this post... one or two of your proposed loadouts are already in the game I do agree that currently the loadouts are a bit of a mess though. All the current loadouts for player-operated vehicles are as follows: These aren't perfect and most of them were added on a trial and error basis - Suggestions are more than welcome. Increasing the logistical effort for each is a good idea, but I don't think adding ATGMs back is. Tried to remove guided AT entirely, but the Blackfoot still has them. I think it has a pretty crap loadout at the moment though. Like you said, it's not very good at doing rocket runs like the Kajman, so not many options for it. I don't think it should be a "little AA helicopter" either. I agree with removing the Wipeout rockets. Some people will probably disagree with this, but I made the Kajman loadout the way it is as I didn't want ATGMs on it and I intended for it to work alongside the CAS jet, if necessary. For example, CAS jet called in to remove AAA threats -> Kajman takes out light targets near LZ then drops off players and either stays around, continuing to take out light vehicles/armour/infantry, or returns to base to continue transport. I think the Orca is fine with Skyfires but maybe it should have the 6.5mm gun back instead?? The Xi'An can be changed without affecting the unarmed transport one. It might be alright with 2x GBUs but I think the UAV and CAS jet already perform that role. I partially agree that UAVs shouldn't be able to lase or request CAS... I don't think CAS is as OP as people make it out to be though, the Ironside tanks do far more damage per AO... If anyone has any other ideas for loadouts or CAS in general then feel free to make a thread/post. There is feedback on TS, but it's a lot easier to keep track of and get more feedback when it's on the forums.
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Although it would be great to have more slots, the server already struggles quite a lot when it reaches 60 players, let alone 70. I don't think a slot increase will be possible anytime soon
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18/09/17 Changes: Added database support. Work in progress. Pilot restrictions and other such things to come soon... Added AFK timer kick. GL flares are deleted when fired near HQ (like smokes). Minor Robocop fixes. Various other small changes and fixes.
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13/09/17 Changes: Added custom helicopter loadouts (for enemies as well) and replaced most helis with their dynamic loadout variants. Slightly tweaked jet loadouts and simplified the vehicle loadout script. Removed curb from Customise Inventory entrance to prevent vans and similar vehicles becoming stuck there/exploding. Fixed clear position function. Fixed a couple of issues with the new base safezone area. Increased chance of mines spawning around Radiotower. Enemy Buzzards have a chance of spawning with the new skins added in 1.76. Changed skin of enemy jets spawning during defends. 99% sure the CAS jet won't explode when spawning anymore. Let me know if it does...
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Creating a CAS whitelist or something similar is already on the to-do list, I just haven't had enough time to do it as it requires the implementation of a new database. If we decide to do a whitelist with an application process, who gets accepted and who doesn't will be decided on by staff.
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I don't think a server run by idiots (tanoa life) and a server with no development (tanoa exile) are good examples of why the map is "garbage". The map isn't garbage anyway, the points nclem listed are the main reasons why it doesn't work.
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9/09/17 Changes: Added new Vans to car park. Added new Mohawk skin to Area 51. Added new variants of existent vehicles to spawn pool. Added raise/lower plough action to Bobcat. Added a few more cosmetic items at base. Restricted Mine Dispenser (for now). Extended base safezone to entire base area. Mainly to prevent teamkilling at Ironside and Side Base. (Further changes to be made to this). Various other small tweaks. Known Issues: Gear saving/loading on joining/respawn might be buggy.
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Restrictions will be put in place this weekend. Didn't get a chance to do it before it released.
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8/09/17 Changes: Server updated to 1.76! Mission update to follow in the next 2-3 days to add new vehicles, skins, props etc.
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Neither. If someone customises the vehicle's inventory and it respawns later on, without being destroyed, it will keep the custom inventory items.
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It is possible to split the UAVs up between multiple operators, but not something I'm interested in doing at the moment. I have reduced the maximum active UAVs (Greyhawks/UCAVs) to 1.
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Invade & Annex Jet/CAS/Artillery ROE Thanks to @decibel_spl for the original post - https://strayagaming.com.au/forums/topic/8322-roe-of-cas-and-artillery-updated/ These rules may be changed at any time without warning. If you have any issues, queries or comments, feel free to create a support ticket in Discord Failure to comply with the following rules may result in administrative action without warning. This can range from destruction of your jet/artillery to blacklisting from CAS or Pilot. Classification CAS: Close Air Support - CAS consists of any armed UAV, fixed-wing or rotor-propelled aircraft - this does not include miniguns on Ghost Hawks and other transport helicopters. Fire Support: Fire support consists of all fixed position or mobile artillery/mortars. Smoke shells included. Rules of Engagement 1. CAS and Fire Support CANNOT engage ground targets (boats included) without tasking by ground forces (infantry near the target). The UAV operator can designate targets and request support, but can only do so if other infantry are in/near the target area and actively working on completing the objective. The UAV operator cannot independently request fire support on Side Mission targets, unless requested to do so by infantry on the ground attempting the Side Mission. A valid tasking/call-in is as follows: A friendly infantryman typing a request into Side Channel, stating a specific position and/or target. A JTAC Marker using the "Confirm target" feature (Becomes an objective on the map) Support requests (i.e. call-in) made by Pilots (Transport or Fighter/CAS and/or JTAC whilst operating within a CAS asset) are not valid. The player requesting support AND the Pilot or Fire Support gunner must ensure, to the best of their ability, that no friendlies are in the target area. 2. The ONLY targets which can be engaged at free will are as follows: Enemy attack aircraft - Attack helicopters and enemy jets. Enemy ground vehicles which are outside of the AO/Side Mission area that pose a risk to other friendly aircraft, i.e. 2km+ outside of the objective area. During a HQ Defence, enemies outside a 100m radius of HQ, but not those associated with a Side Mission or other objective. 3. Targets that CANNOT be engaged under any circumstances are: The HQ. The Radio Tower. General 1. Do not fly near Side objectives (Missions) unless necessary to complete a specific mission and have approval from ground forces completing the objective. This puts the enemy on alert and, for some Side Missions, triggers a timer. 2. Do not ram or attempt to ram into targets, objectives or aircraft. 3. Do not interfere with Zeus missions/objectives/targets under any circumstance unless specifically requested. If you see any player in violation of the above rules, contact a staff member on Discord by submitting a support ticket, or typing !admin ingame. UPDATED 19/1/20 - Changed 1.2.2; added specific on what support meant and who it applies to - Changed General 1 to include requires ground forces approval - Added specific provisions for JTAC call-ins
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9/08/17 Changes: FOB - When activated, the following will happen: Arsenal box spawns. Respawn services are enabled and 16 revive tickets are given. Spawning at the FOB is enabled for everyone, so long as they've died within a certain distance of an objective or the FOB itself. 10/8 5pm - Vehicle Respawn services are enabled as well. Added airfield-only Bobcat. If it leaves the airfield, it will kick the crew out and respawn itself. Frequency of enemy jet spawns increased. Maximum active UAVs (Greyhawk/UCAV) reduced to 1. Removed Advanced Sling Loading mod.
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I've been on a few different servers as well lately, seeing how they operate. The CAS thing is mostly the same on the ones I've seen; they aren't allowed to kill everything/must be called in. Don't know what their jet loadouts are like though. Although there's ones without any restrictions and I've even seen one server where there's 10 pilot slots, 5 for CAS . Then, on the other end of the spectrum, there's Quik's US Tanoa server which has a single whitelisted CAS slot and stricter ROE. Their ROE states that every request must be typed in Side chat by infantry near the objective/target. They aren't free to engage AA targets either, only other jets. These two ROE changes look like a good idea to me. I'm going to play around with the frequency of enemy jet spawns so the friendly one/s have something to do instead of flying around in circles. I think per-AO CAS jet spawn is fine/long enough. The AA jet spawns more frequently obviously, but that's useless against ground targets. Active UAV limit will be reduced to 1 from 2. Not too keen on changing the base location. Airfield-only Bobcat and other changes I just mentioned will be added within 24 hours
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7/08/17 Changes: Added another one of @Tim's HQs. Vanilla sling loading should work fine now. (Still looks desync-y from other player's perspective but fine for pilots). Added relative direction to Incoming Missile Warnings (Front, Behind, etc.). Removed Shikra CAS. Few other minor changes.
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We're not going to be taking control of Rust anytime soon. Honestly, can't even understand most of your posts in this thread.
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No. What's wrong with all these ones?
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Good suggestions. Was hoping for feedback from a few more players though. Keep in mind that most of the changes chosen to be implemented are going to be fairly low-priority compared to some other things being worked on at the moment. Also, this stuff is all subject to trial & error. I don't know what's going to be the best way to have the FOBs or not unless I try it and players give me feedback. If I don't get feedback on things that are changed, I can only assume there's no issues with it. Yes. Probably. Possibly a Medevac HQ instead of Huron medical though. Yes, or something similar. Yes, needs to be easier to get it up and running. Might not end up working exactly like that, but definitely something similar. Yes, but adding this would be low priority. In the meantime, I think I can add just regular leaderboard (P) score. Currently two fire teams can spawn and assault the FOB but they have no AT or AA capabilities. Mainly because it can be annoying/unexpected. Maybe once the FOB is improved, I can change it up a bit, but for now it will stay as is. Maybe. This would be good. I will probably add a Medevac building like the one at main base.
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31/07/17 Changes: Wounded menu now shows if nearby medic is AI. Fixed escort prisoner bug when getting in/out of vehicles. Fixed Air Defence showing in UAV operator's list of UAVs.
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29/07/17 Changes: Fixed Incoming Missile warnings. Activate the FOB to enable. Moved Base Air Defence to centre of runway. When player count > 20: 'Side base' Hummingbird can only be used by non-pilots. Main Hummingbird can only be used by pilots, co-pilot disabled. Changed sound that plays when Defend fails. Added Mi-290 Taru (Medical) side reward. Has 8 revive tickets. Load incapacitated players in for revive. Few other small tweaks.
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I tried this with Brid this afternoon, seemed a bit too OP. Although it looked very cool I've moved the Praetorian to the centre of the runway for now. See how that goes.
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I'll add this as a Side reward and see how it goes. I can imagine some 'less-informed' people flying it into the AO and dying instantly though :/ Ideally, if this heli is on the way, people in AO would get the injured to a safe location for evac/revive, but that's probably unlikely.
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The Cheetah had it's missiles disabled when it was used, so it was just the guns. I think the guns on it fire slower than the Praetorian, but I don't know for sure without testing it. Unlike in real life, the Praetorian isn't an anti-projectile cannon as you can't shoot projectiles down in Arma 3, as far as I know. It's intended for the new jets. Something does need to be done about the trees though, either moving the AA altogether or removing the trees or both.