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Rarek

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  1. Like
    Rarek got a reaction from Wraith420 in RIP Oderus. Gone, but never forgotten.   
    Rest in peace. My heart goes out to family and the community. <3
  2. Like
    Rarek got a reaction from Xwatt in RIP Oderus. Gone, but never forgotten.   
    Rest in peace. My heart goes out to family and the community. <3
  3. Like
    Rarek got a reaction from PiranhA in RIP Oderus. Gone, but never forgotten.   
    Rest in peace. My heart goes out to family and the community. <3
  4. Like
    Rarek got a reaction from Minipily in RIP Oderus. Gone, but never forgotten.   
    Rest in peace. My heart goes out to family and the community. <3
  5. Like
    Rarek got a reaction from Fabs in RIP Oderus. Gone, but never forgotten.   
    Rest in peace. My heart goes out to family and the community. <3
  6. Like
    Rarek got a reaction from GhostDragon in RIP Oderus. Gone, but never forgotten.   
    Rest in peace. My heart goes out to family and the community. <3
  7. Like
    Rarek reacted to razgriz33 in How did you guys find out about AhoyWorld?   
    I found AhoyWorld through word of mouth. Me and Fergie often played arma2 together and met a player called taxi. This taxi chap then disappears for a while and fergie tells me he's found him, he's running a community called AhoyWorld under the name rarek. Then I joined, worked my way up to core staff and eventually was given ownership of the place looking forward to hearing everybody's stories
  8. Like
    Rarek got a reaction from Beck in How do i edit the mission?   
    Thanks for checking.
     
    So long as you keep the credit to Ahoy World in the mission, you're free to open and edit the mission as much as you like.
  9. Like
    Rarek got a reaction from tombguy5 in Java: Bubble Sort Algorithm   
    Woohoo! I was right! *dances on the tables*
  10. Like
    Rarek got a reaction from Hoax in PayDay 2 and the Skill Tree   
    Hello there.
     
    After fiddling around for a while, I've come to a conclusion as to what my skill tree will look like when I'm the ripe old level of 100.
     
    http://goo.gl/D7Nzal
     
    The main good bits are as follows...
    Stealthy build that can also pack a punch when things don't go too well Has doctor bag / ammo bag / C4 / ECM jammer that can open doors Can throw bags nice and far Can bag-up enemies Noise reduction when killing enemies 2 ECM jammers that can open doors Can silently crack safes 60% armour bonus Increased zoom and accuracy with rifles 6 trip mines / C4 charges A silent drill Has 6 cable ties Can answer 4 pagers Asset cost reduced by 50% Crew stamina increased by 65% Crew armour recovery time decreased by 10% 10% more health 10% more threat Doctor bag interaction speed increased by 20% Shout distance increased by 25% Weapon crafting cost decreased by 19% Headshot damage increased by 25% 40% increased chance to dodge Weapons have 15% chance to pierce armour So there's my do-it-sneaky / blow-shit-up approach. Wondering what everyone else is going for?
  11. Like
    Rarek reacted to wok in Non-random AOs   
    Not sure what code are you using but in the I&A code you will find this on init.sqf file:
    currentAO = _targets call BIS_fnc_selectRandom; I am not 100% sure but I think the I&A mission code remove the AO from the _targets array after it's completed so you could just use:
    currentAO = _targets select 0; So it will always select the first target from the array. once completed the target will be removed from the array, making what was the second element now the first one. So the targets get selected in order, not sure what happens once all the targets are completed, I guess they reset and the array gets filled with all the targets again.
  12. Like
    Rarek got a reaction from MATR1X in AW Invade & Annex 2 Changelog and Download   
    Updated to 2.75. Added quite a few nice little additional features. Spectator script, load-outs and boats (both BLUFOR and OPFOR) will be coming in 2.8.
  13. Like
    Rarek got a reaction from edward in [Scripting Help] Restrictions to vehicles.   
    if (_pos == "driver" || _pos == "gunner") then { /* awesomeness here */ };
  14. Like
    Rarek got a reaction from kamaradski in The Future is Insanely Immersive   
    Such fantastic images in my mind of you gloriously firing imaginary weaponry, saving lives, bailing out of choppers and running from gunfire, while everything in real life around you is smashed, broken and, oddly, on fire.
     
    Also, this shit just gets better. Head to 1:43 for an example of how scary this shit is with the Rift.
     

  15. Like
    Rarek got a reaction from zissou in [Website suggestion] About Us Section   
    We did have one of these on the original site. A similar idea was planned that would show all current Core Staff and Administrators along with a brief piece of info about the place.
     
    This will definitely happen when I have time. Other than that, thanks for subscribing, zissou.
  16. Like
    Rarek got a reaction from DemolitionsTech in I&A 3 Alpha Testing Coming Soon   
    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.
     

  17. Like
    Rarek got a reaction from fergie in Bioshock Infinite DLC (Bioshock 1 Prequel)   
    So you're aware, the original Bioshock is also in Bioshock Infinite without the DLC.
  18. Like
    Rarek got a reaction from kamaradski in I&A 3 Alpha Testing Coming Soon   
    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.
     

  19. Like
    Rarek got a reaction from Mach2k5 in I&A 3 Alpha Testing Coming Soon   
    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.
     

  20. Like
    Rarek got a reaction from AppleSapje in I&A 3 Alpha Testing Coming Soon   
    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.
     

  21. Like
    Rarek got a reaction from Brother 52 in I&A 3 Alpha Testing Coming Soon   
    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.
     

  22. Like
    Rarek got a reaction from iLLGT3 in I&A 3 Alpha Testing Coming Soon   
    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.
     

  23. Like
    Rarek got a reaction from Brooksie10 in I&A 3 Alpha Testing Coming Soon   
    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.
     

  24. Like
    Rarek got a reaction from David in I&A 3 Alpha Testing Coming Soon   
    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.
     

  25. Like
    Rarek got a reaction from zissou in Ahoy World Servers Back Up!   
    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!
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