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Haych

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  1. Haych liked a post in a topic by they took the name eazy in CHINA NUMBA 2c   
    this is actually alot better than anything released lately.
  2. Haych liked a post in a topic by goyney in Why not move to a different game.   
    my man said minecraft
  3. Haych liked a post in a topic by Azeh in Change Log - End of August   
    As always, please report any bugs you come across.
    Update will come into effect once the servers restart.
    Added:
    Added Uranium mining and enriching. Check out http://gaming-asylumwiki.com/wiki/Uranium for in depth information. Re-added rebel air drops. Re-added turfs and benefits. Re-added crafting. Re-added spikestrips. Re-added oil gathering (need have a pickaxe and be within 15m of a fuel truck for the action to show). Changed/Tweaked:
    Allowed players with max houses to price check houses. Reset vehicle despawn timer when setting up a fuel truck's oil drill and/or when starting to drill. Added a single notification for purchased items from the weapon shop (instead of spamming the chat). Syncing within the area of a cartel will sync you at a random position outside the cartel. Abuse will be punished. Allowed cops to pull out helicopters at civilian air shops. Fixed:
    Fixed being able to store gold bars in helicopters. Fixed exploit with medical marijuana. Fixed endless elevated security at Federal Reserve. Fixed jailtime not syncing. Fixed certain vehicles not being able to be pulled from Shed garages. Fixed scopes not being able to be bought for the Promet and AK-12. Fixed an instance where a restrained player could not be interacted with after being escorted. Fixed mining to give the correct amount. Fixed APD lethals not being toggle-able without a primary weapon. Fixed persistent vehicles not clearing vehicle ammo on server restart. Fixed revive animation making you stand up for other people. Fixed color of arrested players not being grey on the wanted list. Fixed dropping items while in a boat. Fixed the ability for multiple people to revive one person. Fixed the ability to use misc controls while dead. Fixed item pick-up exploit. Fixed gang house remaining as gang house after disbanding a gang.
  4. Haych liked a post in a topic by babooshka in @clintbeastwood @jesse @whoevercares   
    Its all pretty cringe if you think about it, you’re either LARPing as a rebel/cop or as mommy’s little freedom fighter in a milsim server - the reddit retards will be retards
  5. Haych liked a post in a topic by [§] Alex in slow lil peep type beat   
    the same 4 bar guitar loop the entire song with no progression.zzzzz
    high hat seem out of sync from the bpm. which I'm thinking it's the guitar loop that is out of sync and it is throwing off the rhythm.
    the last 2 808's of the kick loop just feel a bit out of place with the rest of the grove of the drums.
     
    +edit listened to it again and at like 2:20 the guitar loop like cuts out and which makes me think I was right about the guitar loop is totally not sync'd or stretched right.
  6. Haych liked a post in a topic by Azeh in V2 feedback   
    Bugs and rulebreakers aside, what are some things you dislike about V2? What can be improved?
    If you could pick one missing feature that should be added ASAP, what would it be?
  7. Haych liked a post in a topic by Azeh in What is unused / not needed?   
    This imo was fine when it gave you rubber. The oil platform is also a shit location. Thoughts?
  8. Haych liked a post in a topic by Gen. Henry Arnold in What is unused / not needed?   
    Also how many countless times was the evidence lockup requested and how many years has it been ignored? If you have suggestions on how to tweak it I’m open to ideas. Pretty much every concern has been taken into account and tweaked.
  9. Haych liked a post in a topic by Rodrigo in What is unused / not needed?   
    Lumber Mills, Weed Dispensary, Turtles ( as they are not really working, hotfix perhaps? ), Taxi request, Handyman and inspirational talents, Tax System (rework), Hunting grounds?, Lottery rework, some to begin with. Might edit it some stuff @Jesse
    That will ruin the whole point of arms. Tax everyone besides people inside the gang owning it.
  10. Haych liked a post in a topic by Jesse in V2 Gang Ranks   
    Thoughts?

    Provided by @RoguePilot

     
    UPDATED:

  11. Steve liked a post in a topic by Haych in V2 - Follow up 7/1/19   
    thanks for all the transparency 
  12. Haych liked a post in a topic by Clint Beastwood in Community Goals   
    This will make sense in time, we have plans for changes, recurring donation etc.  These things will help with community level things as soon as that page is revamped.
  13. Haych liked a post in a topic by Tiger in Prime [Little bit open]   
    Requirement don't be a retard     Application Format In-game name:
    Age:
    Hours on Arma 3 (Screenshot required):
    Previous gangs:
    Why would you like to join Prime:
    How active will you be? (Ex: 5-6 Days a week):
     
    A lot of effort was made here
     
    Roster
    Active members:
    tiger, Jay, Oskarr, RobiN, Corgi, Luker, Mur, Fudger
    Ludde, Chrome, dog, Derek,thor, Nomadox, CRH, Roice, RoguePilot, Proud
  14. Haych liked a post in a topic by Jesse in New Bug/Exploit Reporting Method   
    Afternoon,

    We've changed the way you can report bugs. You can now report bugs via the support ticket system by selecting the "Bug & Exploit Report" as the department and filling out the appropriate information. All of our primary developers have access to the submitted tickets and will work as they can to resolve the issues.

    Thanks!
  15. Haych liked a post in a topic by Mitch (IFRIT) in New Developers!   
    Hello all,
    I'd like to welcome @Pizza Man and @Azeh to their new promotion to developer. These fine guys have provided a ton of service to the community. We feel that this promotion is a much needed step in the forward progress with Asylum. This is the beginning of growing our development team.
    I want to note that developers do not carry the responsibility of admin duties. Please continue to utilize the admins for your needs within Asylum. These guys have their focus on bringing you great content!
    Congratulations men!
    Asylum
  16. Haych liked a post in a topic by Jesse in AsyV2 Progress - May 1st   
    Afternoon all,

    I was conversing with Clint & Bada last night on how progress is coming on our reworked mission file and they asked me to share the progress with you guys.
    First, a little update on my life as of now... As I mentioned on a post a few weeks ago, my mother was injured.. We just found out last week when I took her for her checkup that the new Xray they took actually shows her left wrist is broken and not sprained as originally thought. Her right arm is obviously still broken but healing well. She doesn't require as much help as she did in the start of it all, so I've had more time to focus back on my stuff. Work is still forcing overtime and I recently got in to a relationship that is now taking up a lot of time on top of my normal dog dad duties... Oh.. I'm also doing a 30hr training course for something that I will be volunteering for. This stuff has me quite busy unfortunately and Asylum is unfortunately at the bottom of the list right now. As I was just mentioning to Clint & Bada though, my mother is healing pretty good and requires a TON less help. My dog is finally 7 months old in a few days, which means she's CALMED down A LOTTTTT.
    Now for the Asylum Stuff... @Azeh and I have basically finished up all our new configuration files and have them looking good in regards to expanded capability. The only configs left to do are clothing and I'm not 100% on how I want them configured yet. However, we've made some configs have a lot more detail to them that will allow for way more functionality. I just last night also put in a new vehicle garage/shop menu that that @Pizza Man had made for us to use. The new mission will contain several new menus and be hopefully more polished regarding UI and options and how we present them. Unfortunately, I only took one screenshot to send our owners so I'll provide the others from Pizza when he provided the menu. 
    The housing system, which will eliminate crates and such is basically coded server side for the most part and I just need to work on the time consuming part which is the client code to handle moving items and the UI. However, it's like 50/50 done I'd say.
    We've also managed to make like 6 or 7 different files for item configurations to be moved in to a singular configuration file for virtual items in game. While we're doing all this we're trying to streamline the process and make future additions easier in the future. We could have left all this stuff and been a bit further along probably.. however, spending some extra TLC now will help for speedy additions later on as well as make new developers/contributors have a lot less to learn to get acquainted with how things work here.
    We have also made files that handle NPCs scroll options and such. So you should always have scroll options on NPCs in the same order, same colors, same distance, etc. Missing options at certain NPCs and what not should be a thing of the past... This was a huge undertaking by @Azeh!
    Here's some pictures...








     
  17. Haych liked a post in a topic by Gen. Henry Arnold in Change Log 8.4.0   
    Oh boy a big one
    Change Log 8.4.0

    This patch is to showcase some content that we have been working on, and content that will also appear in our mission rewrite when complete. There is a ton more projects underway that have been requested for a very long time.

    Added:
    Added APD Evidence Lockup. All weapons seized by APD can be stolen back at the Evidence Locker. End game objective where APD defend, Rebels attack. Initially hack electric fence that keeps civilians out. All cops are dispatched to defend armory. After hacking electrical fence, Rebels must attack the APD and secure the location. Rebels then may spawn a HEMTT loaded with the stolen weapons and attempt to flee. Cops can re-enable the electric fence to stop the robbery. Added Rebel Airdrops. Drops around the island after a cartel is captured with randomly generated loot. Comes with own redzone. Added the ability to toggle the bank lighthouse lights on or off. Added fire escape stairs to the bank roof with included cover for Rebels. Added reflective vests to Constable+. Added black carrier light vest to LT+. Re-enabled JSRS and Blastcore mod support. Changed:
    Tweaked "Resilient" talent to respawn player at the nearest hospital to their corpse. Reduced Rebel and BH military Vehicle's price by 10%. Temporary tweaks to Federal Reserve to reduce number of smash and grabs. The algorithm for finding a bounty target has been reworked. Dropping a bounty will now make them a low priority target. Slightly reduced damage done by RPGs to large vehicles. Fixed:
    Group members in a vehicle who are in a gang war with you will no longer be red. Adrenaline shots now work again inside cartel capture zones. LTs may purchase the laser attachment again. Governor income is working again. Removed:
    Disabled function to check cop gear and automatically remove it from certain ranks. APD staff will still enforce this and take appropriate action. Removed voted admin chat spam.  
    Hotfix #1
    Tweaked stopping the Evidence Lockup robbery to require APD to clear inside of rebels. Tweaked balance of Evidence Lockup robbery to make it easier for rebels to succeed. Added a check to prevent placement of checkpoint props inside the Evidence Lockup. Added a APD garage inside the Evidence Lockup, accessible only during elevated security, to allow cops to take rebels and evidence back to HQ. Added a check to prevent the Federal Reserve from being robbed during a Evidence Lockup robbery. Added a car garage at the government building in Pyrgos. Removed Drug Field rotation. All Drug Fields will be in their original locations prior to the system being implemented. Removed 2019 promotional skins unlocking. The rewards will be permanently unlocked to those who took advantage of the promotion. Thanks to those who played! Fixed an exploit where the airdrop could be opened prematurely. Fixed a bug with getting up immediately after being downed. Fixed a bug where the cleanup script would not work. Fixed a bug where buying items would not charge your account. Hotfix #2:
    Added all deer stands back to the Fed. Removed global tracker from evidence lockup HEMTT. Removed ability to slingload evidence lockup HEMTT. Tweaked evidence lockup HEMTT to spawn locked, requiring lock picking Fixed bug where individual wanted listed charges would disappear. Fixed the downing bug again. Hotfix #3:
    Fixed missing mags for MX, Spar 16, and AKM/AK12. Any mag color will now work in the gun. Added descriptions to differentiate Lethal/Downing mags. Added check to prevent joining with the Global Mobilization DLC.
  18. Haych liked a post in a topic by Space in Change Log 8.4.0   
  19. Haych liked a post in a topic by JIMBO in Wiped   
    Wow. Just wow Krypton, you are on a level beyond comprehension, glad you're on my side!
  20. Alexey liked a post in a topic by Haych in Best Chinese Hot Drop   
    Internet cafe was lit that night
  21. Mr. Linux liked a post in a topic by Haych in Community Contest.   
  22. Haych liked a post in a topic by Bikstok in Fix BABS to CABS   
    CABS just doesn't have the same ring to it..
  23. sakha liked a post in a topic by Haych in Asylum Apparel   
    asylum branded wheelchair please
  24. massi liked a post in a topic by Haych in Asylum Apparel   
    asylum branded wheelchair please
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