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Posts posted by Fitz
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7 hours ago, Chadd said:where are my awards i kissed a girl one time
thats pretty gay
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21/4/18
Changes:
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Added Zamak MRL for Veterans.
- Only spawns when a Veteran is in the FSG slot. Spawns once when joining then every time AO completes.
- Only Veterans can access the gunner seat.
- Note that misuse (hitting friendlies/not following ROE) will likely see you banned from the session by Robocop.
- Added Sumpfmuster, SURPAT, Tigerstripe, MARPAT and ABU uniform skins to Area 51.
- Added Tanker overalls and some green hex CSAT gear to uniform whitelist.
- Re-added a couple of vehicle textures we used to have.
- Added small loadable crates to vehicle inventory area.
Official changes:
Quote1.0.8 "Hotfix 3" (ArmA 3 1.82) 20/04/2018
- [ADDED] Medical drone boxes & Medical drones now revive incapacitated players if within 5m (consumes the box/drone).
- [ADDED] Documentation for creating base speed-limited areas and base vehicle-restricted area.
- [TWEAKED] Friendly respawning UAVs can now be placed in 3D Editor.
- [TWEAKED] Overhaul of friendly UAV operator script.
- [TWEAKED] Attempt to reduce chance of enemy CAS nose-diving after spawn.
- [TWEAKED] AI building usage will check to see if structure is hidden/invisible before trying to use it.
- [TWEAKED] Desert mortar pit composition.
- [TWEAKED] Some enemy at Escort Vehicle side mission now have AA shoulder launchers.
- [TWEAKED] Should be at least 1-2 vehicles in AO even if AO doesnt have enough road segments (Classic & Sector Control).
- [TWEAKED] New AI vehicle selection logic enabled for Sector Control mode.
- [FIXED] Group Management system was not updating changes properly.
- [FIXED] Pilot would sometimes teleport to ocean when ejecting from plane.
- [FIXED] Incapacitation overlay would stay on screen after death.
- [FIXED] Decorative submarine had incorrect "featureType".
- [FIXED] Crew HUD missing icons.
- [FIXED] Medical UAVs can add respawn tickets to FOB.
- [FIXED] GPS jammer task icon would not clean up if Jammer was deleted instead of destroyed.
- [FIXED] Text error in admin/curator "cycle mission" option.
- [FIXED] Small error in AI recycler.
- [FIXED] Hidden a partially submerged terrain structure on Malden.
- [FIXED] UGV Stompers (unarmed) now correctly spawn with Stretchers & logistics system even when created with Zeus.
- [FIXED] Falcon UAV drone would sometimes spawn damaged and partially tipped over on Aircraft Carrier.- 4
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Added Zamak MRL for Veterans.
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If anyone cares, the Tanoa server now cycles through Tanoa/Malden every 3 hours (12, 3, 6, 9) and randomly chooses between SC or Classic mode
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Couple of bug fixes and fix for server crash that was happening at least a couple times a day.
Quote1.0.8 "Hotfix" (ArmA 3 1.82) 16/04/2018
- [TWEAKED] Reduced effectiveness of enemy bombs against player-controlled armored vehicles.
- [TWEAKED] Forcefully apply Guerilla camouflage to guerilla offroad vehicles (BIS has not configured them properly).
- [FIXED] Game crash. Changed way units are unloaded from vehicles, to avoid ArmA game crash bug. Related to: https://feedback.bistudio.com/T128186
- [FIXED] Fonts issue in 3D hud script.- 1
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13/4/18
Small update for some important fixes.
Changes:
- Added Ironside whitelisted slot for donators.
- Fixed missing textures.
- Fixed being able to fire weapons at Ironside spawn and side base.
- Added Nyx Recon to carpark.
Gear restrictions need some adjusting, should have that done sometime this week.
Quik's fixes:
Quote1.0.8 "Hotfix"
- [TWEAKED] Arsenal system.
- [TWEAKED] Gear Restrictions system.
- [TWEAKED] 3D HUD icons better integration with Teams + Commanding.
- [TWEAKED] 2D map font reverted from TahomaB to RobotoCondensed
- [TWEAKED] Enemy less likely to spawn T140K at low server population.
- [TWEAKED] Removed AT Offroad from easter egg vehicle spawning, as it was spawning underground (BIS has not configured it for simple object yet).
- [TWEAKED] Datalink system. (Nyx Recon should be more effective).
- [TWEAKED] Ambient hostility tweaks.
- [TWEAKED] AA Battery hulls made slightly less durable.
- [TWEAKED] Min FPS threshold to ambient hostility module.
- [TWEAKED] Ambient Hostility enabled only when Mission type is "Sector Control" or "Classic".
- [TWEAKED] Sector control sites are spawning too close to map structures.
- [FIXED] Recycled AI were invincible.
- [FIXED] Ambient hostility should avoid some areas (base, fob, AO, side mission).
- [FIXED] Some vehicle-related user interactions were not working (arma game change).
- [FIXED] Removed debug line from reinforcement vehicle spawn script.
- [FIXED] Commander could give orders to unrecruited recruitable AI at base.
- [FIXED] Small internal bug with AI recycler.
- [FIXED] Incorrect failure message in Kavala mission.
- [FIXED] small AI-related Script error.
- [FIXED] Player killed while in ambulance causes medical revive glitches.
- [FIXED] Vehicle Service & slat armor can be applied from any distance.
- [FIXED] Commander could control drones owned by UAV operator.
- [FIXED] Enemy indirect fire (mortars,arty) was adversely affected by Dynamic Simulation system.- 1
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There is no mod. You just join and that's it.
There are some optional mods you can use though:
JSRS - https://steamcommunity.com/sharedfiles/filedetails/?id=861133494
Blastcore - https://steamcommunity.com/sharedfiles/filedetails/?id=767380317
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13/4/18
Let me know if you encounter any bugs!
Changes:
- Added Tanks DLC!
- Added new vehicles.
- Added new cosmetics to base.
- Veterans have access to 244 MHz again.
- Reduced infantry VTOL spawn to 14mins from 20.
- Added service point to Ironside spawn area.
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Added Ironside chat channel.
- Available to anyone that is in an Ironside slot, anyone that is in a tank, and admins.
- Added current vehicle to Aircraft chat channel call sign.
- Fixed a few things that broke after update.
Slat armour can be equipped at service points by engineers/crewmen. Camo nets can be equipped anywhere. Both available via scroll wheel action.
Official Changelog:
Quote[ADDED] Interaction to deploy/retract armored vehicle Camo Nets.
[ADDED] Interaction to mount/remove armored vehicle Cage Armor at vehicle service points.
[ADDED] AI enemy support vehicles & AI support logic (repair, rearm, refuel).
[ADDED] AI increased use of frags & smoke.
[ADDED] Enemy armor appearance randomization.
[ADDED] New enemy vehicle spawn logic.
[ADDED] AI recycler system.
[ADDED] New side mission.
[ADDED] Tanks DLC Repair Depots.
[ADDED] Ambient hostility module.
[ADDED] Commander role (Beta).
[TWEAKED] Overhaul of AA Battery side mission.
[TWEAKED] Added some of the NATO skins for opfor/indep vehicles (varsuk, mora, marid, kuma).
[TWEAKED] Extended use of "Attach explosive charge" ability. (will now work on most map objects + enemy vehicles + flagged entities)
[TWEAKED] Overhaul of how Classic AO objectives system, to support more flexible/dynamic objectives.
[TWEAKED] Enemy infantry patrols at Classic AO now patrol forests better.
[TWEAKED] Many code optimizations in frequently-used functions & procedures.
[TWEAKED] Blufor Tracker overhaul (optimized + teams integration + bug fixes).
[TWEAKED] View Distance delta smoothing.
[TWEAKED] Removed workarounds for Incapacitation arma bugs (player could keep driving and shoot vehicle turrets and could not be unloaded from vehicles normally).
[TWEAKED] Artillery script to add Tropical vehicle variant.
[TWEAKED] Reduced memory footprint of core client scripts.
[TWEAKED] Surrender interaction speed linked to target morale
[TWEAKED] Surrender progress bar will now remain in center of screen
[TWEAKED] Created more performance-efficient versions of some heavily-used BIS functions.w
[TWEAKED] Marid APC upgraded to new Tanks DLC variant (2 crew instead of 3).
[TWEAKED] Gear restriction now uses mostly data from "code\config\QS_data_gearRestrictions.sqf" and "code\config\QS_data_arsenal.sqf"
[TWEAKED] Squad Radar HUD reduced in size by 25%.
[TWEAKED] AA Sites given added force protection.
[TWEAKED] AA Site compositions tweaked.
[TWEAKED] Some enemy groups in AO were using default fireteam composition instead of specialized/randomized composition.
[TWEAKED] AA Sites can spawn closer to center of AO (more protected).
[TWEAKED] Projectile HUD icons (2D and 3D) now spin in flight.
[TWEAKED] Incoming missiles are now visualized on your map.
[TWEAKED] AA Battery missiles are now visualized in 2D and 3D HUD.
[TWEAKED] AO Sub objectives should spawn closer to center of AO.
[TWEAKED] Aircraft Carrier defense turrets will behave properly now.
[TWEAKED] Enemy fixed-wing support now has config option.
[TWEAKED] Removed Zeus camera pitch restriction (it can not look up in vanilla).
[TWEAKED] Vehicles not Blackfish-loadable with Slat armor applied.
[TWEAKED] Enemy CAS/UAV now provide support to AI at side missions and elsewhere.
[TWEAKED] Enemy AI ground vehicles will do more to support their infantry during combat.
[TWEAKED] Crates should now usually keep their custom inventory when reset to base.
[TWEAKED] Enemy AI threat analysis for Commander-controlled adaptive spawning.
[TWEAKED] Rescue-maneuver to 'unstuck' enemy boats.
[TWEAKED] Extra health for enemy artillery vehicles.
[TWEAKED] Towing of larger vehicles like Blackfish/Huron/Xian (with HEMTT Mover) no longer looks so weird.
[TWEAKED] Convoy side mission will spawn stronger enemies if convoy stops.
[TWEAKED] AO minefield will only spawn once players are in the vicinity (reduces chance of AI walking in prematurely).
[TWEAKED] Added failsafe timeout to IDAP side mission incase crate becomes unfinishable.
[TWEAKED] Examine interaction could be hard to get.
[TWEAKED] Adaptive enemy infantry group-type spawning.
[TWEAKED] Carrier jet launch sequence now plays sound for deflectors.
[TWEAKED] Anticheat to 1.82 compatibility.
[FIXED] Bug with Viper Teams on Sector Control mode.
[FIXED] Enemy artillery was using Tropical variant on Desert terrains. (composition is still tropical)
[FIXED] Tropical engineer unit was appearing on desert terrains.
[FIXED] Legacy side mission enemy vehicles didnt have new AI vehicle brains.
[FIXED] Stand interaction could disappear while seated, if Sit/Stand were spammed.
[FIXED] Ruined structures were not being cleaned up. -
8 minutes ago, KRISTIAN. said:These stats look wrong, id highly doubt the server is growing its more like the opposite. Just face the fact that its partially alive
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Thanks for the suggestions
13 minutes ago, LittleFenrir said:turn the CAS jet into a fully fledged AA jet only.
Unlikely at the moment, but maybe after Tanks DLC.
14 minutes ago, LittleFenrir said:With that change though I would like to see a change in the spawn pattern for OPFOR aircraft to be set as, If jet slot is occupied by a player hostile aircraft(by aircraft I mean everything so Heli's and Jets) spawn rate is increased but if slot is not occupied aircraft spawn rate is decreased to normal amounts.
It was changed to this last update but had to be changed back because it was too difficult and people were complaining.
16 minutes ago, LittleFenrir said:Spawn timers for Blackfish/Y32 to be decreased
I will probably do this next update.
17 minutes ago, LittleFenrir said:The argument for that is 3 tanks in an AO wipes it quickly. Which sad to tell you it doesn't cause the tanks are never fully maned it's ever only 1 or 2 people in them.
Tanks in AOs can and often do wipe it quickly though, whether they are fully crewed or not.
19 minutes ago, LittleFenrir said:But if you do want to counter act 3 tanks on the field just change AO's like I said to do with the Jets, if Slot for tank is filled make it that more armour spawns in the AO.
Decent idea, will see what happens after Tanks DLC.
19 minutes ago, LittleFenrir said:Fourth. Can we please just get an AA tank already
Probably, next update.
20 minutes ago, LittleFenrir said:Fifth. Now this one is kinda I see why but can we be allowed to steal hostile vehicles if they become uncrewed.
No, this would increase teamkilling and the vehicles would despawn at the end of every AO. If I changed it so they didn't, there would be far too many vehicles.
22 minutes ago, LittleFenrir said:Sixth. Taru with pod attached either needs a separate pad or have a spawn rotation with something else, like the mohawk. Cause when it spawns you lose the only heli capable off slinging the big crates
Good point, I will change this for next update.
Next update will be when Tanks DLC releases, so around April 11th.
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9 hours ago, Zombine45 said:@Fitz Do you have any plans as how to integrate the new vehicles into I&A?
Not 100% yet, but new mbt will be added to ironside, AWC added to carpark, tank destroyer probably added to regular spawning car park or as side reward. All of these will probably be available to the enemy as well.
MLRS truck will likely only be obtainable from Zeus.
I'll wait to see what Quik comes up with first though.
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4/3/18
Changes:
- Fixed UAV operator not having any UAVs
- Adjusted enemy jet spawn rates.
- Fixed Defend AO issues (timer not working, time extension event causing problems).
- Redid the SQM. Should hopefully fix the stuck on 'Receiving data' issue.
- Fixed stat scoring issue.
- Fixes for other minor bugs.
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That was quick
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After some discussion, it has been decided that anyone that has donated $120+ in total in the past until 26/3/18 will have lifetime access.
Similarly, anyone that donates $120+ in one hit with the new system, will receive lifetime access.
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26/2/18
1.0.6
Changes:
- FOB now gains 8 respawn tickets on activation.
- Fixed some minor Zeus stuff.
- Fixed vehicles in spawn area not getting deleted.
- DB changes - extra logging and stat tracking. More on this soon...
- Added some stuff relating to the new monetisation system. More details here https://strayagaming.com.au/topic/17783-invade-annex-monetisation/
Official changelog:
Quote1.0.6 (ArmA 3 1.80)
[ADDED] AI Vehicle "Unstuck" logic.
[ADDED] AI enemy rally point logic for depleted groups.
[ADDED] Viper team logic (Classic + Sector Control).
[ADDED] AI enemy vehicle repair logic.
[ADDED] Random pylon loadouts on enemy helicopters and some jets (at random).
[ADDED] Battleye filters.
[ADDED] New enemy group config (ar team).
[TWEAKED] Defend mission (Classic AO) AI overhaul.
[TWEAKED] AI regrouping fixed & improved.
[TWEAKED] AI driving (wheeled vehicles) tweaked and improved.
[TWEAKED] AI infantry patrol logic tweaked and improved.
[TWEAKED] AI Fire mission (UAV bomb) tweaked and improved.
[TWEAKED] AI Fire mission (Mortar) tweaked and improved.
[TWEAKED] Plane service takes 20 extra seconds.
[TWEAKED] Classic AO sub-objective randomization.
[TWEAKED] AI enemy CAS.
[TWEAKED] AI info-sharing extended.
[TWEAKED] Enemy vehicle weapon-downgrade now randomized instead of all the time.
[TWEAKED] AI enemy UAVs were not behaving properly when given a fire mission.
[TWEAKED] AI enemy CAS/UAVs were diving too low when dropping bombs in some cases.
[TWEAKED] More enemy jets will spawn when players have 2+ jets in the air.
[TWEAKED] Enemy jet spawn tempo increased when defend mission is active.
[TWEAKED] Enemy vehicle slingloading was not working well.
[FIXED] AI enemy CAS was not spawning when player count > 15.
[FIXED] AI enemy CAS force-spawn override was not working.
[FIXED] AI enemy backpack drones were spawning too far from AO.
[FIXED] CRV Bobcat can now clean up large wrecks like Blackfish.
[FIXED] Vehicle-in-Vehicle loading from Towing was not preventing incompatible load attempts (ex: Taru pod to Blackfish).
[FIXED] Vehicle-in-Vehicle + Towing could be exploited to daisy-chain vehicles.
[FIXED] AI vehicle 'evasive dismount' logic was interfering with their ability to reclaim the vehicle after it was repaired/unstuck.
[FIXED] Side mission reward aircraft could sometimes have air-to-ground missiles.
[FIXED] Screen blur on respawn after dying in freefall animation.
[FIXED] AI enemy CAS rearm delay was using wrong time measurement.
[FIXED] Enemy reinforcements (classic AO) were constrained by wrong unit-cap measurement.
[FIXED] AO illumination was not going to next AO after a defend mission.
[FIXED] Live-Feed screen was not present in Custom SQM file.QuoteCore development roadmap going forward:
- Tanks DLC integration & update compatibility
- Fix bugs reported by the communities
- 1-2 further side missions (Q2 2018)
- Fixes/improvements for IDAP side missionKnown issues:
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UAV slot doesn't spawn UAVs -
Enemy jets spawning a bit too quickly
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This post is to answer any questions people have and clarify some of the details regarding the new monetisation system mentioned here.
The new system now grants access to donator perks on a monthly basis. Every $10 = 1 month. For example, $50 = 5 months of access.
1 month from now (26/3/18), current donators that have not donated at least $10 in the past 2 months will have their access revoked. Unfortunately, Veterans that were granted access to perks will also lose access on 26/3/18
It is undecided at the moment exactly what additional perks Veterans will receive in the future. Clarification on how to achieve Veteran status will be posted soon.
Feel free to post any additional questions below.
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2 hours ago, M9' said:M9'
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3/2/18
1.0.5
Changes:
- Added 1 Qilin to carpark.
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Adjusted AI skill.
- Mainly tweaked Altis, Tanoa probably needs some more fiddling...
- Added check to make sure base artillery is in correct position at end of AOs :/
- Fixed gear check script not working properly in some cases.
- Fixed Side Mission rewards with dynamic loadouts making weapons available to pilot only instead of the gunner.
- Enabled Artillery Computer.
- Added some more skins back in.
- Disabled Command channel.
- Hopefully fixed some slots getting stuck on 'Receiving data' when joining.
Relevant lines from the official changelog:
Quote1.0.5 (Release Candidate)
[TWEAKED] Landmine concealment and placement improved.
[TWEAKED] Classic AO defend mission, for increased enemy aggression.
[TWEAKED] Surrender interaction.
[TWEAKED] Carry interaction to fix "stuck walking after carried unit dies on my back" bug.
[FIXED] Robocop anti-troll system could sometimes trigger on player connection.1.0.4 (Beta)
[TWEAKED] Raised total AI unit cap slightly for Altis.
[TWEAKED] AI difficulty increased slightly.
[TWEAKED] Classic AO Defend difficulty increased slightly.
[TWEAKED] More enemy groups spawn on Altis (Classic AO).
[TWEAKED] Client damage modifier.
[TWEAKED] Enemy vehicle weapon downgrade now randomized instead of all the time.
[TWEAKED] Enemy with weaker weapons (5.56) should get better optics (increases their effective range).
[FIXED] Bug with invisible enemy reinforcement vehicle at Classic AO defend mission.
[FIXED] Jungle camo vehicle was spawning on Altis Classic AO defend mission.
[FIXED] Player-assembled static weapons could not be Mounted onto flatbed trucks.
[FIXED] Taru pods could not be released once towed.
[FIXED] Vehicle-in-Vehicle loading while towing was not working.
[FIXED] Unflip Vehicle interaction was not working in some cases.
[FIXED] Enemy heli landings were not working properly in some cases (script error).
[FIXED] Player could not release a dragged crate when inside a building in some cases.
[FIXED] Unload interaction would still be present even when no incapacitated units in the vehicle.
[FIXED] Player could use some on-foot interactions while in vehicle (ongoing fixes).
[FIXED] Reported enemy vehicles could sometimes be reported multiple times (stacked tasks).
[FIXED] Medical garbage on revive could be floating sometimes.
[FIXED] Script error in AI repair vehicle behavior script.
[FIXED] Enemy vehicle reinforcement helicopters would not spawn.
[FIXED] Various script errors.
[FIXED] Player would get kicked from server for using UAV self-destruct interaction.- 2
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@Tungsten Sounds like the best option is to remove artillery altogether
I will enable the Artillery Computer next update.
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1 hour ago, Zombine45 said:Fitz i think you misunderstood what Hamish said. He's happy that it's now an actual challenge as opposed to the cakewalk it used to be.
But I haven't changed anything yet
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Yes, I know the AOs aren't the greatest right now, I've heard it a million times...The update yesterday was to move the config files and AO related stuff on to the server, so I can tweak them easily without having to also update the 55mb mission file every time.
edit: sorry, i assumed this post was sarcastic because i didnt actually change anything
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There is also a big link right on the homepage, dont know how you missed it
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On 1/1/2018 at 4:18 PM, Zombine45 said:Would be nice if in the crate area, you could spawn in specific small ammo cates, i.e. launcher boxes, explosive crates, basic ammo crates and such. Since you showed off the video for putting small crates into vehicles, i'd really love the ability to capitalise on that.
Nice idea, will try add this next update.
On 1/1/2018 at 4:18 PM, Zombine45 said:Secondly (And far less likely to happen because i know a few people are against it), i'd like the ability, when activating vehicles in the car park, if the vehicle has camo variants (eg. Prowlers) or there's the possibility of different vehicles spawning there (eg. APCs) to choose what camo variant/vehicle i activate. This could also work for the trucks in the car park as i recall someone asking for them to be swapped to Zamaks/Tempests (I'd also be hyped for Tempests tbh)
Probably a bit too hard with how the vehicle system works currently. Some vehicles have lower chances of spawning for balance reasons as well.
On 1/1/2018 at 4:18 PM, Zombine45 said:Also, just as a last little bit, id like to see one of the prowlers changed to an unarmed variant. Sometimes it's nicer to have those extra seats
Done.
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3/1/18
Big fat (54mb) update adding most of the textures back in and fixing/tweaking some stuff. I added the textures back as I don't think we'll need another update until the end of the month.
Changes:
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Added most textures we're used to back in as well as some new ones for the Mohawk and one for the Neophron.
- Added new dark skin for the Y-32 which is applied to the transport one by default.
- Changed default Orca skin.
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Fixed spawn rotations
- Y-32 should now spawn in rotation with the Blackfish.
- Heavy lifters should no longer have medium helis spawning on the same pad.
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Pilots no longer respawn instantly if their heli/plane is still alive at death.
- 5 minute bleed-out timer (half the usual time).
- Pilots now take reduced damage when flying.
- Damage modifier will now be active during Kavala urban AO (reduced damage to players). (Always active on Tanoa).
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Hopefully fixed aggressive vehicle respawn for base vehicles.
- Unfortunately, random AO vehicles and Eastereggs will still despawn as usual for now.
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(Altis) Decorated Side base and added vehicles there.
- 1 Hummingbird, locked to non-pilots only.
- 1 Offroad and 1 Prowler (Light).
- Adjustments to Command Surrender stuff.
- Tweaked some Staff menu and Curator related things.
- Added 244MHz channel.
- Gave staff access to Aircraft channel.
- (Altis) Fixed HQ that had wrong simulation value on buildings.
- Added confirmation box to first person lock option, as some people can't read...
- Fixed player assembled weapons couldn't be mounted.
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Classic AO adjustments
- AI skill tweaked.
- AO AI spawn count tweaked (vehicles included).
- Adjustments to DB stat collection.
- Fixed some script errors.
- Few other small tweaks.
Known issues:
- When towing and attempting to load cargo into a VTOL, the 'Load Cargo' option doesn't work.
- Apparently pilots randomly die when landing. Haven't been able to reproduce this however.
Big thanks to everyone that has reported bugs and issues to us!
I have heard complaints about the AI being too easy and occasionally pilots being able to fly straight into AOs pretty much unharmed. I have also noticed the short time some of the AOs take to be completed (11mins in one case). I have increased the difficulty and spawn count of some AI/vehicles and will be monitoring the result. As the watermark in the bottom left of your screen says, this is a beta...
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Added most textures we're used to back in as well as some new ones for the Mohawk and one for the Neophron.
Farcry 5 - Giveaway
in Giveaways
Posted
My whole life just flashed before my eyes, I gave it 2 stars