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joschaap

[MPMission] Fully functional Wasteland - GoT Wasteland (v1.08)

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its up to biss to fix that, imho the entire client-fulltrust serverbase is abit 2002 but it their game :)

for now its just a deal-with-it.jpg kinda situation :)

if changes to the mission dont show ingame make sure you replaced the file WITHOUT having the server running at that time and placed it in the MPMission folder with overwriting the old file. also dont unpack missions inside the MPMissions folder ;)

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its up to biss to fix that, imho the entire client-fulltrust serverbase is abit 2002 but it their game :)

for now its just a deal-with-it.jpg kinda situation :)

if changes to the mission dont show ingame make sure you replaced the file WITHOUT having the server running at that time and placed it in the MPMission folder with overwriting the old file. also dont unpack missions inside the MPMissions folder ;)

Well, i wasn't online with steam when editing the file for the hint but it still remained ingame, other question just to be sure, i have only the .pbo in the steamapps MP folder, the files for the mission are in my download folder. Do i need to put all those files into the MPmission aswell, or do i have it right from following your advice of not unpacking inside the MPMissions folder. It's still not changing from anything i have moved around, again i am sorry about this lol. I am new to it, Thanks.

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Hi, i've changed my server over to the dev build for Wasteland, but using your mission (and even 404's), no vehicles spawn? Any ideas?

Is it possible that on the dev build to plug the script hole they've broken vehicle spawning?

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^^ very possibly. All mission makers will have to take onboard the new changes, and this will inevitable break things.

However, I'm sure it will be fine in the end.

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its abit of a messy weekend here with queensday and all. ill look into the changes of the dev branch later this week.

If they changed the createvehicle commands it's possible that it no longer functions on it. for now just revert to stable if thats the case.

I will be looking into it offcourse, but not today or tomorrow due to the festivities in my country

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its abit of a messy weekend here with queensday and all. ill look into the changes of the dev branch later this week.

If they changed the createvehicle commands it's possible that it no longer functions on it. for now just revert to stable if thats the case.

I will be looking into it offcourse, but not today or tomorrow due to the festivities in my country

Thanks Jo, it must be the update to the dev build on Wasteland as other missions spawn vehicles in ok, but neither Wasteland mission does. Enjoy your festivites :)

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fixed :)

Rev:E for complete-edition is out now, stripped edition will be later this week ;)

source: https://github.com/JoSchaap/GoT_Wasteland-Stratis-full

binary: https://github.com/JoSchaap/Arma3_Binary_PBO

[Added] The location ticker is back (BIS Fixed fnc_infotex \o/)
[Fixed] Vehicles not spawning since update to alpha
[Fixed] Ammoboxes not spawning since update to alpha
[Fixed] Moving objects caused loss of weapon attachments
[Removed] Deprecated function calls

AgentRev and spunFIN thanks for your intel!

thread on 404games forums : http://www.404games.co.uk/forum/index.php?/topic/1926-got-wasteland-v108reve-fully-functional-version-upd-2-5-2013/

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Hi guys, 2 questions with my bad english, sorry for that.

Is there any problem with spawn Cars?

That file would have to change to add many more cars in the wasteland of my server?

Or any way to delete all vehicles and respawn all vehicles with admin comands?

Edited by unidad2pete

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@dave_beastttt thanks, glad you like it

@unidad2pete

- in the complete edition (v1.08(e)) everything should be working fine. If you encounter any problems let me know

- to add more vehicles you either need to add more spawn-markers or modify the code.

- you can delete all vehicles from the admin menu (U key) but re-spawning them requires a mission restart atm.

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Hello,

Great mission running fine on server

Edited by Dyls17

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@dave_beastttt thanks, glad you like it

@unidad2pete

- in the complete edition (v1.08(e)) everything should be working fine. If you encounter any problems let me know

- to add more vehicles you either need to add more spawn-markers or modify the code.

- you can delete all vehicles from the admin menu (U key) but re-spawning them requires a mission restart atm.

Ok thx, but I have a question. The vehicles respawn every time destroyed and deserted? or only respawn when mission starts? In my server only respawn when mission starts, after a while not there are vehicles in the map and need restart, is this normal?

I use ctrl+C to copy marker called " respawn ", after i use ctrl+V to paste more spawn markers, but no respawn cars in new markers, is normal?

Thank you for your work.

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they should respawn buut there seems to be an issue with the respawn script :)

im looking into this as soon as i can

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New version is out now (Rev: F)

first post updated, and new video added :)

[Added] More spawns for objects and vehicles
[Added] Random loot inside buildings all over the map
[Added] Backpacks to gunstore
[Changed] Starting backpack
[Changed] Armed/Civil Heli missions no longer spawn broken
[Fixed] Vehicles not respawning
[Fixed] Not being able to buy 7.62mm ammo
[Fixed] Gunstore now properly checks your inventory space
[Fixed] Various broken admin-features

video:

also at: http://www.got2dayz.nl/ and http://www.404games.co.uk/forum/index.php?/topic/1926-got-wasteland-v108-rev-f-complete-edition-upd-2-5-2013/page-3#entry13902

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There is a bug with 7.62 ammo. The vendor of gunstore gets the money and does not give you the ammunition

Edited by unidad2pete

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It has been changed to the new classname. So for now just run it on the dev branch or change back the ammo classname in the config.sqf

If this is really a problem i can make a version with the old classnames today. :)

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@unidad and others still using the stable branch.

this are the changes to make the ammo changes for stable (DEV build has a new classname for the 7mm ammo)

https://github.com/JoSchaap/GoT_Wasteland-Stratis-full/compare/master...temp_StableBranch_1.08%28F%29

functional source for stable at: https://github.com/JoSchaap/GoT_Wasteland-Stratis-full/tree/temp_StableBranch_1.08%28F%29

pbo file at: https://github.com/JoSchaap/Arma3_Binary_PBO

filename: GoT_Wasteland_Stratis_v108f-temp-for-stablebranch.Stratis.pbo

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minor hotfix for rev:F today

https://github.com/JoSchaap/GoT_Wasteland-Stratis-full/commit/ac612834496f80b2e8471e1b40d2affdb126bcc6

fixes player tags and the bad spawn on the 3rd helicopter in the mainmisison HostileHeliformation

binary PBO for DEV also updated. https://github.com/JoSchaap/Arma3_Binary_PBO

stable will have to wait for now :P there will most likely be a spotrep soon enough

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currently testing a new concept. to avoid confusion ive just setup a server with it nicknamed GoT wasteland v2(test)

i need to get some player feedback before i even attempt to merge it into the current branch on github etc.

server is here:

[DEV] [NL] GoT Wasteland #1 v2

37.34.60.210:2322

http://cache.www.gametracker.com/server_info/37.34.60.210:2322/banner_560x95.png?random=394173

-new towns (AfroVoodoo thanks)

-new spawns

-new vehicle and object spawns

-new underwater mission with random locations arround the map

-added diving gear to gunstores

-fixed purchase of goggles

-re-balanced prices

please let me know what you think of it :) if its playable and fun ill add it the the public branch :)

Edited by JoSchaap
v2 testbuild updated

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I've created an updated page on our website about the new upcomming version! (GoT Wasteland v2)

ATM just needs some stress-testing to see if it wont crash or something :)

more info about v2 is found here: http://www.got2dayz.nl/?page_id=295

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preliminary changelog (release seems to be imminent)

I got both servers updated with this build :)

**build: (2905131330) - updates very often**
       [Added] 8 new towns/settlements to spawn in.
       [Added] 16 new spawnareas for objects/vehicles.
       [Added] 3 new fuelpump locations
       [Added] new underwater sidemission!
       [Added] new scuba Mainmission with armed boat
       [Added] Diving goggles/gear to gunstore.
       [Added] Game info, hints and tips to briefing
       [Added] Ghilly suits, Rangefinder to gunstore
       [Added] Sniper Rifles and ammo to gunstore
       [Added] SOS Sniper optic to gunstore
       [Added] Random boat spawns near coastlines
       [Added] new gunstore to even the odds
       [Added] some scriptdetection with autoban
       [Added] gunstore option to sell uniform/vest
       [Changed] Gunstore radar radius reduced to 50 ft
       [Changed] Gunstore locations.
       [Changed] Prices on MXM, EBR and Diving equipment.
       [Changed] Reduced ammount of objects
       [Changed] Reduced ammount of ammo caches
       [Changed] Civilian boats respawn faster
       [Changed] Rubber boats are movable by players
       [Changed] Armed boats are heli-liftable
       [Changed] Armed boats have storage space
       *comming soon:
       *- Proximity radar for bases? (uncertain)
       *- your idea here? let us know!

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So Joschaap I'm using your wasteland mod with a friend (Just a private server) but do you know why I don't see the weapon cache mission popup and on the map when I host the server, but my friend can see it.

Edited by TSVStriFe
Solved one question by myself.

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the mission was built in the usage on dedicated servers. if you run the mission as locally hosted you will not see the hints and markers from the main/sidemissions, but all other players will. it does not send these to the server since usually the server does not need to get them :)

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