Rogmantosh 242 Report post Posted October 13, 2016 (edited) More to come prior to Sunday 2359 16 OCT 16 WARNING: This will affect the Leader-boards to white-list transfer for this week. in other words the top 3 pilot and medics from this week are not guaranteed to be on the white-list next week. I apologise for the inconvenience.Changes; <x> Map - Rule update <x> Sand/Tropic Hawk - Lockable turrets <x> Billboards - Updated (I&A Tanoa advertising removed until further notice) <x> Welcome Board - Staff update <x> 6 new Ironside slots 2 squads of 3 - For the tank lovers out there (Still working on vehicle locks - Aiming for only Ironside units to be able to get in the new Tanks) <x> Ironside Arsenal and Ironside seperate repair area. Have any suggestions? Please submit them in the I&A suggestion box. With Quicksilver taking a step back I have stepped up in an attempt to keep things moving forward. However I have humongous shoes to fill and a lot to learn before being close to what is needed. Please be patient. Many Thanks. RogmantoshThings being looked at; Customisation of vehicle inventory fix Advanced Sling Loading Updates have been tested and are now ready to go! Edited October 15, 2016 by Rogmantosh Tankers <3 10 Share this post Link to post Share on other sites
Roger Purple 1 Report post Posted October 13, 2016 //Featured Share this post Link to post Share on other sites
Ora209 142 Report post Posted October 13, 2016 Hey @Rogmantosh just wondering with the new ghost hawk updates, will this effect both the tropic ghost hawk and the sand ghost hawk? Share this post Link to post Share on other sites
Rogmantosh 242 Report post Posted October 14, 2016 Yes both the Sand hawk and Tropic hawk's turrets will be lockable. 1 Share this post Link to post Share on other sites
Rogmantosh 242 Report post Posted October 16, 2016 Update 13 "Ironside" is now LIVE! 2 Share this post Link to post Share on other sites
Rogmantosh 242 Report post Posted October 17, 2016 Ironside hot fix coming out this update. Prior planning and preparation wasn't enough to survive contact with the enemy. <x> Quad-bikes added to Ironside Spawn if no vehicles available/ need transport back to tank <x> Base anti fire script reverted <x> Removed non-functioning script (Tank lock) This is a learning process and I will be working to keep things flowing with minimal disruptions. Your feedback is appreciated, Please post your feedback in a sub-forum of the below https://strayagaming.com.au/forums/forum/30-invade-annex/ Rog Share this post Link to post Share on other sites
Rogmantosh 242 Report post Posted October 18, 2016 Ironside balance update <x> extra CSAT armoured divisions have been dropped into an AO near you. 1 Share this post Link to post Share on other sites
=S.N.A.F.U.= 92 Report post Posted October 27, 2016 Thanks for your work on this @Rogmantosh I know first hand what it's like programming for I&A. If you feel the need, I can recommend a good psychologist before it's too late ! Share this post Link to post Share on other sites
Eazy 16 Report post Posted October 27, 2016 idk if this is right place to ask but are there any plans to return vehicle service points to those gas stations along the altis highway? also wondering wat ppl think on introducing an FAQ (how get ammo/whats objective/where r the jets/can i fly etc) tab in the map menu for new players who may miss the welcome screens tips Share this post Link to post Share on other sites
Rogmantosh 242 Report post Posted October 27, 2016 2 hours ago, Eazy said: idk if this is right place to ask but are there any plans to return vehicle service points to those gas stations along the altis highway? also wondering wat ppl think on introducing an FAQ (how get ammo/whats objective/where r the jets/can i fly etc) tab in the map menu for new players who may miss the welcome screens tips How can you miss it? you have to hit continue before you can play the game... Share this post Link to post Share on other sites
Eazy 16 Report post Posted October 27, 2016 1 hour ago, Rogmantosh said: How can you miss it? you have to hit continue before you can play the game... ikr, its like the first thing they see. maybe its a habit of 'agreeing without reading the TnC's' alot of ppl have that manifests somehow into ignoring welcome screens, im no Freud. THough it seems a couple ask almost everynight,im not sure if there is a way to refer back to welcome screen ingame but that'd be useful for them. Alternatively the maps FAQ tab cud rehash on some points and be added to. They cud also cite rules when needed encouraging ppl to open further tabs. 3 Share this post Link to post Share on other sites
LaughingCow 21 Report post Posted November 5, 2016 Love your work Rog! Share this post Link to post Share on other sites
Fitz 1239 Report post Posted November 21, 2016 (edited) Update 13.1 Changes: Updated staff list, teamspeak address and supported mods list. Vehicle textures can now be changed anywhere in base, not just service pads. Slightly increased minimum time before Caches are destroyed in Secure Caches side mission. MBTs removed from carpark until further notice. Y-32 added to easter eggs list. New textures added! Vehicle textures: Woodland Ghost Hawk Neophron ADF Marshall Uniform textures: Auscam/DPCU Shoulder patches: Australian Flag NZ Flag NZDF Kiwi SASR SOTG Red Cross As always, feedback and suggestions are welcome. More to come! Edited November 23, 2016 by Fitz 5 Share this post Link to post Share on other sites
Byron 197 Report post Posted November 21, 2016 This sounds like a nice update, the small things stands out most!! great work @Fitz 1 Share this post Link to post Share on other sites
Farqman 86 Report post Posted November 27, 2016 Knowing nothing about the effort required to code things, I was wondering if there are any planned changes in the future for main AO missions? i would love more missions in towns and urban areas. There is too many snipers/marksman currently so when attacking or defending bases they are always getting the kills. More close quarters stuff would be interesting. It is always funny watching people clear buildings at bases. They open the door, stand right in the doorway and wonder why the AI mowed them down haha. Also, a random idea. Is it possible to have missions with a no fly zone? Instead of people ferrying by chopper, you convoy in on vehicles and get ambushed by Ai. The Ai set off a IED or something, take out a vehicle and combat begins. Something similar to what is happening in real life scenarios in war zones these days. The constant capture base, destroy radio tower can get old after a few hours. There is probably limits of dynamic missions in which case I apologise. 1 Share this post Link to post Share on other sites
Nova 1779 Report post Posted November 27, 2016 4 hours ago, Farqman said: Knowing nothing about the effort required to code things, I was wondering if there are any planned changes in the future for main AO missions? i would love more missions in towns and urban areas. There is too many snipers/marksman currently so when attacking or defending bases they are always getting the kills. More close quarters stuff would be interesting. It is always funny watching people clear buildings at bases. They open the door, stand right in the doorway and wonder why the AI mowed them down haha. Also, a random idea. Is it possible to have missions with a no fly zone? Instead of people ferrying by chopper, you convoy in on vehicles and get ambushed by Ai. The Ai set off a IED or something, take out a vehicle and combat begins. Something similar to what is happening in real life scenarios in war zones these days. The constant capture base, destroy radio tower can get old after a few hours. There is probably limits of dynamic missions in which case I apologise. every ao with a town has infantry in the town. in the buildings and what not. Share this post Link to post Share on other sites
Fitz 1239 Report post Posted December 5, 2016 Couple of small additions this evening: CSAT Helmets and Uniforms restricted. I&A Veteran's diary entry. Automated restart messages. 5 Share this post Link to post Share on other sites
Unit_3397 712 Report post Posted December 9, 2016 On 05/12/2016 at 5:31 PM, Fitz said: I&A Veteran's diary entry. ah yeah 2 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted December 28, 2016 (edited) Couple of changes tonight: Fixed towing vehicles into VTOL bug. @Matsozetex - https://strayagaming.com.au/forums/topic/9634-glitch-towing-with-hemtt-and-vehicle-blackfish/ Reworked Static Weapon restrictions. Thanks to @Dak Commstar for the suggestion - https://strayagaming.com.au/forums/topic/9666-turrets-for-classes/#comment-42941 All soldiers can assemble Static HMG and GMG turrets. Engineers and UAV operators can assemble Automated Weapons. AT Soldiers can assemble Static AT/AA launchers. The Fire Support Group (FSG) can use any of the above as well as mortars. More to come in the next few days... Edited December 28, 2016 by Fitz 4 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted January 2, 2017 (edited) 2/01/17 Main battle tanks are now locked to Ironside slots only if there are more than 20 players on. (Similar to helis being locked to pilot slots). Recruitable AI have been temporarily removed until further notice. Edited January 2, 2017 by Fitz 2 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted January 6, 2017 6/01/17 Added Advanced Sling Loading. You do not need to download it as it is a serverside mod. Details here https://steamcommunity.com/sharedfiles/filedetails/?id=615007497&searchtext= Share this post Link to post Share on other sites
Travesty 265 Report post Posted January 6, 2017 (edited) 5 hours ago, Fitz said: 6/01/17 Added Advanced Sling Loading. You do not need to download it as it is a serverside mod. Details here https://steamcommunity.com/sharedfiles/filedetails/?id=615007497&searchtext= Just had someone ask me to attach a cargo crate... to the infantry BlackFish. Yeah, no thanks, bit of a big target to keep it in Vector Mode to fly cargo to an LZ! After the latest changes to sling dynamics, this should add some interesting options for Zeus missions. Edited January 6, 2017 by Travesty Share this post Link to post Share on other sites
Fitz 1239 Report post Posted January 6, 2017 13 minutes ago, Travesty said: Just had someone ask me to attach a cargo crate... to the infantry BlackFish. Yeah, no thanks, bit of a big target to keep it in Vector Mode to fly cargo to an LZ! Yeah, sorry, not fully configure yet. Will be disabled for VTOL and all the passengers tomorrow. Will have it so only troops outside the aircraft and pilots can control the ropes. Share this post Link to post Share on other sites
Travesty 265 Report post Posted January 7, 2017 15 hours ago, Fitz said: Yeah, sorry, not fully configure yet. Will be disabled for VTOL and all the passengers tomorrow. Will have it so only troops outside the aircraft and pilots can control the ropes. Not a criticism Fitz, just a funny situation! The idea of infantry being able to rappel down to targets intrigues me! 1 Share this post Link to post Share on other sites
Aussie Dave 50 Report post Posted January 8, 2017 Someone at the pads hooked my little bird to a battle bus and when i took off with a full load of players it rubber band me into the ground. 1 Share this post Link to post Share on other sites