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Qeus

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Everything posted by Qeus

  1. Qeus

    get a few ideas together and we'll discuss among staff and organize it. perhaps even make it a regular 1-2 times a month thing.
  2. Qeus

    yep you're right that would be a bit cleaner. away for the weekend, will start chipping away at custom attachment points on ~tuesday. If anybody would like to dabble in some scripting over the weekend, can help. https://community.bistudio.com/wiki/attachTo towedobject attachto [towtruck,attachment point];
  3. Qeus

    Hi guys, I've added our towing system to a higher dev priority. The first improvements to the system have come today, to make it less buggy and more playable. To help with development, play around with it and suggest changes/improvements/etc here. Specifically: the act of towing has been smoothed out (no more setvelocity loop), the act of releasing a towed vehicle has also been overhauled (detects collisions), also switched to a system which uses the mass of the to-be-towed vehicle to determine if the tow vehicle can move it, instead of one which uses class names of the vehicles. How to tow: 0. Be an engineer 1. Use one of three tow-equipped vehicles: CRV Bobcat, HEMTT Mover, Offroad (Repair) 2. Back up to the vehicle or crate you wish to move 3. Use the Tow scroll action Current mass limits per vehicle: Offroad (Repair) - Max tow of 5100 kg HEMTT Mover - Max tow of 80000 kg CRV Bobcat - Max tow of 80000 kg As the roll-out of the FOB system nears, we want to have some well rounded logistics options for the soldiers to use, including ground-based, such as towing.
  4. Qeus

    Another update to Towing has been applied this morning to the server. [FIXED] Player disconnects while towing would lead to vehicle stuck attached. [FIXED] Vehicle released on a slope will conform to the angle of the slope. [FIXED] Vehicles would get damaged by the slight drop on Release. [ADDED] Towed Vehicle will disconnect if a collision is detected. [TWEAKED] Towed Vehicle should no longer collide with players (and subsequently kill them) while its being towed. Will take effect at midday restart.
  5. Qeus

    thanks, will address that stuff over the next couple days. Both should be reasonably quick fixes, utilizing the below: https://community.bistudio.com/wiki/isTouchingGround https://en.wikipedia.org/wiki/Normal_(geometry) The attachment position of the towed vehicle is on the to-do list, for aesthetics and functionality. Think igiload. The hard part is that it has to be customized for every combination of vehicle type to make it look good, so applying to the full library of vehicles we use will take some time. Guess we'll start with the most common and go from there. As an interim fix, at next restart will apply a 2-3 second invulnerability (cant take damage) on towed vehicle as its released.
  6. Qeus

    Will adjust, thanks for the report.
  7. Qeus

    Hi guys, We are staging a new custom revive/medical system for the public I&A server, to replace the ageing BTC Revive and also to provide more flexibility for future content. Post any suggestions/feedback/comments regarding it here. At the moment it is about 80% stable, with the 'Carry' action currently disabled until it's more stable.
  8. Qeus

    We have re-enabled the Carry mechanic. Please report any bugs or instabilities with it. Recently (2-3 wks ago) we implemented the ability to Revive while prone, though it will take almost twice as long to revive in this position. We are also working on smoothing out the animations of the revive system, specifically related to dragging/carrying.
  9. Qeus

    Server updated to support the latest JSRS (DragonFyre EDEN 1.2) https://forums.bistudio.com/topic/187343-jsrs3-dragonfyre-eden-new-update-12/
  10. Hi guys. Working on a role-based scoring system to reward roleplay and teamwork. Top of the list is scoring for transport pilots. Post your thoughts/feedback/comments here. The goal is to provide a public leaderboard with full database support (later on), both to inspire efficient transport of infantry and to allow infantry to determine the best heli to get them to and from their destination in one piece. Also down the line, using CAS assets may cost a certain number of points, though this part is still in concept design. The goal would be to reward the transport pilots with use of the CAS assets and discourage people joining just to fly a jet, eventually crash and then disconnect. Currently it is in closed alpha. To participate, poke Quiksilver on teamspeak when you are a transport pilot. No guarantees I will enable it for you -- depending on the useable state of the code at the time -- but it is possible. If I'm flying transport over the next few days or weeks, it is to work on this system and thats probably a good time to poke re having access to it. Here is the current design of the system (subject to change/comments/feedback): Transport from base to a mission = +1 per passenger Transport from mission to base/another mission = +0.5 per passenger Transport from nowhere to base/mission = +0.5 per passenger Transport from base/mission to nowhere = +0 per passenger. Crash = -1 per passenger killed. Examples: Transport pilot picks up 4 people at base. En route to AO, pilot stops to pick up a poor sod whose quadbike has broken. Pilot drops both at AO. Result is +4.5. Transport pilot picks up 3 people at old AO, and brings them to new AO. En route, you are shot down by a Kajman and no one survives. Result is -1.5. Pick up 5 at base, transport to AO. You fly over a Tigris and explode midair. Just before explosion, 1 player jumps out with a parachute. Result is -4. Pick up 8 at base who request parajump. Fly over AO at altitude, they all eject safely. 7 have parachute on, 1 does not. Result is +7. Other notes: Score for logistics/sling-loading is still in concept design. Obviously we don't want blind sling-loading of assets just to get more points, but some recognition/reward for the added risk of sling loading could be good. This may be outside the scope of the initial release. Post your thoughts there. Earlier in development = more likely to influence development.
  11. Qeus

    were hyper-threaded m8
  12. Qeus

    Looks good I'll work to improve the object generator in general and also to support stacking of objects. Already added a tweak to the server yesterday to allow proper spawning of non-military buildings on non-flat terrain. Will give the system some love to improve the flexibility. Also helipad is not a requirement, and/or can be placed outside the HQ walls.
  13. Qeus

    Lookin good guys. If you'd like your HQ designs on the server, please get me the mission.sqm file and we'll implement them. We are putting the first 3 submissions (one from Fitz, two from Kalthramis) on the server today, into the HQ rotation.
  14. Qeus

    Hi soldiers, Just a small recap of recent development (past few months) on the I&A server, and then a small snapshot of future development. Recent Development: New Medical System Realistic Weather Simulation Time Management System (accelerated nights/noons, deccelerated dawns/dusks). Action Menu System (40+ custom actions) Removal of Virtual Ammobox System Vehicle Crew HUD Custom Audio, Video Custom billboards Defend AO Mission Anti-Troll System Custom Vehicle Fuel Consumption System Headless Client Integration (no headless client machine yet) Recruitable AI Anti-Troll System (Robocop) Client Menu ([home] button) Supporters Skins/Textures System (still in development) Leaderboards System (still in development) Whitelisted Roles for Supporters and Leaderboard high scores Quack-Tac Fireteam HUD Optional Stamina, Customizable Weapon Sway, Optional 1st Person View Lock Enemy Capture & Imprisonment System 'Gitmo' Gentle Combat Deafness simulation JSRS DragonFyre Mod Support Custom Zeus Modifications Missile Warning System for armored vehicles Subtle AI Modification (increased aggression, etc) Re-designed Main Base New Side Mission (Underwater Dive Mission) Extensive code optimizations up to A3 1.56 standards ... And too many small things to mention ... Future Development (subject to change without notice): Custom Vehicle/Uniform Skins and Shoulder Patches for Server Supporters (designed by Dasweetdude) Improved Server Hardware + Headless Client (if and when funds allow) Magazine Repack Fast Rope Extensive AI Modifications Forward Operating Bases (incl missions and playable content) New Side Mission(s) AO and Primary Mission re-design/overhaul Tanoa Apex Expansion assets integration And more ... (currently classified as Restricted, more details in the future) * Also want to re-iterate all our development is in-house, we do not use third-party mods or other modders content. Current Dev Team: Dasweetdude - Creative Director, Audio-Visual Designer, Scripter Quiksilver - Coder, Scenario Designer Rogmantosh - Scripter, subject to availability (currently on Navy deployment cycle) shift597 - Tester Fitz - Tester Current Zeus Operators (Staff): Dasweetdude J17 Littleblacksheep Skyzzy Quantum Rogmantosh Quiksilver shift597 Fitz Regards, Quiksilver
  15. Hi soldiers, thought I'd make a brief post with how the 1.56 update affects us. https://dev.arma3.com/post/spotrep-00052 First, if you'd like to contribute to development and have some fun too, create an 'enemy HQ': 1. Load up 3DEN editor 2. Create an HQ and save the composition. 3. Submit to us somehow 4. If its good enough and meets the design requirements, we'll implement it into I&A and insert your name into the Contributors section of the Credits. Design requirements for designing an HQ: Reasonably modest area/footprint. Use current HQs as a size reference. 3+ entrances Not an alcatraz-like fort, should be reasonably difficult to defend. No large military towers (AI not good at breaching and clearing them) No ArmA 2 assets (the AI doesn't know how to use them). A few blind spots to allow both players and enemies to get close Sufficient cover for players to hide from nearby armored vehicles Facing all directions. HQs are put in a position facing a random direction. Players must be able to address most directions. How 1.56 affects us: - More aggressive and responsive AI. The door has been opened to start work on custom AI maneuvers (pin and flank, bounding overwatch, bayonet charge, etc). We have big plans for the long term (3+ months), which includes elaborating on AI tactical and maneuvering behavior. We will be phasing in some of the AI aggression options over this weekend, it is not default behavior. - Heli inserts. Enemy AI helicopters are now able to effectively do transport insertions of soldiers, expect to see this being used both in the mission systems and from Zeus operators. - RIP old text font, better get used to new one - New patrol walk animation. Should make it more compelling to use Stamina (through your [Home] menu). - New weapon and vehicle FX/sounds (Combat Audio) - Smaller tank explosions - Group Management optimizations (scroll issue remains) - A stack of new engine commands to replace obsolete scripting solutions, which will optimize performance in many small ways. - Slightly improved security options. Without going into detail, this is already a high security server to protect from trolls and script kiddies, so we'll utilize the new toys to keep the server as resistant to kiddies as is reasonably possible. - Developer Analytics. To disable, in your launcher, at the top there is an 'Options' button. The top option is 'Launcher options'. Expand that, and a few options down is the 'Enable Analytics' option. In development they said it would be Opt-In. With the release, it is in fact Opt-Out. I have left it enabled on my machine but disabled on the server to maximize performance and reduce network traffic. Enabling/Disabling on your own machine will not give you better FPS in I&A either way, as the performance bottleneck is serverside CPU clock and bandwidth. Post anything you think was missed. Regards, Quiksilver
  16. Qeus

    when you're ready, upload the mission file for it somewhere (i use dropbox), post a link to it here, and we'll do the rest. alternatively you can PM me the link. In the credits tab on the map, we'll create a section for base/composition designers. There are some more we'll have to do in a few weeks, but HQs is a good warmup due to the tight size requirements.
  17. Qeus

    The size of the one Fitz posted is about right.
  18. Qeus

    Morning guys, Either tomorrow or Wednesday there will be a 1.56-compatibility mission update for the public server, to apply the above-mentioned stuff. With respect to the HQs, roughly 50-75 objects max for the whole composition. This is what the rest of the HQs have adhered to and seems to be reasonable standard for performance. One more thing I forgot to mention which has been enabled for 1.56 ... Scripting of dog (animal) behavior. Should we do anything with dogs?
  19. Qeus

    looks great perfect size i would widen one entrance wide enough to comfortably fit a zamak/tempest transport truck but other than that looks solid.
  20. Qeus

    At the moment, work on the leaderboard is in 'holding pattern' until we have more data on how the leaderboard is affecting performance. To synchronize a weeks worth of leaderboard data over the network every 10-15 mins is not trivial, so we'd like to monitor and assess to see if performance impact is noticeable and/or significant. As such there won't be any tweaks to the leaderboard systems until roughly mid next week or after we've had at least one solid week to assess. The current plans are to extend support to sling loading in some capacity, and potentially transport of POWs to also receive some recognition. Also some support of static Zeus objectives is possible, with several methods theoretically available, but further out on the horizon as far as experimentation and possible implementation. As for varying points based on objectives and such, at this point we'd like to keep things simple. The plan for variable transport points is to base it on your selected difficulties. AFM, first person, AFM stress damage, etc. to reward pilots who take on and overcome a higher level of risk.
  21. Qeus

    there was a small update earlier today, that was one of the things tweaked, so dont feel dumb about this
  22. pre-ordered on Jan 15. exchange rate hurt but 20% off was handy.
  23. Qeus

    C++ background would help understanding the structures. I learned a lot from the Functions Viewer (fx) in the editor. Can also be found in the A3 folder: A3\Addons\functions_f.pbo The rest can be learned from checking out community scripts and code on armaholic, tinkering with it, and eventually designing your own scripts. On that note, it helps to have a reasonable goal in mind to work towards, to direct your research/learning.
  24. Qeus

    Speaking of tanks, we can reveal that NATO has approved budget for audible missile warning systems installed in our armored vehicles. They are being installed as we speak.
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