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walker

Valhalla the Berzerk alternative

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Hi all

Seems that Valhalla has been developed as a Berzerk alternative.

But there is no thread for it yet on the official BIS community forums So I thought I should start one up.

You can find out more here:

http://bt.dao.nu/redmine/projects/vh

Kind Regards walker

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Any description of the mission, the concept and goal behind, the design, etc....?

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Valhalla Main features:

here are the Main features:

  • Buy everything from your side what u want
  • transfer Money to Teammates to buy bigger Toy´s
  • Screenmarkers to see who is in your Team
  • GPS in the Corner
  • ability to heal Teammates
  • Brand new Knife feature to Kill your Enemy (trough the actionmenu)
  • Brand new System to throw a grenade inside of a vehicle to kill the people inside
  • ability to lock/unlock your own vehicles and throw out passengers
  • u can make groups
  • New Main Menu to set up Markers/View distance/Marker Distance

Here are Some Images:

hudo.th.jpg

mainfv.th.jpg

spawnzf.th.jpg

menucd.th.jpg

and here 2 feature Videos:

"]ability to throw a grenade inside of an unlocked to to overtake it

Curretly there are following Maps:

  1. c&h_120_Valhalla_Anar.Takistan.pbo
  2. c&h_120_Valhalla_Bor.Chernarus.pbo
  3. c&h_120_Valhalla_Duala.Takistan.pbo
  4. c&h_120_Valhalla_FeruzAbad.Takistan.pbo
  5. c&h_120_Valhalla_Hills2173.Takistan.pbo
  6. c&h_120_Valhalla_Kozlovka.Chernarus.pbo
  7. c&h_120_Valhalla_Mogilevka.Chernarus.pbo
  8. c&h_120_Valhalla_Nagara.Takistan.pbo
  9. c&h_120_Valhalla_Rasman.Takistan.pbo
  10. c&h_120_Valhalla_Rogovo.Chernarus.pbo
  11. c&h_120_Valhalla_Shukurkalay.Takistan.pbo
  12. c&h_120_Valhalla_SiahChub.Takistan.pbo
  13. c&h_120_Valhalla_Sobor.Chernarus.pbo
  14. c&h_120_Valhalla_SouthOF.Takistan.pbo
  15. c&h_120_Valhalla_Staroye.Chernarus.pbo
  16. c&h_120_Valhalla_Vyshnoye.Chernarus.pbo
  17. c&h_120_Valhalla_Zelenogorsk.Chernarus.pbo

News and Changes could be found at:

dao.png

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I played for some days now the "new" concept-and i find the "new" implementations very very nice.

Of course i haven't checked the missions for "balance" issues..but

personally,i would liked it very much IF i had the capability to "save" my loadout

so..no need to choose (the same loadout) again. (IF i have the right amount of money of course..)

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I played for some days now the "new" concept-and i find the "new" implementations very very nice.

Of course i haven't checked the missions for "balance" issues..but

personally,i would liked it very much IF i had the capability to "save" my loadout

so..no need to choose (the same loadout) again. (IF i have the right amount of money of course..)

Hi GiorgyGR,

it is possible to save your Loadout and autosave loadout if u change it.

i attached 2 screenshot´s

savegear.th.jpg

savedh.th.jpg

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Dear god..you are right !..

As you can understand from my post..i haven't explored "properly" the menu's. :o

Awesome work and..thanks for help ;)

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Are you planning to increase the functions of groups?

For example, can there be one commander, who can give orders to each group?

A group leader, that can set way points etc for his group?

And also is it possible so that when you are in a group of 5 for example, you can use in game voip with group setting to just chat to your squad?

I have played this map a lot with friends recently, its really good fun, a lot of potential, with the right work, it could be legendary!

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Are you planning to increase the functions of groups?

For example, can there be one commander, who can give orders to each group?

A group leader, that can set way points etc for his group?

just open a ticket here, u dont need to sign up and request the feature and u can check if its assigned or not.

And also is it possible so that when you are in a group of 5 for example, you can use in game voip with group setting to just chat to your squad?

thats not supported from Game that only a group could use the VOIP,

but feel free to use our Teamspeak³ and create a temporary sub Channel.

I have played this map a lot with friends recently, its really good fun, a lot of potential, with the right work, it could be legendary!

Thx Alot.

Version 0.93 was released today! could be downloaded here: 0.93

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Hey Koch..

It would be trouble for you guys to allow the @JSRS soundmod /or talk

to som1 of server admins? ( i don't even know the guyz there)

There are some of us who want more "atmosphere" and it needs only the "key"

installed on server (and "allow signed addons" -it checks your-server key-list-)

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Hey Koch..

It would be trouble for you guys to allow the @JSRS soundmod /or talk

to som1 of server admins? ( i don't even know the guyz there)

There are some of us who want more "atmosphere" and it needs only the "key"

installed on server (and "allow signed addons" -it checks your-server key-list-)

i am the admin of it, and uploaded the key for JSRS and will be active at next server restart (latest Tomorrow 8:00 German Time)

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Hi again Koch.

I encountered multiple times a "incident" when a enemy vehicle is close (or maybe

IN) his protection zone.

NO!..i m NOT spawn raper-i m talking i.e about "Hills" map where is too "short" map

with 1 objective,and distances from (each) side's base to objective..is really short.

So...

I found that enemy vehicles there are able to hurt me..while my reaction doesn't

counts.

Neither my rockets/neither my cannon (40mm) are able to hurt the enemy-and

i m sure that "experienced" players know about it-and "exploits" this issue.

As you can understand..this is VERY VERY annoying and frustrating-and

it happens more than often.

Any suggestion Koch?..

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Hi again Koch.

I encountered multiple times a "incident" when a enemy vehicle is close (or maybe

IN) his protection zone.

NO!..i m NOT spawn raper-i m talking i.e about "Hills" map where is too "short" map

with 1 objective,and distances from (each) side's base to objective..is really short.

So...

I found that enemy vehicles there are able to hurt me..while my reaction doesn't

counts.

Neither my rockets/neither my cannon (40mm) are able to hurt the enemy-and

i m sure that "experienced" players know about it-and "exploits" this issue.

As you can understand..this is VERY VERY annoying and frustrating-and

it happens more than often.

Any suggestion Koch?..

sometimes i think ppl only put the canon out of the zone, but what i alway´s did i shot in front of it on the ground and the tracer kills the vehicle...

but this does not often happen and we will find a solution for it.

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Incredibly fun PvP mission, it's really popular these days and it deserves it :)

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I tried to extract the mission to see how it works and everything has un-readable script names and variables. Example:

Filename: cxtycyo.sqf

Contents:

	if ((count myjujwiiusko)>0) then	{		_lpjweojkkfer=false;		_vomihwbp=0;		{			if ((typeName _x)!="ARRAY") then			{				_name=format["m%1",_x];				createMarkerLocal [_name,position _x];				_name setMarkerTypeLocal "vehicle";				_name setMarkerColorLocal "ColorGreen";				_name setMarkerSizeLocal [4,4];				myjujwiiusko set [_vomihwbp,[_x,_name]];			}			else			{				_pewmptryhi=_x select 0;				_mdskuhsksbbg=_x select 1;				if (!isNull _pewmptryhi) then				{										_name=getText(configFile >> "CfgVehicles" >> typeOf _pewmptryhi >> "displayName");					if (alive _pewmptryhi) then					{						if (({alive _x} count crew _pewmptryhi)==0) then						{							switch (nyboflstpfac) do							{								case 0:								{									_name="";								};								case 2:								{									_name=format["%1-%2",_name,([(_pewmptryhi getVariable "lastused")-time,false] call vkfuiwibu)];								};								case 3:								{									_name=format["%1(%2)-%3",_name,_pewmptryhi getVariable "owner_name",([(_pewmptryhi getVariable "lastused")-time,false] call vkfuiwibu)];								};							};														_mdskuhsksbbg setMarkerPosLocal position _pewmptryhi;							_mdskuhsksbbg setMarkerTextLocal _name;						}						else						{							_mdskuhsksbbg setMarkerPosLocal [15000,15000];						};					}					else					{						if (nyboflstpfac==0) then {_name=""};						_mdskuhsksbbg setMarkerPosLocal position _pewmptryhi;						_mdskuhsksbbg setMarkerSizeLocal [1.5,1.5];						_mdskuhsksbbg setMarkerTypeLocal "DestroyedVehicle";												_mdskuhsksbbg setMarkerTextLocal format [" %1",_name];					};				}				else				{					deleteMarkerLocal _mdskuhsksbbg;					myjujwiiusko set [_vomihwbp,objNull];					_lpjweojkkfer=true				};			};			_vomihwbp=_vomihwbp+1;		} forEach myjujwiiusko;				if (_lpjweojkkfer) then		{			myjujwiiusko=myjujwiiusko-[objNull];		};			};	

Is there a version I can see that makes sense and has formatted code and not all of it stored on one line?

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This mission is coded like that since Berzerk days (and maybe before, I never took the time to open the Battlefield missions in OFP days).

"Cryptic design" :p

Some people prefer to keep stuff as their own

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This mission is coded like that since Berzerk days (and maybe before, I never took the time to open the Battlefield missions in OFP days).

"Cryptic design" :p

Some people prefer to keep stuff as their own

So that's done on purpose? That must have been harsh to code with all the meaningless variables and no formatting.

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Hey, after inital thoughts I really like the C&H Missions on Kochlöffels server.

But...there was some ppl who thought their task is to drive over other ppl in their team....the only weak point so far in the mission concept...

After two days of "hmm...what the****" i decided to depbo the mission ferurz to build in a mechanism to prevent those attention ****** from shuting down serious game play....BUT...the mission as said before is crypted so I was not sure if it is even wanted to be enhanced to prevent attention .... from taking over....

I have now a mechanism to prevent spawn killing...let me know if you want it or prevent that thing yourself....

Tom Trottel

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The Valhalla 0.98 beta server seems like a great server/mission. (finally bringing the gameplay arma2 should be capable of...)

My main problem is opfor look like friendlies... any thoughts on how to distinguish the two sides? Doesn't seem to matter if it's takistan or chernarus.. same issue...

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Valhalla does does run now an additional ACE Server.

our German Server requires ACE 1.9 Stable.

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wish there was no foilage, would improve the framerate and more importantly it would be possible to lay down and still see something, wich makes weapons like machineguns useless at the moment.

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vh.png

Winse, developer of Valhalla finished his work this week.

changelog:

1.0 release
-mission has open code

1.0 beta
-mission adapted to work with ACE

0.99 beta
-shells flown to safezone do not make player visible for enemies anymore
-opportunity to sell enemy weapons
-added radar cannon guidance for shilka & tunguska
-changed safezone functioning mechanics
-added bufer zone indication
-added target indication for RU armor with laser-guided missiles
-replaced default guidance system for Linebacker and Avenger
-reworked X29 default fly - added velocity sctipt
-added compass to UAV camera


0.98 beta
-added backpacks system
-added transportable static weapons
-added UAV helicopters
-messages "uav have spotted target.." now apears once in 10 sec - no more yellow flood in chat
-respawn safezone now has 5m bufer-zone inside near the border; player can not shoot in bufer zone but can be killed
-added BAF weapons
-added pellet ammo for shotguns
-reworked RPG's firing system - now players have to adjust sight range
-reduced team score award for checkpoints defense
-US F35B now costs less - counterpart to both RU L39 and Tunguska
-US Linebacker now has ATGM defense
-US UAV preadtor has AA defense
-LaserDesignator moved from secondary weapon slot to miscelanous
-added steerable parachutes
-added opportunity to load magazines to static MG nests
-added medical backpacks & revive ability
-added nearby bodies indication for medics
-added laser targets indication for aircraft pilots
-added laser designators for UAV's
-added awarding system for UAV operators
-bugfix: there was impossible to buy secondary weapon in gear dialog, when filter was set to "all weapons"
-bugfix: sometimes, when player used to switch to UAV control mode, he used to get black loadscreen and had to restart ARMA
-added ability to switch off ignition for all armored vehicles
-AA missiles now have no chance to hit land targets (just not in case on direct fire)
-healed units now use lying down animation

0.97 beta
-introduced UAV system
-some changes in vehicle/weapon prices

0.96 beta
-weapons store: "Buy" button now gets blocked when player has insufficient funds to purchase a loadout
-weapons store: added laser rangefinder
-vehiclcle store: added L39 to the Red
-players respawn is fenced
-ability to lock groups with a password
-removed keyboard block at mission start
-added TS3 interrogation system
-added tank main gun direction indication
-bugfix: added negative player rating restoration
-bugfix: EGLM is now switchable with "2" hotkey like another grenade launchers
-bugfix: Mk16-EGLM-RCO had no EGLM ammo in weapon store

0.95 beta
-drivers and gunners in heavy armor now see no radars
-vehicle and weapon prices corrected
-added sight direction indication under gps
-when enemy vehicle is destroyed by e.g. tank or heli with several crew members, all the crew members receive points
-added weapon fastswitch system
-changed vehicle radar blocking system
-changed armor commander scanner system

0.94 beta
-each vehicle type now has separate idle time
-mission param "delete unmanned vehicles" removed
-enemies in safezones are fully immortal now (allowdamage false);
-commander scanner now doesn't show infantry
-corrected vehicle types which have commander scanners
-new vehicle respawn & capture checkpoint system introduced to increase server-part performance

0.93 beta
-now if player kills an enemy in his savezone, player dies and looses all his money
-shoulder aa launchers hit chance reduced for assault choppers, and increased for cargo choppers
-prices for some vehicles and weapons corrected
-added commander scanners to all armored vehicles
-bugfix: invalid bonus calculation (no-bonus) at mission end

0.92 beta
-after respawn player doesn't loose time switching to main weapon anymore
-options menu: added opportunity to overturn vehicles
-options menu: added opportunity to remove map text "Hospital" and "Ammunition"
-options menu: added opporunity to setup gear autosave mode
-options menu: added opporunity to setup GUI
-bugfix: player had "Field Repair" action when a vecicle was occupied by the enemy
-bugfix: mission used not to finish when round time ran out
-bugfix: LaserDesignator had no LaserBatteries to buy

0.91 beta
-when grenade is thrown into a tank, crew now gets yellow message only after explosion
-random battle start daytime
-main menu is now functional inside a vehicle, but player still may not buy gear and vehicles inside
-added disposable RPG18 and M136
-weapon dialog now selects player`s current weapos in list
-bugfix: player could open enemy vehicles with crew; opening enemy vehicles without crew is still possible :(
-bugfix: vehicles had ammocargo
-bugfix: player could carry mg/rpg, sniper/rpg
-bugfix: US desert vehicles had no anti ATGM smokes

0.9 Beta
Basic version

Feature movie to overtake a enemy tank

Feature knife an enemy

here a Gameplay videos grabbed on the DAO-Valhalla Server

http://www.youtube.com/watch?v=o4Ks--mnD3k&feature=player_embedded#at=17

Download of all Missions could be found here

http://fs.dao.nu/ArmA%20II/Missions/c&h_120_Valhalla.rar

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Thank you guys for releasing a open version.

This is the best PVP mission for arma2 imo :)

i working on a version for the I44 Mod i'll be beta testing out tonight ;)

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Thank you guys for releasing a open version.

This is the best PVP mission for arma2 imo :)

i working on a version for the I44 Mod i'll be beta testing out tonight ;)

Can I join the beta test?

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