Fitz 1239 Report post Posted December 23, 2017 (edited) 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: Quote Advanced AI behaviors: suppressive fire, building clearance, logistics & helicopter use, dynamic close air support & mortar support, regrouping, automated medics, vehicle repair, demolitions, stance adjustment, inter-squad communications, evasive behavior, attack & defend routines, tactical commander, organic intel gathering to decide where to commit soldiers & resources. tracer rounds to make battlefield more visceral, custom jungle spawning & patrol routines built for Tanoa. Ambient civilians and wildlife. Custom wildlife and civilians at missions, using high-performance techniques to ensure they don't reduce FPS. Geo-typical dynamic weather. Weather for Altis taken from Lemnos data, Tanoa weather taken from Fiji data. Persistent and full yearly cycle. Storm simulation & fog reduction. Dynamic day/night cycle. Accelerated nights, accelerated noon, slowed down at dawn & dusk. Cinematic AO lighting on dark nights. Persistent and full yearly cycle. Recruitable AI. Players can recruit AI to help with the fight, either as engineers, fire support, fully integrated automated medics, etc.. Wide range of enemy weapons. Enemies use a wider array of weapons that those defined in config. 70+ custom player interactions. Intuitive and custom player interactions using the action menu (familiar to veterans and newbies alike). Custom menu system. Menu system supporting custom buttons, player options and link buttons to your community website. Full difficulty scaling by player population. Dynamic AI difficulty. New and interactive side missions. Custom Zeus systems. Keybindings (numpad) to support on-the-fly Zeus missions, including garrison, patrol, attack, suppressive fire, player revive and hunting/stalking logic. Custom medical system. An intuitive and simple medical system for public server play, not buggy! Revive, stabilise, medevac, carry, drag, load, unload, ambulances, field hospitals. Custom MOUT operations. urban warfare AOs for Tanoa & Altis. Player damage modeling. Dynamic damage modeling to make playing against AI more fun. Anti-troll. A system to resist and counter common forms of griefing. Restart schedule. A custom restart schedule built into the mission to provide graceful restarts, reminding players which server they are on and time-until-restart. Helmet-cam live feed. Players at base can watch a live feed of operations. Enemy capture. Capture enemies and imprison them. Gameplay Leaderboards. Track transport pilot effectiveness, top medics and other objective-based metrics. Semi-persistent (weekly ladder). The little things. Earplugs, custom squad radar, custom view distance & visibility settings, magazine repack, backpack locking, etc... Dynamic Simulation. Server-side dynamic simulation and client-side optional dynamic simulation to improve FPS and performance. Logistics, Towing, Hauling & Mounting, Carrying & Dragging. Custom system to facilitate towing, and mounting of static weapons to suitable vehicles. Also linked directly to ingame Vehicle-in-Vehicle system for seamless logistics. Forward Operating Bases. Forward operating bases built directly into the framework, with logistics tasks, respawn tickets, vehicle respawns, ... 40+ Custom object compositions. Many missions spawn custom scenes to add a fresh and replayable element to the missions. Custom vehicle & uniform skins. A variety of custom and realistic military skins created for this framework. Highly polished. Considerable time spent polishing and ironing out bugs and rough edges, a necessary part of professional development missing from many other mission offers. Performance. Surprisingly high FPS (both client & server) for the amount of action going on, smooth and doesn't stutter. 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. Edited October 30, 2018 by Fitz 6 3 1 Share this post Link to post Share on other sites
Tungsten 69 Report post Posted December 24, 2017 wait, does this mean i can mount mortars on trucks without having to pester you now Share this post Link to post Share on other sites
Fitz 1239 Report post Posted December 24, 2017 (edited) 18 minutes ago, Tungsten said: wait, does this mean i can mount mortars on trucks without having to pester you now Yes, mortars can be mounted onto the small civ trucks. If you're a JTAC or Team Leader, you can also designate targets for CAS/Arty and it will create a Task and state it in side chat: Some of the other logistics stuff you can do: Edited December 24, 2017 by Fitz 1 3 Share this post Link to post Share on other sites
Farqman 86 Report post Posted December 29, 2017 Server FPS has been good on my end. The AO improvements have had a positive effect on infantry as well. You don’t seem to encounter 30 people barricading themselves at the HQ anymore. People seem to be walking around the AO to a greater extent. Have noticed a massive increase in people taking medic slots as well. I jumped on yesterday for a bit and there was only one Whitelisted spot available, everything else was taken. great job with the update and refresh 1 Share this post Link to post Share on other sites
Zombine45 177 Report post Posted January 1, 2018 (edited) Couple suggestions for @Fitz, just some things i'd like to see. 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. 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) 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 Edited January 1, 2018 by Zombine45 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted January 2, 2018 (edited) 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: 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. 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. 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). Hopefully fixed aggressive vehicle respawn for base vehicles. Unfortunately, random AO vehicles and Eastereggs will still despawn as usual for now. (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. 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... Edited January 4, 2018 by Fitz 4 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted January 2, 2018 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. 2 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted February 2, 2018 (edited) 3/2/18 1.0.5 Changes: Added 1 Qilin to carpark. 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: Quote 1.0.5 (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. Edited February 2, 2018 by Fitz 2 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted February 26, 2018 (edited) 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: Quote 1.0.6 (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. Quote Core 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 mission Known issues: UAV slot doesn't spawn UAVs Enemy jets spawning a bit too quickly Edited March 4, 2018 by Fitz 3 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted March 4, 2018 (edited) 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. Edited March 4, 2018 by Fitz 2 Share this post Link to post Share on other sites
Tim 10 Report post Posted March 16, 2018 If the medical supply's for the IDAP mission are put into a vehicle and the vehicle is destroyed they disappear and there is no way to end the mission. 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted April 13, 2018 (edited) 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. 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. Edited April 13, 2018 by Fitz Share this post Link to post Share on other sites
Fitz 1239 Report post Posted April 15, 2018 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: Quote 1.0.8 "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 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted April 16, 2018 Couple of bug fixes and fix for server crash that was happening at least a couple times a day. Quote 1.0.8 "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 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted April 17, 2018 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 1 2 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted April 20, 2018 (edited) 21/4/18 Changes: 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: Quote 1.0.8 "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. Edited July 25, 2018 by Fitz 4 1 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted July 9, 2018 (edited) 9/7/18 Changes: Enemy CAS No CAS will spawn when there are less than 15 players. No CAS will spawn when there are less than 20 players and no friendly jet is active. Fighter jets won't spawn unless the friendly CAS is a fighter jet or Neophron. (Fighter jets = Shikra, Gryphon, Black Wasp) Increased chance of base AA being a Mk49 Spartan. Cheetah added to Ironside area on 30 minute respawn timer. UP variant Rhino spawn chance slightly increased. AT Qilin added to Qilin spawn rotation. Taru Transport variant removed from helicopter rotation. Finally switched to new arsenal/gear restriction system. Items you can't use shouldn't appear in the arsenal. Removed the 'shittier' side rewards from the rotation. Ironside channel added to Radio Manager menu. (Ironside crew are automatically added when connecting). Fixed being able to place mines on the runway at base. Fixed magic chute option occasionally showing after switching seats. Pilot slots moved into separate groups to prevent all of them being stuck on receiving data. Disabled commander slot until further changes are made to it. Added extra checks to make sure donor perks aren't reapplied after expiry. Added Japanese and South Korean flag insignia. Removed QS Mag Repack mod requirement. I know the list is missing a few changes that people have made valid posts about. Expect another update soon to address some of those. Also, Vehicle Respawn at FOBs has been disabled temporarily as there's an issue with it. Official changes: Quote Classic AO defend mission was tweaked to improve AI aggression, and the player-option "dynamic simulation" system was tweaked/repaired. In addition, if UAV operator is at a FOB, the UGVs will spawn at the FOB instead of at main base (default spawn location). Quote 1.0.9 - [ADDED] QS Slingload Assistant (incl. Taru Pod enhancement) feature. (allows raising and lowering of sling ropes + Taru pod attachment to Taru helicopter). - [ADDED] Framework parameter for artillery computer access. - [ADDED] Advanced Hints system. - [TWEAKED] Added sanity checks to "Unload Incapacitatated" user interaction. - [TWEAKED] Wrong orientation when sitting on "Sofa" chair. - [TWEAKED] Enemy mortar fire missions now fire extra shells if more targets are in the area. - [TWEAKED] Friendly UAVs had incorrect "featureType" - [TWEAKED] Enemy reinforcement transport helis had incorrect "featureType" - [TWEAKED] Removed all "comment" command compiles (micro-optimization). - [TWEAKED] Added safety check to admin "cleanup" functions. - [TWEAKED] Sling Load Assistant panel will automatically open when interacting with helicopter sling loading. - [TWEAKED] UAV operator UAVs get AI disabled when towed/sling loaded. - [TWEAKED] Weather config data now uses default values (prevents errors on unofficial terrains). - [TWEAKED] Major code refactor for main client script, reducing its size by 1500 lines. - [TWEAKED] Disabled "Random" button in Arsenal. - [TWEAKED] Attempt to improve enemy transport heli waypoint loyalty. - [TWEAKED] Some small function speed optimizations. - [TWEAKED] Disabled the "hint" and "hintSilent" script commands (replaced with scripted system for more control). - [TWEAKED] Player menu mouse cursor position to remember last position between sub-menus. - [TWEAKED] Reduced AO size, especially on higher player counts. - [TWEAKED] Classic AO defend mission, disabled the randomized "extended timer" chance (can still be activated manually). - [TWEAKED] Added script suspension to AI info-gathering during Classic AO defend mission (to improve performance). - [FIXED] Getting incapacitated while carrying a player would leave them suspended in "carried" animation. - [FIXED] Taru assets were being improperly skinned in vehicle setup. - [FIXED] Wind direction variability on Tanoa was not correct. - [FIXED] Destroyed structures were being handled incorrectly by the remains collector. - [FIXED] Greyhawk UAV turret was unable to use the bombs. - [FIXED] Some small issues with the player menu system. - [FIXED] Small script error in anti-cheat. Example of the slingload enhancement Edited July 25, 2018 by Fitz 3 1 1 Share this post Link to post Share on other sites
Nova 1779 Report post Posted July 10, 2018 12 hours ago, Fitz said: Added Japanese and South Korean flag insignia no north korea ? 2 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted August 13, 2018 (edited) 13/8/18 News We have a new hub page that contains some useful information and links, including a button to quickly join the server, a link to the new bug tracker, some basic stats, and links to most recent I&A posts from all categories. The new bug tracker makes it easier for players to report bugs, see their status and provide information on bugs reported by others. Please post any bug reports there from now on instead of the forum subsection. We will also have some informative guides available in the coming weeks. Changes Added partially selectable jet spawn. Provides two options; 'Spawn fighter plane' and 'Spawn CAS plane'. Fighter planes are the fighter jets from Jets DLC and typically have loadouts more suitable for air superiority. CAS planes are more suited for ground attack roles. Available jets scale with transport score the same as they previously did. The first jet is still a Buzzard no matter which option you choose. Added random chance of Small Diameter Bombs being equipped on some friendly jets. These are 250lbs, so are only ~50% as effective as normal GBUs (500lbs+), but there's 4 of them. Adjusted side reward helicopter loadouts. Loadouts are still random, but it's no longer possible for all pylons to be equipped with stupid stuff e.g. 20mm cannons. Added more extensive teamkill logging to database. Added ambulance to POW revive vehicle list. Added Rhino to Ironside vehicle list. (Crew restrictions now apply) Added reminder when exiting Arsenal if you forget Medikit/FAK/ToolKit as a medic/engineer. Added new Rhino skin to Area 51. Decreased reports required for automatic kicking by Robocop. Made it a bit more difficult to constantly rearm Cheetahs/Rhinos from a Bobcat or ammo crate. Moved base AA back to between the runways. Disabled 244MHz voice. Fixed people being run over by teammates not showing in the kill feed. Few other minor tweaks. Report any bugs you find on the bug tracker. Expect another update when Quik releases his next version of the framework. Edited August 13, 2018 by Fitz 6 1 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted August 27, 2018 (edited) 27/08/18 Updated to latest version of Apex Framework. Changed FOB Turnbull to FOB Morrison Official changes: Quote 1.1.0 "Encore" - [ADDED] New Encore assets. - [ADDED] More parameter options. - [ADDED] Towing (logistics) support for new assets (including boat rack). - [ADDED] User interaction for boat rack. - [TWEAKED] Air defense SAM missiles added to 2D/3D projectile visualizer. - [TWEAKED] Magazine Repack to not conflict with vehicle systems (radar binding). - [TWEAKED] Towing (logistics) system. - [TWEAKED] Fastrope to prevent fastroping beneath ship decks. - [FIXED] Some small script errors/bugs. - [FIXED] Players could "Escort" one another in rare cases. - [FIXED] Players could "Carry" more than 1 wounded at a time. Report any bugs you find on the bug tracker. Edited August 27, 2018 by Fitz 1 Share this post Link to post Share on other sites
TailGunner 8 Report post Posted August 27, 2018 Hey Fitz! Appreciate all the time and effort and countless hours keeping these servers running. There are a handful of us that play on the Tanoa/Malden server ( xGrubx, Zack, Gdog ) and the general consensus is that we would prefer a dedicated Tanoa server with only the Classic I&A game play. I've dabbled in mission editing and can only imagine the mammoth task involved in creating new and interesting game play modes for gamers, so I understand if it's not possible. Anyway, just wanted to post some feedback. PS: The Snipers are BRUTAL!!!! Love it! 4 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted September 3, 2018 (edited) 3/9/18 Mods that can be used on the server can now be found in the Steam mod collection here. Changes: Added support for Discord Rich Presence mod. Displays your current in-game status in Discord Added extra check to make sure mines can't be placed in base. Couple of minor tweaks/fixes. Report any bugs you find on the bug tracker. Edited November 10, 2018 by Fitz 2 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted September 3, 2018 1 minute ago, Ptarmigann said: You gotta tell me what music you guys use when we load in. Few different ones, if it's not these then it will play Arma soundtrack stuff. Jimi Hendrix - All along the watchtower The Pacific - main theme Creedence Clearwater Revival - Bad Moon Rising Creedence Clearwater Revival - Have You Ever Seen The Rain Jimi Hendrix - Voodoo Child AWOLNATION - Sail Share this post Link to post Share on other sites
Fitz 1239 Report post Posted October 2, 2018 2/10/18 Changes: Updated to Apex Framework 1.1.1. Added Rhino skin. Added 2 Hummingbird skins. Added a couple new audio tracks. Slight tweaks to Discord integration stuff. Other minor tweaks/error fixes. Official changelog: Quote - [ADDED] Enemy heavy artillery targeting system. - [ADDED] Parameter option for enemy map indicators. - [TWEAKED] AI units have access to more powerful rifles on Arid terrains (Altis, Malden). - [TWEAKED] Reduced unnecessary network traffic created by some client data. - [TWEAKED] AI Vehicle "Unstuck" logic. - [TWEAKED] Destroyer cruise missile launcher to receive target data from datalink. - [TWEAKED] Escort Vehicle side mission will no longer auto-group players when within 1000m of base. - [TWEAKED] Camo netting on enemy vehicles should block "Report target" player interaction. - [TWEAKED] AI strategic awareness of armor/jet threats. - [TWEAKED] AI heli tail rotors buffed. - [TWEAKED] Friendly vehicle "is stealthy" function for enemy awareness. - [FIXED] Enemy artillery side mission. - [FIXED] Potential script error with custom task info GUI. - [FIXED] Enemy AI vehicles would stop their patrol route after the first waypoint. - [FIXED] Some AI vehicles would not move at all, despite being given patrol logic. - [FIXED] Bug in "Escort Vehicle" side mission. - [FIXED] Bug in enemy reinforcement vehicle spawning. - [FIXED] Bug in enemy light recon aircraft spawning. - [FIXED] Bug in defend mission transport vehicle damage handling. - [FIXED] Bug in some enemy group compositions. - [FIXED] AO in campaign/insurgency (grid) mode was spawning on top of the main base on Malden. - [FIXED] Players could drag a Vehicle Ammo Crate in some cases. - [FIXED] Script error with "uav self destruct" user action when controlling the AR-2 Darter. Report any bugs you find on the bug tracker. On 8/28/2018 at 8:38 AM, TailGunner said: dedicated Tanoa server with only the Classic I&A I'll do this soon. Should be only classic mode now. 5 1 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted October 5, 2018 6/10/18 Added support for Connor's Discord Embed Builder. This allows the server to send messages to the #live_feed channel on our Discord. Currently shows new AOs, FOBs/regions, defends, side missions and side mission fail/success and reward. Soon, it will also show the top 3 medics and pilots whitelisted at the end of the week, side mission stats and some other cool stuff. 1 1 Share this post Link to post Share on other sites