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MDCCLXXVI

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  1. well done on the mission so far! I can see from the code many hundreds of hours of time & care have gone in so far. played on the server for awhile, very fun maybe AO could shrink in size if there are fewer players on? 2km diameter AO is a lot of area to cover for ~20 player
  2. wow very sad to hear prayers for his family and a moment to stop and reflect on the fragility of life and good health
  3. go into editor and change map marker size there, maybe not in the scripts
  4. this should fix any fog issues, simply insert into init.sqf if (isdedicated) then {true spawn {while {true} do {30 setfog [0,0,0];sleep 600;};};};
  5. hah sorry it was a joke, didnt translate well though. always enjoy reading your rants scar
  6. There is possibility of a convenient middle ground between full stamina system and no stamina system, since a couple updates. player setUnitTrait ['loadCoef',<number>]; For instance: player setUnitTrait ['loadCoef',0]; // will allow the player substantial increase in stamina without it being unlimited Maybe some playing around in the editor with the 'super elite cobra commander main-battle-tank' loadouts people run with, and tweaking the above code, could yield a workable value. Of course, I am with Luetin on this one in that a stamina system facilitates much wider range of gameplay that a mission maker can put together for players, since it is more difficult for one person to disrupt it with their OP gear selection (and most players do choose to maximize their effectiveness using whatever means they can). By the same token, things look different from a server operator point of view, where disgruntled players may take their arsenal loadout to another server instead of adapt to stamina system on yours.
  7. Early on it was intentional to not design a false sense of achievement for the player.
  8. Hey guys, Has anyone used it in busy MP session yet? Reviewed the code and looks fine, just skeptical about how smooth it will appear in MP, due to interacting with remote vehicles/network traffic. Am interested in seeing a clip of the towing in action on busy MP server. Also of course its misuse/abuse has to be factored, re trolling/griefing
  9. Also its a lot of hard work to create stuff which is fun and playable. Even Xeno's Domination sucks in A3 (read the reviews). All the ingredients are there, but its not fun and not really playable. Rarek's brilliancy with I&A was creating something fun and playable and simple with the same ingredients. Both Tonic (Altis Life) and Sa-Matra (Wasteland + KotH) are professional programmers, who are also excellent game designers. The Exile team has at least one professional programmer, and a bunch of other enthusiastic and skillful modders. Same with breaking point and dayz. Quality teams of semi-professionals and experienced modders. Basically, its hard and mostly thankless work, to make something great. It is no surprise to me there are so few popular gamemodes. Another thing to consider is on the Demand side, the above-mentioned teams being the Suppliers. You could create something great, but no one would play it since most A3 players who are left (about 1/4 the number as were around 1 month after launch) have found their comfort zone gamemodes/gametypes, and just arent interested in playing anything else or trying anything new. Theres lots of fun scenarios with 0/40 servers simply because no one wants to join a 0/40 server, regardless of how much better your new gamemode is. There isnt much demand for something new, evidenced by how rarely people join servers hosting unfamiliar scenarios.
  10. The primary issue affecting public server play is that over-encumbrance = forced walk. Once the white bar in your inventory interface is full, you'll be forced walk. Most pubbies carry the kitchen around with them (avg loadout on my server is 37kg), and some weapons like the Navid / MMG command 50% of the inventory capacity on their own. Gone are the days of Navid + Launcher + Carryall + 7 mags of MG ammo + Ghillie + heavy vest rig. And I for one, am glad Unfortunately the proponents of those loadouts may just choose to disconnect instead of adapt.
  11. Already have coded this Unfortunately its not appropriate as a completely scripted system and requires admin supervision. I sometimes run missions on a friendly server like this. Has to be carefully managed, to select an appropriate person, and also an appropriate time when the players on the server are able to mount a rescue. If you capture the player and all the other players are occupied/busy, it is a waste of time. When I run it, I select the player and punch the code into debug console and the mission works fine that way. You have to be sensitive and careful when manipulating the players experience, such as by 'abducting' them. Some players really like that sort of thing, while some really don't.
  12. For what its worth, I like the idea. I just think its difficult to keep 50+ players busy (and not bored) in CO-OP, didn't mean to offend.
  13. Good luck with your 3 FPS goals In reality you have a 100-150 AI performance budget on a good dedicated box before server and client FPS just dies. Cut those numbers by 25% if they are in combat mode.
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