Karmichael 11 Posted April 14, 2013 (edited) Advance And Secure Sector Control: AAS based on CoolBox-SBS- [AAS Founder]'s version. Ported over from Arma 2 with a few changes. Credit: Special thanks to CoolBox-SBS- , Kju, Cat Toaster, Norrin, Wormeaten, for their hard work on AAS Mod over the years. Also to Tonic [Virtual Ammobox System], Tophe, Xeno [scripts/Team Dialog], Dr Eyeball [Team status Dialog], Aeroson [save & Load/Dynamic Player Markers] Monsada (SMM) [uPSMON] and the rest. Supporting Clans & Community: German Ballerbude [GBB] FrontLine Combat [FC] Australian Arma Community [AUSARMA] Australian Community of Gamers [AUSCOG] Armed Global Warfare [AGW] Base Camp Allstars [bCA] Cerberus 5 DAY0 More Info:: Advanceandsecure.com The Art of Advance and Secure Known Issue(s)/Bug(s):: As of 28/09/2013 #Error Undefined variable in expression: There may be some errors left popping up once some rare conditions are met. Especially UPSMON, pvp should be fine. The scripts still needs to be clean up. A WIP. #When capn zones it may glitch abit when taking flag = :confused: I will see what i can do.WIP AAS Naming: Tiny [T] = 3-5 flags Small = 6-8 flags Medium [M] = 9-11 flags Large [L] = 12-13 flags Huge [H] = 14+ flags Mission List: -[AAS_H] Island Of Stratis "All Out War" -[AAS_M] AirBase to Marina "Ground Infantry AAS" -[AAS_L] Over The Mountains "Sea to Land AAS" -[AAS_M] LittleBird Insertion "Ground AAS" -[AAS_T] Coastal Fight "Sea to Land AAS" -[AAS_S] In The Woods "Ground Infantry AAS" -[AAS_S] AirBase "Ground Infantry AAS" -[AAS_T] Marina Bay "Diving AAS" -[AAS_S] Camp Maxwell "Ground Infantry AAS" -[AAS_L] Separate Paths "Split base AAS" -[AAS_T] This is Sparta "Sea to land AAS" -[AAS_S] Kill Farm To Camp Rogain "Ground infantry AAS" - [AAS_T]Kamino "Ground infantry AAS" - [AAS_T]KavalaFight "CQB in Altis town of Kavala" Selectable Rules : GBB Rules: RULES_ruleSetName = "German Ballerbude";// Name of the rules set RULES_allowDamageToAmmoCrates = false;//Damage to ammo crates RULES_canCustomiseLoadout = false; //Can customise their loadout via Tonic's VAS RULES_customClassCanRevive = true;//Custom class can revive team mates RULES_everyoneCanRevive = true;//Anyone can revive RULES_armouryUseRange = 5;//Distance before ammobox option appears RULES_classChangeDelay = 30;//Time limit on a Team or Class\weapons before the next change RULES_defaultTagDisplayRange = 1000; // range at which green player tags disppear (too far away to show) RULES_maxTagDisplayRange = 1000; // range at which tag distance selector loops round back to zero RULES_hudMaxLevel = 2; // the best available hud display level (0 = minimal, 1 = no minimap, 2 = full) RULES_captureRadius = 7; //the radius of the flag that you need to get within to capture fully decamped base RULES_captureSpeedFactor = 1; //the capture speed factor multiplier (1=normal speed, 2=double speed, 0.5=half speed etc...) RULES_enableProportionalCaptureSpeed = true; // enable changing of capture speed depending on player numbers RULES_captureSpeedMinCapacity = 2; // maximum rate of capture (when there is one player in server) RULES_captureSpeedMaxCapacity = 0.25; // minimum rate of capture (when server is full) RULES_baseQueueInterval = 10; // how long you have to wait between each player spawning (strongly recommend not to change this) RULES_minSpawnDelay = 15; // minimum time you must wait, regardless of there being a queue RULES_spawnArmourDuration = 20; // how long does spawn armour last RULES_spawncampRadius = 150 ; // defines the allowed range to walk within enemy base without punishment RULES_spawncampMinLifespan = 20 ; // minimum lifespan under which assumed spawncamper has killed you RULES_spawncampRandomiseBound = 50 ; // X or Y dist from flag to be relocated (maximum) if randomised spawning used RULES_spawncampProtectDefault = 1 ; // by default anti-spawncamp protection is on RULES_overrideVehicleSpawnTimes = true; // determines whether or not we should use rule settings for vehicle respawn RULES_abandonedVehicleTimeLimit = 120; // determines how long a vehicle must be left before considered abandoned RULES_vehicleRespawnDelay = 120; // how long should a vehicle take to respawn once destroyed or abandoned RULES_tankRespawnDelay = 300; // how long should a tank take to respawn RULES_chopperRespawnDelay = 240; // how long should a chopper take to respawn RULES_planeRespawnDelay = 300; // how long should a plane take to respawn RULES_points = 1 ; // points won per time period in an attacking zone RULES_pointsDefzonePerPeriod = 1 ; // points won per time period in a defending zone RULES_secondsDefzoneToScore = 60 ; // time period for defending zone RULES_secondsAttzoneToScore = 30 ; // time period for attacking zone RULES_reviveScore = 1 ; // points you get for reviving divided by 3 (so if reviveScore=1 you get 3 points probably) RULES_medicHealAmount = 0.2 ; // the amount of damage (on a scale of 0--1) that the medic heals you by randomly when in proximity RULES_medicHealRange = 5 ; // range within which medic automatically heals injured players RULES_nearbyMedicDistance = 250 ; // range within which nearby medics are visible on respawn screen RULES_canHealAtArmoury = false; // sets whether you can heal yourself to 100% at the armoury or not RULES_guiBaseDisplayed = false; //Turn GUI BASE display (ie.1 v 2) ON/OFF Public Rules: RULES_ruleSetName = "Public";// Name of the rules set RULES_allowDamageToAmmoCrates = false; //Damage to ammo crates RULES_canCustomiseLoadout = false; //Can customise their loadout via Tonic's VAS RULES_customClassCanRevive = false; //Can custom class can revive team mates RULES_everyoneCanRevive = false;//Anyone can revive RULES_armouryUseRange = 10;//Distance before ammobox option appears RULES_classChangeDelay = 100; //Time limit on a Team or Class\weapons before the next change RULES_defaultTagDisplayRange = 1000; // range at which green player tags disppear (too far away to show) RULES_maxTagDisplayRange = 1000; // range at which tag distance selector loops round back to zero RULES_hudMaxLevel = 2; // the best available hud display level (0 = minimal, 1 = no minimap, 2 = full) RULES_captureRadius = 15; //the radius of the flag that you need to get within to capture fully decamped base RULES_captureSpeedFactor = 1; //the capture speed factor multiplier (1=normal speed, 2=double speed, 0.5=half speed etc...) RULES_enableProportionalCaptureSpeed = true; // enable changing of capture speed depending on player numbers RULES_captureSpeedMinCapacity = 2; // maximum rate of capture (when there is one player in server) RULES_captureSpeedMaxCapacity = 0.25; // minimum rate of capture (when server is full) RULES_baseQueueInterval = 10; // how long you have to wait between each player spawning (strongly recommend not to change this) RULES_minSpawnDelay = 20; // minimum time you must wait, regardless of there being a queue RULES_spawnArmourDuration = 10; // how long does spawn armour last RULES_spawncampRadius = 150 ; // defines the allowed range to walk within enemy base without punishment RULES_spawncampMinLifespan = 20 ; // minimum lifespan under which assumed spawncamper has killed you RULES_spawncampRandomiseBound = 50 ; // X or Y dist from flag to be relocated (maximum) if randomised spawning used RULES_spawncampProtectDefault = 1 ; // by default anti-spawncamp protection is on RULES_overrideVehicleSpawnTimes = true; // determines whether or not we should use rule settings for vehicle respawn RULES_abandonedVehicleTimeLimit = 120; // determines how long a vehicle must be left before considered abandoned RULES_vehicleRespawnDelay = 120; // how long should a vehicle take to respawn once destroyed or abandoned RULES_tankRespawnDelay = 300; // how long should a tank take to respawn RULES_chopperRespawnDelay = 240; // how long should a chopper take to respawn RULES_planeRespawnDelay = 300; // how long should a plane take to respawn RULES_points = 1 ; // points won per time period in an attacking zone RULES_pointsDefzonePerPeriod = 1 ; // points won per time period in a defending zone RULES_secondsDefzoneToScore = 60 ; // time period for defending zone RULES_secondsAttzoneToScore = 30 ; // time period for attacking zone RULES_reviveScore = 1 ; // points you get for reviving divided by 3 (so if reviveScore=1 you get 3 points probably) RULES_medicHealAmount = 0.1 ; // the amount of damage (on a scale of 0--1) that the medic heals you by randomly when in proximity RULES_medicHealRange = 10 ; // range within which medic automatically heals injured players RULES_nearbyMedicDistance = 350 ; // range within which nearby medics are visible on respawn screen RULES_canHealAtArmoury = false; // sets whether you can heal yourself to 100% at the armoury or not RULES_guiBaseDisplayed = false; //Turn GUI BASE display ON/OFF (ie. 1 v 2) AusArma Rules: (default rules in parameters) RULES_ruleSetName = "AUSARMA";// Name of the rules set RULES_allowDamageToAmmoCrates = false; //Damage to ammo crates RULES_canCustomiseLoadout = true; //Can customise their loadout via Tonic's VAS RULES_customClassCanRevive = true; //Can custom class can revive team mates RULES_everyoneCanRevive = true;//Anyone can revive RULES_armouryUseRange = 10;//Distance before ammobox option appears RULES_classChangeDelay = 35;//Time limit on a Team or Class\weapons before the next change RULES_defaultTagDisplayRange = 500; // range at which green player tags disppear (too far away to show) RULES_maxTagDisplayRange = 1000; // range at which tag distance selector loops round back to zero RULES_hudMaxLevel = 2; // the best available hud display level (0 = minimal, 1 = no minimap, 2 = full) RULES_captureRadius = 10; //the radius of the flag that you need to get within to capture fully decamped base RULES_captureSpeedFactor = 1; //the capture speed factor multiplier (1=normal speed, 2=double speed, 0.5=half speed etc...) RULES_enableProportionalCaptureSpeed = true; // enable changing of capture speed depending on player numbers RULES_captureSpeedMinCapacity = 2; // maximum rate of capture (when there is one player in server) RULES_captureSpeedMaxCapacity = 0.25; // minimum rate of capture (when server is full) RULES_baseQueueInterval = 10; // how long you have to wait between each player spawning (strongly recommend not to change this) RULES_spawnArmourDuration = 3; // how long does spawn armour last RULES_spawncampRadius = 150 ; // defines the allowed range to walk within enemy base without punishment RULES_spawncampMinLifespan = 20 ; // minimum lifespan under which assumed spawncamper has killed you RULES_spawncampRandomiseBound = 30 ; // X or Y dist from flag to be relocated (maximum) if randomised spawning used RULES_spawncampProtectDefault = 1 ; // by default anti-spawncamp protection is on RULES_overrideVehicleSpawnTimes = true; // determines whether or not we should use rule settings for vehicle respawn RULES_abandonedVehicleTimeLimit = 30; // determines how long a vehicle must be left before considered abandoned RULES_vehicleRespawnDelay = 30; // how long should a vehicle take to respawn once destroyed or abandoned RULES_tankRespawnDelay = 120; // how long should a tank take to respawn RULES_chopperRespawnDelay = 60; // how long should a chopper take to respawn RULES_planeRespawnDelay = 100; // how long should a plane take to respawn RULES_points = 1 ; // points won per time period in an attacking zone RULES_pointsDefzonePerPeriod = 1 ; // points won per time period in a defending zone RULES_secondsDefzoneToScore = 60 ; // time period for defending zone RULES_secondsAttzoneToScore = 30 ; // time period for attacking zone RULES_medicHealAmount = 0.1 ; // the amount of damage (on a scale of 0--1) that the medic heals you by randomly when in proximity RULES_medicHealRange = 30 ; // range within which medic automatically heals injured players RULES_nearbyMedicDistance = 250 ; // range within which nearby medics are visible on respawn screen RULES_canHealAtArmoury = true; // sets whether you can heal yourself to 100% at the armoury or not RULES_guiBaseDisplayed = false; //Turn GUI BASE display ON/OFF (ie. 1 v 2) DOWNLOADS Armaholic mirror: - Advance And Secure Pack [v6.0] Mediafire mirror: V6 -AAS Arma 3 Pack V6 V5 -AAS Arma 3 Pack V5 V4 -AAS Arma 3 Pack V4 V3 -AAS Arma 3 Pack V3 Changelog: [b][size=5]V6[/size][/b] Added: New intro. A3 style. Added: New Class SAS. Has the ability to HALO,depending on map size it starts at X-ray @ 9000ft-16000ft and you have to use your skill to get into position or the right location. Land in at Sea and the player automatically changes to diving gear. Main focus is STEALTH. HALO feature maybe enabled in parameters (default: Enabled). Changed: Class System have been edited to implement A3 Uniform/Headgear/Goggles/items etc. Changed: Diver class has proper gear now. (diving suit). Removed: Quick diving gear addAction and script removed Changed: VAS updated. Added: New Team Select system. Thanks to Xeno. You may Join AI group. If enable in parameters (default: Enabled). Added/Changed: Group members can now Teleport or Parachute on Squad Leaders. Restrictions: Can not Teleport/Para near Zones, distance changeable via Clan rules, 100m from a squad leader and if there no more seats in a Squad Leader vehicle. If enable in parameters (default: teleport). Removed: Dr Eyeball's Team Status Dialog. It always been my favorite team dialog, but finding it hard to maintain it. Fixed: Undefined variables. Almost all have been ironed out. Changed: UPSMON Edited/Updated. AI can now use Vehicles. Removed: Death Marker. Removed: AUSCOG rules removed. Fixed: textures for vehicles in MP fixed. Added: New Map [AAS_T]KavalaFight "CQB in Altis town of Kavala" Added: Map player markers. Thanks to Aeroson's Dynamic Player Markers . AAS edited: see players with their chosen class on the map. Changed:Capture Flags is now the proper textured pole flags. [size=5]V5[/size] Added: NEW Team Management System to promote team work - Team Status Dialog [Dr Eyeball's old Arma 1 dinosaur edited and ported to A3]*** 1- Initial group Selection at start via Lobby. And you may change to a different group via Team Select at Ammo crates. 2- Team Leader selection 3- Statistical information on team/group Gear/status/rank/Current target/MP Score/Group name etc 4- Recruit/Remove AI with existing AI, ONLY if AI Support Mode and Recruit AI are enabled in Parameters. Disabled once PVP is initiated. [eg. AI Support Mode = Always off]. 5-Recruit/invite or kick Human Players to/from your Group. 6-Spawn on Group leader via ammo crates. You may disable/enable this option at parameters. By parameter default its enabled only on medium-large-huge maps. You may also spawn on a AI Group Leader only if AI Support Mode is enabled. In future updates this will be limited. eg can't not spawn on group leader if enemy are nearby and/or can't not spawn on group leader if in cap zone.*** 7-Vehicle: displays all groups in your occupied vehicle plus spare seats 8- If all group members are killed or leave with no surviving members, your group will disband/removed. Once you have res pawed you would have to choose another team/group to join. Added: [AAS_T]Kamino[v5].Stratis mission Added: Sniper Weapons added to Sniper Class Added: Anti Hacking scripts Added: GBB rule sets via parameters. GBB Rules: - Can Customise Loadout = Disabled - Everyone Can Revive = Enabled - Armoury Use Range = 5m - Class Change Delay = 30secs -Can Heal At Armoury = enabled -Medic Heal Range = 5m -Nearby Medic Distance = 250m -GUI Display: reduced (no "1 v 2" for all maps) Added: Format now Tiny [T] = 3-5 flags Small [s] = 6-8 flags Medium [M] = 9-11 flags Large [L] = 12-13 flags Huge [H] = 14+ flags Changed: GUI Base Display Update now optional via rule set "Thanks Predator for the idea"*** Changed: AI Support Mode now default to On when <= 4 players [COOP maybe]. To the keep the 1-4 player busy while they wait for more players to initiated a full on PVP match. Changed: AI now more challenging. Will enable them to use vehicles if available on a later update maybe????*** Changed: Virtual Ammobox System (VAS) updated to the latest 1.2 version ""Thanks Tonic" Changed: All mission scripts striped down and compressed to increase load times Removed: The old team select removed. Fixed: UPSMON errors from setVehicleInit & processInitCommands and AI support not working. Fixed: Missing Weapon classes [Fully working to Alpha update 0.60] Fixed: Medic Markers now a circled black arrow [b][size=5]V4[/size][/b] Added: Quick wetsuit Gear change {Adds wetsuit,Rebreather,Backpack} at vehicles and ammocrate ONLY on coastal and underwater maps. Added: Vehicle textures Changed: compileFinal script command implemented to all scripts Removed: processInitCommands etc (vehicle spawn script reworked) [b][size=5]V3[/size][/b] Added: Diver class [not the best still work to do :(] "Wetsuits & Rebreather added to Ammocrates access via inventory". Anyone can dive but the diver class is the only one that can shoot [sDAR] underwater and see clearly underwater [d_goggles] unless custom Added: extra vehicles to huge [AAS100_H] maps Added: CQB to define close proximity of bases. Changed: ONLY All Small maps [AAS100_S] has GUI Base Display Update [ie. 1 v 0] REMOVED "Thanks Predator for the idea" Removed: Version and the (total players x) notification at the lower left corner removed. Fixed: GUI Base Display Update fixed ie. showing 1 v 0 not 1 v0 :rolleyes: "Thanks Predator for spotting that" Fixed: Missing Weapon class [Fully working to Alpha update 0.55] Fixed: Medic Markers not found. A3 medic marker used [0_medic marker] [size=5][b]V2[/b][/size] Added: Base Shield. (most missions have this feature) Added: Parameter to disable grass Added: Ammocrate Save and Load custom gear Added: Profile Save & Load Custom gear by [b]Tonic[/b] (some missions have this feature) Added: Artillery spots added on Huge missions Added: Vehicle Textures depending on Side Added: Auto Assign players at lobby. Auto assigned to the side with least players. Added: Virtual Ammobox for custom Gear by [b]Tonic[/b] (depending on rules selected) Changed: Spawn Selector Dialog (dialog out of screen) Changed: Disable size adjustment of map zoom level. Fixed: Heal Thy Self Enabled (depending on rules selected) Fixed: Font error messages Fixed: Player markers Fixed: Debriefing Fixed: Onload Picture incorrect dimensions Templates AAS100]V6Templates Edited September 30, 2013 by Karmichael Templates now available 1 Share this post Link to post Share on other sites
vivadiga 10 Posted April 15, 2013 thxfor porting one of the 2 best pvp missions from arma2 to arma3 i was waiting this since first day when alpha came out^^i already tested this on your server( i guess it was)and worked perfectly cya on battlefield ;) Share this post Link to post Share on other sites
Karmichael 11 Posted April 15, 2013 thxfor porting one of the 2 best pvp missions from arma2 to arma3 i was waiting this since first day when alpha came out^^i already tested this on your server( i guess it was)and worked perfectly cya on battlefield ;) lol Its my favourite one too. Yes its been tested on the AusArma Server @ Version 1, then I iron out a couple of things and it works perfectly now on Version 2. Even on AI enabled mode. coop was challenging. Share this post Link to post Share on other sites
Predator.v2 10 Posted April 16, 2013 Very nice mission! We played it a lot on the 14., definitely have to spread the word about aas! I prefer the default rules. No custom kits, so people focus on fighting, than on building superiour equipments. Some feedback: -The screen on the upper right corner displays "1 v0". Maybe you could change that to "1 v 0"? -You shouldn't be able to see hostile dead player markers on the map imo. -Medics don't have a white player marker on the minimap. -Maybe you could introduce a option to hide the "1 v0" at the cap status screen. Maybe as a parameter, it provides too many information about enemy and friendly movement. Instead i'd suggest a large cap bar and maybe a visual indicator, if you or the enemy is capping at the moment. -I think you can delete the version and the (total players x) notification at the lower left corner. Especially as most players should be able to add the x amount of west players and the y amount of east players in the head. ;) Very nice mission, keep the great work up! Share this post Link to post Share on other sites
Karmichael 11 Posted April 19, 2013 Very nice mission!We played it a lot on the 14., definitely have to spread the word about aas! I prefer the default rules. No custom kits, so people focus on fighting, than on building superiour equipments. Some feedback: -The screen on the upper right corner displays "1 v0". Maybe you could change that to "1 v 0"? -You shouldn't be able to see hostile dead player markers on the map imo. -Medics don't have a white player marker on the minimap. -Maybe you could introduce a option to hide the "1 v0" at the cap status screen. Maybe as a parameter, it provides too many information about enemy and friendly movement. Instead i'd suggest a large cap bar and maybe a visual indicator, if you or the enemy is capping at the moment. -I think you can delete the version and the (total players x) notification at the lower left corner. Especially as most players should be able to add the x amount of west players and the y amount of east players in the head. ;) Very nice mission, keep the great work up! thankx for the feedback. i'll look into it today. And also release an update. lol 1 v2 never saw that. i'll fiddle with the idc script and shouldl fix that. Share this post Link to post Share on other sites
Predator.v2 10 Posted April 19, 2013 Update 0.54 broke most of the "default" kits, but i suppose you already know that. And could you add some more missions with a "medium" layout? Like minimum 5 and maximum 7 flags and a bit closer "bunched" up (100-300m distance between cap zones). For example a "route" from Kill farm to Camp Rogain, an airport only version, girna and/or airstation mike? About the large/huge layouts. i think the cap zones are too far away, unless you move solely by littlebird. I'd suggest to create small "camps" at every 2. to 4. flag and let some unarmed ifrits/hunters spawn. That way, the furthest flag (or base) wouldn't always be the most attractive spawn, but some guys would eventually also spawn one, two cap zones behind the front lines to get access to fast ground transportation. Share this post Link to post Share on other sites
Karmichael 11 Posted April 21, 2013 (edited) New Update V3 http://www.mediafire.com/?ur4s7c9vcz2pw81 6 New Missions Added: 12 missions in total:yay: -[AAS100_H] Island Of Stratis [v3] -[AAS100_L] AirBase to Marina[v3] -[AAS100_L] Over The Mountains [v3] -[AAS100_L] LittleBird Insertion [v3] -[AAS100_S] Coastal Fight [v3] -[AAS100_S] In The Woods [v3] new: -[AAS100_S] CQB AirBase [v3] "Request by Predator" -[AAS100_S] CQB Marina Bay [v3] "Diving map" -[AAS100_S] CQB Camp Maxwell [v3] "Request by Predator " -[AAS100_L] Separate Paths [v3] "Split base map" -[AAS100_S] This is Sparta [v3] "Sea to land map" -[AAS100_S] Kill Farm To Camp Rogain [v3] "Request by Predator" Added: Diver class [not the best still work to do :(] "Wetsuits & Rebreather added to Ammocrates access via inventory". Anyone can dive but the diver class is the only one that can shoot [sDAR] underwater and see clearly underwater [d_goggles] unless custom Added: extra vehicles to huge [AAS100_H] maps Added: CQB to define close proximity of bases. Changed: ONLY All Small maps [AAS100_S] has GUI Base Display Update [ie. 1 v 0] REMOVED "Thanks Predator for the idea" Removed: Version and the (total players x) notification at the lower left corner removed. Fixed: GUI Base Display Update fixed ie. showing 1 v 0 not 1 v0 :rolleyes: "Thanks Predator for spotting that" Fixed: Missing Weapon class [Fully working to Alpha update 0.55] Fixed: Medic Markers not found. A3 medic marker used [0_medic marker] [AAS100_S]CQB Marina Bay Edited April 28, 2013 by Karmichael Share this post Link to post Share on other sites
Predator.v2 10 Posted April 21, 2013 Nice release! Looking forward to play aas this evening, feel free to join us on the "german ballerbude public servers" michael. I will try to play this mission as often as possible, when we choose pvp over coop for the evenings entertainment. :-) Share this post Link to post Share on other sites
Karmichael 11 Posted April 28, 2013 (edited) Update V4: http://www.mediafire.com/?ur4s7c9vcz2pw81 Added: Quick wetsuit Gear change {Adds wetsuit,Rebreather,Backpack} at vehicles and ammocrate ONLY on coastal and underwater maps. Added: Vehicle textures Changed: compileFinal script command implemented to all scripts Removed: processInitCommands etc (vehicle spawn script reworked) Edited April 29, 2013 by Karmichael Share this post Link to post Share on other sites
Predator.v2 10 Posted May 3, 2013 We have played your mission for multiple days now and i have some more feedback and a small request (if possible). 1. I think the mission name should be changed to something more "simple". It is still essential to get more player "recognize" this mission on the server browser. I have thought about: [AAS100_S] CQB Camp Maxwell [v3] => [AAS] "Camp Maxwell" (S) [v3] 2. Thanks for all the (S) maps (3 attackable flags), could you provide additional (M) medium layouts with 5-6 attackable flags for "In The Woods", "CQB AirBase", "CQB Camp Maxwell" and "Kill Farm To Camp Rogain" (with kill farm and rogain included as last attackable flags on each side)? Girna with very small flags (5m radius to cover only one house) would also be appreciated in (S) and (M) layout! Three flag layouts alone play a little bit too fast. 3. [AAS100_S] CQB AirBase "Ground Infantry AAS leads to massive camping on the eastern hill and firing down the main road (between alpha and charlie). Maybe you could place some more obstacles on the road to block the sight from alpha to charlie flag? And use the northern port area for the fourth flag, move the first blufor flag a bit more to the south and place some buildings near the hangars between the blufors first flag and the airport tower as the blufors second flag (for medium layout). 4. Medic map marker is still a bit confusing. Could you select something with an arrow, so you can easily tell, in which direction you are facing (for example the same marker "Blitzkrieg" is using for the officer? The circle with a small arrow)? I'd also recommend to introduce a "drag player" option for fallen teammates and give a parameter (maybe in ruleset) for amount of "% health after revive". So medics or other players can drag fallen teammates into cover, revive them and then they should still wait to be fully healed, before they throw themselves in battle again. 5. A lot of selectable weapon configurations (ctrl+D) don't do anything or are misscalled? Or could you explain the difference between "ACO" and "ACOg" like configurations? 6. Is it possible to put all players with the same selected team (ctrl+K) in the same squad? (just an idea/question, nothing too important) 7. Could you add the "Changed: ONLY All Small maps [AAS100_S] has GUI Base Display Update [ie. 1 v 0] REMOVED" option as a parameter for all maps (maybe in ruleset)? About my small request. Could you add another "GBB Rules" ruleset? We are playing this mission a lot, as i think it is one of the pvp mission with the best potentials. We'd love to adapt it a bit more for our "needs/wishes" and that way to wouldn't have to edit the mission. GBB Rules: - Can Customise Loadout = Disabled - Everyone Can Revive = Enabled - Armoury Use Range = 5m - Class Change Delay = 30secs -Can Heal At Armoury = enabled -Medic Heal Range = 5m -Nearby Medic Distance = 250m -Revived with = 25% health -GUI Display: reduced (no "1 v 2" for all maps) I hope i haven't asked/wrote for too much. ;) I really love this mission and i'd like to see it to prosper! Great work Karmichael! Share this post Link to post Share on other sites
Karmichael 11 Posted May 6, 2013 No worries bud:) I'll get into Share this post Link to post Share on other sites
Moshe 10 Posted May 9, 2013 Very exciting to see AAS ported over. I plan to start making AAS maps again asap :) Share this post Link to post Share on other sites
Predator.v2 10 Posted May 22, 2013 Any news on an update? Or have you ceased development for aas? Share this post Link to post Share on other sites
Karmichael 11 Posted May 28, 2013 Any news on an update? Or have you ceased development for aas? Sorry mate, i been away on a thailand holiday. but i should have free time this week to push out a update. i will ceased making more maps after update V5. (15 maps max.) Instead i will release templates ranging from tiny-small-medium-large-huge maps so clans can make their own maps. but also the 15 map samples. Share this post Link to post Share on other sites
Chip0_ITA 10 Posted May 29, 2013 nice to ear that we, as BIA of Italy, love playing your AAS mode (blitz too) and we are looking for making our own maps with your new update! Share this post Link to post Share on other sites
Karmichael 11 Posted June 8, 2013 (edited) AAS ALPHA V5 Download: AAS ALPHA Version 5 Pack ChangeLog: Added: NEW Team Management System to promote team work - Team Status Dialog [Dr Eyeball's old Arma 1 dinosaur edited and ported to A3] 1- Initial group Selection at start via Lobby. And you may change to a different group via Team Select at Ammo crates. 2- Team Leader selection 3- Statistical information on team/group Gear/status/rank/Current target/MP Score/Group name etc 4- Recruit/Remove AI with existing AI, ONLY if AI Support Mode and Recruit AI are enabled in Parameters. Disabled once PVP is initiated. [eg. AI Support Mode = Always off]. 5-Recruit/invite or kick Human Players to/from your Group. 6-Spawn on Group leader via ammo crates. You may disable/enable this option at parameters. By parameter default its enabled only on medium-large-huge maps. You may also spawn on a AI Group Leader only if AI Support Mode is enabled. In future updates this will be limited. eg can't not spawn on group leader if enemy are nearby and/or can't not spawn on group leader if in cap zone. 7-Vehicle: displays all groups in your occupied vehicle plus spare seats Added: [AAS_T]Kamino[v5].Stratis mission Added: Sniper Weapons added to Sniper Class Added: Anti Hacking scripts Added: GBB rule sets via parameters. GBB Rules: - Can Customise Loadout = Disabled - Everyone Can Revive = Enabled - Armoury Use Range = 5m - Class Change Delay = 30secs -Can Heal At Armoury = enabled -Medic Heal Range = 5m -Nearby Medic Distance = 250m -Revived with = 25% health -GUI Display: reduced (no "1 v 2" for all maps) Added: Format now Tiny [T] = 3-5 flags Small = 6-8 flags Medium [M] = 9-11 flags Large [L] = 12-13 flags Huge [H] = 14+ flags Changed: GUI Base Display Update now optional via rule set "Thanks Predator for the idea" Changed: AI Support Mode now default to On when <= 4 players [COOP maybe]. To the keep the 1-4 player busy while they wait for more players to initiated a full on PVP match. Changed: AI now more challenging. Will enable them to use vehicles :confused:if available on a later update maybe???? Changed: Virtual Ammobox System (VAS) updated to the latest 1.2 version ""Thanks Tonic":cool: Changed: All mission scripts striped down and compressed to increase load times Removed: The old team select removed. Fixed: UPSMON errors from setVehicleInit & processInitCommands and AI support not working. Fixed: Missing Weapon classes [Fully working to Alpha update 0.60] Fixed: Medic Markers now a circled black arrow ---------- Post added at 06:15 PM ---------- Previous post was at 06:13 PM ---------- Templates will be out in a few days:D Edited June 8, 2013 by Karmichael wrong link Share this post Link to post Share on other sites
Predator.v2 10 Posted June 8, 2013 Intersting, will try it out later. I really hope, there are still some pvp players out there, i have only seen sporadic pvp servers with around 5 guys on them and DM or BK running. If anyone is interested to test this mission this evening (around 20:00 GMT), join our "GBB" teamspeak (check my sig for the ip) and/or simply look for a server called "German Ballerbude PVP Server - AAS". Karmichael, you are invited, too! Share this post Link to post Share on other sites
Karmichael 11 Posted June 8, 2013 (edited) Intersting, will try it out later.I really hope, there are still some pvp players out there, i have only seen sporadic pvp servers with around 5 guys on them and DM or BK running. If anyone is interested to test this mission this evening (around 20:00 GMT), join our "GBB" teamspeak (check my sig for the ip) and/or simply look for a server called "German Ballerbude PVP Server - AAS". Karmichael, you are invited, too! Will try and get up 6am lol :D Let me know how it goes:cool: I have accidentally put up the wrong link :rolleyes: its all fixed now. AAS ALPHA Version 5 Pack The old link have been removed and replace with a new one;) Edited June 8, 2013 by Karmichael Share this post Link to post Share on other sites
soldat_ryan 10 Posted June 11, 2013 Hi Karmichael There is a way to enable "Save gear profile" in virtualbox ? I m using [AAS_H]IslandOfStratis[v5].Stratis and when i try to save my loadout it say it is not possible in this mission. BR. Share this post Link to post Share on other sites
Karmichael 11 Posted June 12, 2013 Hi KarmichaelThere is a way to enable "Save gear profile" in virtualbox ? I m using [AAS_H]IslandOfStratis[v5].Stratis and when i try to save my loadout it say it is not possible in this mission. BR. Save and Load gear to/from profile in virtualbox [VAS] has been disable for all the missions, didn't get around to it. Anyway it be fixed in Version 6. In a week??? But here is a revision [r1] just for you.:) Download: [AAS_H]IslandOfStratis[v5r1] You can now enable or disable Save/Load gear to/from profile in virtualbox [VAS] via Parameters before mission start. By default its set to disabled. Share this post Link to post Share on other sites
soldat_ryan 10 Posted June 12, 2013 Awesome !! TYVM ! :) Share this post Link to post Share on other sites
ck-claw 1 Posted June 13, 2013 Loving this, thanks! Very handy with the AI enabled,can play away if no ppl join the server :) Share this post Link to post Share on other sites
Predator.v2 10 Posted July 7, 2013 Any plans for a beta compatible version? Share this post Link to post Share on other sites
The Firestarter 10 Posted August 10, 2013 Is this still in development? Share this post Link to post Share on other sites
Karmichael 11 Posted September 1, 2013 my time is abit limited so bare with me :).... I got time this weekend, I just checked Version 5 on the rpt file and i discovered errors from the surface to the moon :confused:. I will do as much as I can. It should done in a day or two (3/9/13). :bounce3: Share this post Link to post Share on other sites