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Apollo Alive on Isola di Capraia

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Posted: Sat Jul 12, 2014 11:59 am     Super secret spam barrier
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Towe1ey wrote:
On the subject of the repair trucks, I should have been more specific. I meant for the large airfield on the north-west of the map. I realize you have updated it today and I haven't checked the changelog yet, but the A-10 pilots had no way of re-fitting or repair.

Thanks, I'll add this to the list of things to do.


Posted: Sat Jul 12, 2014 12:44 pm     Super secret spam barrier
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Apollo wrote:
Helicopters and planes don't spawn enemies to save frame rates. So during a heli insert, as soon as the first player steps out onto the ground enemies can spawn right next to you. This map is no different than any other we've been playing in this respect, except that enemy numbers are pretty high on this one, so it's more noticeable. Unless an LZ is secured, try landing not in red zones and particularly not next to main objectives unless you want the instant ambush.

Yep, presumed as much. Not a complaint on my end :) - made for an entertaining insertion (that's what she said). Very much digging the amount of enemies on here without the heavy frame loss. It'll just encourage us to put a little more thought into our LZ. 


Posted: Mon Jul 14, 2014 6:00 pm     Super secret spam barrier
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Running on the DEV Server now v2.1A
Password: dagger1
Use the Test/Dev Repo

Testing @CSE as an alternative to @AGM. (The AGM version (v1.4) is still up on the public server, but enemy gun sounds are broken thanks to the latest A3 update.)


v2.1A
- changed enemy to AAF so we can hear their guns on A3v1.24 until modders fix the weapons

v2.1
- changed one of the base cargo houses from standard brown to a first aid station
- changed @CSE interaction module so that players can't 'interact' with each other, only AI

v2.0
- removed @AGM
- added @CSE
- reduced IED quantity from 15 to 10 over island and increased safe zone size around Camp Merrilor
- temporarily disabled R3F_Logisitics while testing @CSE
- replaced Comanche with Ghosthawk
- added @CSE medical facility to one of the base buildings and Casevac vehicles (Hunter + Lynx)
- added Refuel, Rearm and Repair Trucks to the offshore A164 airbase
- angled attack boats at marina for easier disembarkation
- removed GroupMarkers script, replaced by @CSE Command Tablet


Posted: Mon Jul 14, 2014 10:33 pm     Super secret spam barrier
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v2.11A
- disabled @CSE Instant Kill
- removed @CSE medical facility from Medivac Hunter and Lynx
- added @CSE Personal Aid Kit's to ammo crate script
- corrected @CSE Interaction so players should be able to interact with civilians
- disabled @CSE Logistics as it was being abused


Posted: Tue Jul 15, 2014 10:51 am     Super secret spam barrier
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Still running for test on the DEV server using the TEST/DEV Repo.
No password.

Fixed the weird bug - now server isn't running any form of @AGM at all.
Still plenty more refinements that can be made, but it's fine for a test of @CSE. It certainly seems much more stable than AGM.

v2.13A
- removed and re-added all vehicles and AI units trying to get rid of @AGM dependancy
- re-added VAS stringtable.xml into root folder to fix missing button text
- added 60s respawn time; to allow @CSE CPR on dead people?

v2.12A
- removed @CSE Interaction module as it doesn't currently work properly (players can always mess with other players)
- added @CSE Blue Force Tracker modules synchronised to the player section leaders
- removed player SetGroupID in unit Init's


Posted: Tue Jul 15, 2014 8:06 pm     Super secret spam barrier
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Killing Civs seems to cause players to CTD... I was just in base... Mike killed a Caf_civ and a whole lot of us got kicked to desktop.

CSE dev version

SJ


Posted: Fri Jul 18, 2014 3:37 am     Super secret spam barrier
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v3.0
- changed from ACRE to Task Force Radio's
- modified pilotCheck_TFR.sqf script to ensure pilots have TFR radio's and removed requirement for air gunners to be pilots
- created new sound file for pilot radio announcement
- added Virtual Arsenal to ammo boxes
- removed VAS scripts
- added lines to description.ext to delete player corpses immediately on death
- put respawn delay back to 10s
- created 3cb_tfr_freq.paa to give Task Force Radio frequencies on a sign board
- created 3cb_tfr_keys.paa to give Task Force Radio keys on a sign board
- added a MASH tent at the helipads synchronised to @CSE medical facility module
- added some H barriers and lamps around MASH tent, moved position of Logistics Factory
- re-enabled R3F_Logistics scripts


Posted: Fri Jul 18, 2014 8:01 am     Super secret spam barrier
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Can we have a delay in the player corpse disappearing? It is often pretty useful to loot a dead player after he died. So I would like to see like a 1 minute delay before his corpse disappears.


Posted: Fri Jul 18, 2014 2:09 pm     Super secret spam barrier
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v3.1
- added Zeus GameMaster module for logged in Admins
- edited cleanupItemsBase.sqf (thanks Goodson) to delete dead bodies in base immediately
- removed corpse deletion from battlefield in description.ext, leave to Alive Garbage Collection on 5 minutes


Posted: Sat Jul 19, 2014 3:48 am     Super secret spam barrier
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v3.2
- split base cleanup into two scripts, one for items, one for dead bodies
- re-made signs in base using 512x512 .paa images


BUGS
No idea how to fix the enemies not being killable, although it's surely linked to CSE.
If a pilot gets in a helicopter, then subsequently respawns, the chopper blows up!


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