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Rarek

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Posts posted by Rarek

  1. Well, it's official. The future of gaming is absolutely incredible. Here's a 32-year-old developer from Australia that's put together a short demo on how the Oculus Rift together with the Razer Hydra can create, what I believe, to be the most fantastic-looking gaming experience ever. Let's watch.

     

     

    There are articles about this everywhere, but the one I read is here.

  2. I know fergie had the same experience as me, but Bioshock was fantastic for its time and was really refreshing, but Bioshock 2 was a bit of a let-down; it seems they wanted to carry on the success they had with the original but didn't have another equally-fantastic idea to run with.

     

    Bioshock Infinite, though. Damn, son. That's how you make a game.

  3. This is one of those features that's great if used by the right person in the right circumstances. Unfortunately, as pach mentioned, I can mainly envisage it being used by administrators to "reserve" vehicles. It might be an option to add into I&A 3 in general so that other communities can utilise the functionality if they wish, but I'm not too convinced that it would be a good idea on Ahoy World servers.

  4. Which program are you using for your scripting? The one on the left screen?

     

    Aye, everything on the left-hand monitor is me coding stuff. I use Sublime Text 2 along with the BITools 2.5 FSM Editor Personal Edition to create most of the stuff in I&A 3. 

     

    Sublime Text 2 is freakin' beautiful though. Really. :P

  5. I have neglected to update this topic for a while, but rest assured that I'm still hard at work on I&A 3 (I be working on it every night after work and have at least one full day every weekend). 

     

    During the creation there have been a few minor changes, but the mission remains wholly as planned and, as mentioned previously, many of the core features are already finished. So what's taking so long, eh?

     

    The idea of Invade & Annex 3 is to provide not only players with a dynamic, continuous mission, but to also provide developers with ways of easily expanding game-play without having to trudge through thousands of lines of code to see how to do it. This means, essentially, creating an easy-to-use API that both I and other developers can utilise to create fantastic, dynamic content that slots into the game with ease. This is actually how a lot of game development works in more complicated, open-world games; "tools" are created first which allow developers to churn out content faster and in a more user-friendly fashion that they would otherwise be able to and actual content is created in the later stages.

     

    So what I'm currently working on is exactly that: an API. Tactical Missions (previously called Side Missions), for example, now have the ability to create their own mission entirely independent of Invade & Annex that will slot into the system quickly and easily. Creators of these Tactical Missions can provide their own sounds, hints, notifications, markers -- anything they want -- all independent of the core I&A files so missions can be slotted in and out like addons for the mission itself. 

     

    This will apply to every single aspect of the game and the plan is for this API to be created first, allowing me and other developers to fork out countless pieces of dynamic content into the game without disrupting other elements.

     


     

    I probably should've put this at the top, but here goes. Alpha testing is expected to start shortly, ideally within the next couple of weeks. Actual content included in the game will be relatively low (about the same as I&A 2 at the moment), but the depth of these pieces of content is extremely high (see attachment below for a still-not-finished example of one of the Tactical Missions planned; each one of those boxes contains a good few lines of code, adding up to ~1,000 lines all-in-all). The idea is to get every piece of functionality down and then, with the help of this beautifully-crafted API, be able to churn out huge, deep, dynamic pieces of content almost daily.

     

    I am already behind on the schedule I had planned, but I would much rather spend extra time getting the functionality prepared and ready than rush out a half-done job. I'm in a rare situation, unlike many triple-A games, where I have freedom from deadlines and time to focus on quality and expandability; I intend to to make the most of that time.

     

    post-1-0-71224500-1375093368_thumb.png

  6. As a few people have already mentioned, the issue is the "spawn protection". We use objects called ProtectionZones in I&A 3 that are invisible force-fields stopping bullets going in or out of spawn.

     

    Their functionality is intended for bullets, though it would appear that in the latest patch BIS have either changed that long-running tradition or broken it. Either way, the best way to resolve the issue for now is to turn off the Enhanced Spawn Protection in the parameters of the mission.

  7. Hello all!

     

    To let you all know, the Ahoy World servers are currently being DDoS'd.

     

    Core Staff are working hard to resolve the issue and we thank you in advance for your patience. We'll let you know as soon as there are any changes.

     

    Servers are now back up! Game on, everyone!

  8. Well the game's looking for a title variable within your class and not finding it, so it's spurting out that error.

     

    Your CfgRadio definition checks out against the wiki, but the information there has most probably not been updated for ArmA 3. Your best bet is to check the syntax (and, more importantly, variable names) against existing CfgRadio classes. Open the Config Viewer in the editor and navigate to CfgRadio and check some of the defaults. It's most probably the case that they've changed the variable names from name to title or something similar.

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