Wasteland ARMA II Mos : Server Details

I'm just butchering stuff from other mission files into ours if I am honest! I have learnt a bit though.

I should be on soon. Been running some basic life support courses during the day and in the evenings I have been playing Planetside 2. Soon though!

New version will be out soon!
 
A few improvements I can think of:

-Remove as many thermal weapons from the spawn list as possible, the script is great but it eats into the spawns for weapons that can be used by players.
-Remove dead bodies after 10/15 mins
-Reintroduce the punish button for team killing
-Friendly Tags still not 100% accurate which is causing hostility and frustration when a team mate takes you out.
-Add AA rounds for the RPG that cost more $$
 
I'm just butchering stuff from other mission files into ours if I am honest! I have learnt a bit though.

I should be on soon. Been running some basic life support courses during the day and in the evenings I have been playing Planetside 2. Soon though!

New version will be out soon!

char name, server and faction. want to kill you a couple of times :p

mine is DrVolki, Woodman, TR ;)
 
A few improvements I can think of:

-Remove as many thermal weapons from the spawn list as possible, the script is great but it eats into the spawns for weapons that can be used by players.
-Remove dead bodies after 10/15 mins
-Reintroduce the punish button for team killing
-Friendly Tags still not 100% accurate which is causing hostility and frustration when a team mate takes you out.
-Add AA rounds for the RPG that cost more $$

Removing single thermal weapons from cars is a massive pain. I can however remove them from weapon caches. Possibly.

Removing bodies I am looking into. Same for the punishing.

I have done a lot of testing with the 404 guys trying to find out this. "It's not roll related (as we first thought. It's to do with the script execution or just arma being ****, we jumped between the same rolls and managed to break it once or twise then do the same break again but find it worked.
The only thing we can think of is someone ungracefully disconnects from the game then they wont gain a tag on rejoining but it sometimes happens to people on the first connection".

Looks like we might have to try finding another way of dealing with tags.

There are no AA rounds for the RPG.

Do people actually work together in this mod to complete the missions ect. Or does it just turn into a kill everything on site?

Most of the time people work together. OpFor are normally the guys you want to go with as BluFor is the default team that all the DayZ players join as they don't know how to change teams.
 
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It will be one of these.
R_PG7V_AT
R_PG7VL_AT
R_PG7VR_AT
R_OG7_AT

All anti tank for the RPG.

Is there a need for more AA?
 
It will be one of these.
R_PG7V_AT
R_PG7VL_AT
R_PG7VR_AT
R_OG7_AT

All anti tank for the RPG.

Is there a need for more AA?

Should be fine then. I could only see the standard rounds being purchasable, which seemed pretty weak whenever I have used them, unless on civy vehicles.
 
Well RPGs aren't all that powerful anyway. My jackal in Afghan took 2 before the buggers resorted to shooting the tires out!
 
Ok guys

From the 5 oclick restart I shall be adding

requiredsecureID=1 to the server.cfg

What this does is, send your player ID to a server that is run by BIS, this is then stored there and is verified every time you join any other server with it running as well!

They have already caught a good few duplicate IDs out there, so hopefully will help weed out a few more unscrupulous beings! :)

If you want to read the blog about it here you go..

http://www.bistudio.com/english/company/developers-blog

Will also update to beta 99700..

Cheers
 
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The way the engine renders the trees. As it's such a large map, you can see right into a woodline and it looks like there are no trees at all. The players in the trees will obviously think they are nice and camouflaged but for people looking at them from distance will just see players and no trees.

That's why it doesn't even work that well for DayZ.
 
The way the engine renders the trees. As it's such a large map, you can see right into a woodline and it looks like there are no trees at all. The players in the trees will obviously think they are nice and camouflaged but for people looking at them from distance will just see players and no trees.

That's why it doesn't even work that well for DayZ.

Ah, yes that would be bad. Still, I'd like some variety other than Chernarus
 
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