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noven

Payday Mod

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Hi, thanks for your mission, pretty awesome ;) I ve got a problem when player try to join as the game is allready launched , i am stucked on receiving data, i ve allready installed the 1.35...Thanks for your help !

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Ver 1.38: JIP bug should be fixed -- joining after game start will no longer hang client. Gang hideout and supply drop mission improvements

EDIT: v. 1.38 known bug: buying new clothes results in being naked. fixed for next release

Edited by noven

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Thank you for this update, your GREAT work and time. :)

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Proud to present version 1.48 which incorporates basic database money saving. Now your bank account is safe when you log off! NOTE: Requires server run mod @INIDBI located here: http://forums.bistudio.com/showthread.php?167927-iniDBI-Save-and-Load-data-to-the-server-or-your-local-computer-without-databases! (direct link: https://www.dropbox.com/s/d9cyw7wgbh9xuqb/%40inidbi.zip )

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Hi there i ve found a bug, when i go to import/export mission i ask for the mission but when i get the car wich is asked it s empty, no fuel i mean, so no way to bring back the car...quite embarassing...

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Hy,

i have problems to get inidbi running with this mod. According to installation instructions of inidbi i must run -mod=@inidbi and set this line at mission init.sqf:

call compile preProcessFile "\inidbi\init.sqf";

How i get this init.sqf file?

Is there something else to do to save bank-account in inidb?

When i start the server he says script "\inidbi\init.sqf" not found.

I halso have this issue with inidbi testmission.

I looked for some TUTvideos but i cannot find something helpful.

I would be very grateful if anyone can help me.

Edited by Lukeo0

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Hy,

i have problems to get inidbi running with this mod. According to installation instructions of inidbi i must run -mod=@inidbi and set this line at mission init.sqf:

call compile preProcessFile "\inidbi\init.sqf";

How i get this init.sqf file?

Is there something else to do to save bank-account in inidb?

When i start the server he says script "\inidbi\init.sqf" not found.

I halso have this issue with inidbi testmission.

I looked for some TUTvideos but i cannot find something helpful.

I would be very grateful if anyone can help me.

All you need is the server to have @iniDBi installed, and running. To make sure it runs add -mod=@inidbi to the startup command-line of the server, just as you install any other mod. That error means the game can't find the iniDBi mod, probably because it isn't running/activated by the command line.

edit: to be clear these are the basic instructions for iniDBi mod.

1. download .zip https://www.dropbox.com/s/d9cyw7wgbh9xuqb/%40inidbi.zip

2. unzip so that @iniDBI is in your root ARMA 3 folder (C:\Program Files (x86)\Steam\steamapps\common\arma 3)

3. add -mod=@inidbi to the (server) command line or launcher for ARMA 3.

here is an additional tutorial with a few pictures: http://www.armaholic.com/forums.php?m=posts&q=20866

INI DBI is only required for servers. Clients connecting to a server do not need this mod.

Edited by noven

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Thanks for your reply noven! Bank System works and it's saving playerbank!

I have a few questions:

How can i set vehiclespawn? I have problems to drive away from coast with boats, or with spawned vehicles(UH80) on hideouts. Heli crashes with house when i start the engine.

Where can i edit the Armorer shop? I would like to add a big backpack.

Is there a way to save the hideouts?

Edited by Lukeo0

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Updated to ver 1.61: https://drive.google.com/file/d/0B2QmSUTLN4c_dUhzNl9zSWFyMFE/edit?usp=sharing

Changes:

-Hideout gear save/load added

-Visual indicator when safes are being drilled

-Clothes randomized on start

-Some civilian skins changed (to prepare for drug missions)

-Reduced Mastermind bribe cost to 5k (from 20k)

-Many actions re-written to be compatable for players joining after the mission spawned. (NOTE: why does bis_fnc_mp no longer do this?)

-1 less job will spawn to increase server performance

-Vehicles lock/unlock will be persistent. You can now lock/unlock your car after dead / disconnected

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Cool i like your new update noven.

But i have problems with the hideout save.

I have no respawn aviable all build hideouts were gone when i disconnect on my server.

But Inidbi write these house and storage lines into the db and bank is syncing with player.

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1.66 changelog: https://drive.google.com/file/d/0B2QmSUTLN4c_aU94ZjNTejVHLXM/view?usp=sharing

drug runners added!

-a new mission for police and heisters alike involving newly-arrived drug cartels.

added building saving to database!

randomized weapons for guards

upgraded bank guard helocopter troops (2 more men and come in on new DLC helo)

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Good to see that you are still about mate! Still playing this mission.

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1.67 changelog:

many new mission locations! ( 26 locations -> 56 locations )

added drug warehouse missions (police and civ)

re-added house missions as regular missions (and intel missions buyable from shady shop)

added vehicle saving to hideouts!

adjustments to spawn locations and stores

police can save gear and hideouts at any police spawn

2 additional levels of reinforcements from alarms - police in black SUV and gangsters for drug missions

*Fixed issue with starting at 0 bank

*Known issue: 4 stores may require an explosion to trigger. Seems to vary with ARMA 3 patches whether explosives or small arms can trigger building damage.

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1.69 changelog:

4-stores re-worked. Deal damage to the four store owners (rather than buildings) to claim your reward.

can only load/save vehicles from level 2, 3 or 4 hideouts.

AI fixed for drug missions. Should aggro to players (if armed or tampering) and police regardless

Aggro tweaks (hold aggro a little longer when disabling gens, drilling, killing )

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1.70 changelog:

convoy mission added! Police can re-fuel the broke down convoys, and lead them back to HQ for a reward. Heisters can ambush the vehicle and claim the loot for themselves.

police can recover stolen goods, gold, drugs, etc. for reward.

player class saving

improved hideout and vehicle saving

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1.71 changelog:

added downed pilot mission! Capture (or retrieve) the pilot from the drug gangs searching the area!

ghost can hide dead bodies

guards will become alerted if you get too close with a hidden weapon!

fixed a bug with convoy mission that would allow planting bomb on things other than convoy

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1.72 changelog:

police or technician class can partially refuel stranded convoys or helos

crew from helicopter can be rescued or captured

created a higher level bank job, with even more guards and reinforcements (and payoff!)

drugs can only be sold at shady markets (rather than pawn shops and shady markets)

cops spawn at the closest reinforcement point instead of a random one.

weight-based civilian/guard weapon detection. Carry heavy guns, people see you comming. Carry a pistol and a few mags, you can get up close.

re-worked civilians; they spawn as part of jobs, can be ziptied, and can alert guards of your weapon (though they are a bit worse at spotting them)

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Good to see you're still working on this. Love the new features!

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1.73 changelog:

added last stand! when you die you have a chance to fight your way back by killing some bad guys!

guards will target you when you try to run them over!

guards have better formations

guards model changed to look more like a security guard.

guards default AI behavior up from "SAFE" to "AWARE"

robbing hostages should be more interesting (bug fix + resist chance)

should delete any invulnerable helos or heavy reinforcement vehicles ~30 minutes after spawn to increase late-game performance

added check so local servers only spawn 5 jobs as opposed to 7 on dedicated server. Should result in higher performance in single player

Edited by noven

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1.76 changelog:

added dogs! -- police can buy attack dogs which can disable bad guys!

Special guards added! Some guards have stun pistols, other may have heavy armor!

Loot drop redone - now you can't easily acquire weapons and ammo from dead bodies. There is a chance to get loot or a magazine for your current weapon.

added mastermind and combat life saver ability to revive people on last stand

police can drill drug safes (and tutorial safe / police tutorial )

4-stores is now a safe cracking type mission. Each of the four stores has a chance of having a safe, more guards, has an alarm

gold and drugs costs are semi-randomized

re-balance of mission rewards

bug fixes on police hostage rescue and convoy missions, slave selling, JIP players stuck on loading

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Polar Gaming is hosting a server now.

Actual server Ip's: 192.168.1.4

TeamSpeak server IP's: 188.165.251.174:9992

Server name should be [uK]Polar Gaming Payday 1.7.6 if you've done it right

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1.77 changelog:

spike strips added! Police can buy up to 2 spike strips each, which will disable vehicles that drive over!

engineer class (police) can buy and use UGV (unmanned ground vehicle)

(some) police reinforcements should come on police offroads

police can buy a police themed offroad

added some animations for ziptie, pick up loot, etc.

aggro refinements

marker adjustments and minor bug fixes

experimental player item and location saving on disconnect

can be killed on last stand (after a short delay)

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1.78 changelog:

Police joined together in a group (can see each other on HUD, etc.)

Ghost gets DMR at heavy weapons (loses non-silent SMG)

Enforcer gets SMG for purchase.

Description updates on the "map" interface: classes, job, game info

dog "hud" and fixes - when dog died in a vehicle couldn't re-buy a dog

text updates for clarity and less sideChat from the scripts

convoys/helo mission refuel action fixed (works in MP now)

Saving on DC should work!! Save items, location, etc, upon DC/reconnect to server.

ALSO CHECK OUT THE 1+ HR LONG PLAY WITH STREAMER ORANGESHERBET AND FRIENDS:

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1.79 changelog:

GPS tracking units! can place GPS transmitter on a vehicle to find its position. Costs money, both sides can buy. Can be removed by engineer or ghost, should you notice it.

police will lose a paycheck (and any bonus) if they kill civilians or guards

special class items (repair kit, medic kit, c4, heartbeat sensor )cost reduced to 3,000 (from 5,000)

weapons expert gets a police off-road rather than SUV

weapons expert and enforcer can buy RPGs (enforcer requires heavy weapon shop)

military units (convoy, helo job, swat) look like soldiers

singleplayer saving (experimental). Saving acts like you DC from a multiplayer server, saving position and gear. Next time you load the mission it will start you in the same spot and same gear.

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1.80 changelog

added "Gang Motorpool" mission. The objective is simple, either steal or destroy the gang's vehicles in the area. The vehicles may contain drugs as well. Police and Heisters may do this mission.

air shop will also sell vehicles, to encourage using the helicopter taxi (now you can get a vehicle (quad) when you get a ride across the map)

CLS medic vehicle can act as a police re spawner (while the vehicle is alive and stationary)

various bug fixes

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