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Everything posted by Fitz
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Literally says it right there
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Tell them to use the addon then. Chances are, if they aren't using it already, they don't care anyway.
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Just use uBlock or Disconnect browser extension
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I didn't have a happy new year yet
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@Farqman Like webbie said, not everyone is interested or wants to participate in the events. If we swap I&A out for an event only mission file then the people that just want to play the game aren't going to be too happy. We can organise to setup another server though, specifically for these events, with a more appropriate mission file on it.
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This is a small client update to fix a couple of bugs, add some Christmas decorations, and update to Quik's latest release of the framework. I'll go over some of the recent suggestion posts in the next few weeks. As always, please report any bugs you find on the bug tracker.
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Yeah, at the moment it only has HE. I'll add the flares back, but not the smoke - it gets spammed too much. It's not that easy... You can only disable/remove ammo from the ammo crates/vehicles. That would make the crates useless to everyone else as well.
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The Zamak MRL was in for a while (without the fixed range though), but some people weren't using it appropriately, so it was removed. The current arty gunner role isn't meant to be using the base arty all the time anyway; they should be focusing on using the Mk6 mortar or other static weapons. Laser guided rounds are already in the base arty. The Zamak can only fire HE rockets. Illumination/flare rounds can only be fired from the Mk6 mortar.
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It was done earlier today.
- 3 replies
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- quicksilver
- mann
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(and 2 more)
Tagged with:
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Thanks! The fix will be in the next update.
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Follow this thread to be notified of any updates to Invade & Annex. If you have any Suggestions feel free to post them here. To report a bug, post here. The server has been updated to Quiksilver's newly released Apex Framework. This is the same framework that the Tanoa server has been using. Currently the Altis server is set to run Classic AOs. Sector Control AOs, like those on Tanoa, will be trialled sometime this week. Note that to reduce the mission size, Area 51 is currently missing most of the usual textures. The previous skins along with some cool new ones will be readded when any major bugs/issues are fixed and all changes are fully implemented. There are many new features and improvements compared to the previous version. Things you are most likely to notice include: Improved performance New and improved AOs More than just HQ and Radiotower! Enemy mortar pits and helicopters actually attack players New and improved Side missions Improved AI Small popup missions such as Arrest HVT, Medevac, Prisoner evac Intense Kavala/Georgetown urban AOs New CAS/fighter pilot system If you join as a Fighter Pilot, you will have 3 aircraft per restart. You will be given better Aircraft depending on how high your Transport score is. This scales through the week. Players need at least 2 hours total playtime on the server (either Tanoa or Altis) to access a Pilot slot. Vehicle activation system New medical system Fast roping New Y32 skin for the unarmed regularly spawning one The official feature list is as follows: Should also be noted that a few familiar things may have been changed back to how they were a while ago or are missing altogether. These are mostly minor things, so they will be addressed later on.
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$50 for a tshirt
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Manual/guide is in the works. Check the FOB tab on the map for a basic description. Yeah, if you don't have the DLC, then you'll need to drive the trucks out.
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Not necessarily, I said that could be one reason. We don't run that on Tanoa anymore anyway at the moment, not unless we get more players and they want it. They're from the database, I collect info on what DLC everyone owns.
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I don't think the shooting through plants/trees issue is that bad, doesn't happen to me too often at least. Fun fact: around 75% of our players with over 2 hours play time have Apex. Over 90% of the regulars have it as well. I guess they either don't know about it; still think it's running Sector Control mode and aren't interested; or just don't like Tanoa/aren't interested in general.
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10/11/18 This update is mainly bug fixes and small tweaks. Changes: Added BTR-K Kamysh with NATO-ish skin to APC spawn rotation. Added BTR-K Kamysh supporter skin to Area 51. Nearest medic (within 500m) is now shown when carrying/dragging someone. Added the weekly Top 3 Pilots and Medics to the I&A Discord Live Feed channel. Altis/Tanoa will post something like this every Monday at ~12am: Reduced mission file size. Added CAS variant Black Wasp to highest CAS pool. (Loadout subject to change) Fixed Snipers/Autoriflemen being unable to use the SDAR. Fixed 'Open Parachute' option showing while fast-roping. Fixed base-only Bobcat not respawning when taken outside base. Adjusted T-140 spawn position to fix this. Adjusted Gorgon spawn chance. Fast-rope enable/disable hotkey (Tab) no longer activated when Alt key is pressed at the same time. Added/changed some chat message tips. Tweaked some Robocop stuff. Fixed bug with new Treat player action (Quiksilver). Report any bugs you find on the bug tracker.
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There are 5 pools each for CAS and AA. Each one has different chances/weights for each jet to spawn. The CAS pools are pretty much just the Neophron and Wipeout except the first one, which is Buzzard only, and the second which is all 3. The AA pools are all fighter jets and/or the Buzzard. First pool Buzzard only. Last 3 pools no Buzzard. Wont go into detail as to the chances of getting each jet, but as you gain access to the better pools, the chance of getting a Shikra or Black Wasp increases and the chance of everything else decreases. Players are assigned a pool according to a rank coefficient from the leaderboard. There is no set score for each pool, it is whether you are in a certain percentile that determines what pool you get. For example, if you are in the top 10%, then you get pool 5 (the best pool).
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Banned from discord, time to rim all the staff
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I thought I removed it from the third fighter pool onwards. Checking now, seems that I didn't. Will fix.
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Yes, I've seen that too sometimes. But, it's the same as when you shoot an AI multiple times and they occasionally don't take damage from the second or third shot. Not much I can do about it, it's just Arma AI. I can't change "blast damage values" of each explosive, but I can change the damage taken by AI from certain things. Doing so is a bit of a pain in the ass though, and I imagine not very performance friendly, so I'm not going to do that.
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Use RGOs instead of RGNs.
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16/10/18 Main change here is a fix for the transport leaderboards and an easier to use 'Treat' action. Changes: Added [Shift]+[Click] option to TP from main spawn to Side base (as suggested here). Works exactly the same as the Kavala/Georgetown mission one: you must be at base to use it, not in a vehicle, not incapacitated, not carrying anyone, etc. Changed Tanoa server to Tanoa Classic only. Malden still kept up to date so it can be loaded at any time, if anyone wants. Removed old base defence walls. Couple of minor fixes. Official changelog: Report any bugs you find on the bug tracker.
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Why do you think it should be scrapped? I think it's still good and definitely challenging, just need a good group to do it with. As for the truck mission, I believe the amount of AT soldiers has been reduced for the next update. The 'hold the area' thing sounds good ?
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Changed Severity to Minor Changed Status to Acknowledged