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Berzerk Map Pack

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sorry but degrading terraingrid is not planned.

what i want to say is:

i plan to develop a signed berzerk addon that NOT need to be started with "mod=x" command to include some stuff:

- additional sounds/music

- exclude critical scripts from maps (stored inside signed pbo)

- exclude everything that is the same (e.g. images) in all maps (to reduce map sizes itself)

so this addon is quite the same as the well known one from ofp-mfcti116 ... unproblematic and useful and it opens the door to addon-worlds.

what do you think ..?

Regards,

zap

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Go for it. thumbs-up.gif

Even pubbers will learn to manage addons.

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definitely good decision ... esp if it allows even better support of additional addons (e.g. if server uses more vehicles/weapons and so on)

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Is this a server required addon or clientside only?

Will there be versions of the maps which use the "addon" and versions which don't, or will all versions use the addon?

I like playing Berzerk addon free because it makes dropping into a server easy. Just want to make sure there will be an addon-free version. wink_o.gif

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this will be a server- and clientside addon... you will need it to play but you mustn't start arma.exe with -mod=berzerk switch for example.

the addon works just by placing it in your arma\addons\ directory ... server admins have to handle signature keys ...

i just get in touch with this for myself so don't really know how it works at all. the addon is created and working well...

i have to remove it from folder to play on servers running signatures, as long as the addon is published with own signature and server admins put it in. But on most servers with no pbo check you can connect, as the addon is inactive and has no effect.

Regards,

Zap

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Why cant we use it in a mod folder?

I *never* put 3rd party addons in my root ArmA folder, if i need to revert to vanilla ArmA for any reason it is much easier to do if i have everything stored in seperate mod folders.

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because it is not "modding" arma in this way ... like addons do. i think of a mod yes, but not sure what is the best way...

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betatests on lan looking good, i'm updating the existing maps right now, and working on 3 new maps too...

still not sure on addon stuff ...

1.) stay as compatible as possible with no modifications

2.) extrude core to signed addon (preferred solution now...)

3.) create a mod=xxx with addon collection for more action

whatever it's a hard decision ...

Regards,

zap

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any suggestions for really good addons for a mod?

as i have not much time for testing addons all day.

the first really good work i've seen until now is BushWars Alouettes.

useless in berzerk respawn situations, but i can use them for next map projects.

Regards,

zap

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send ya this before in PM but then ... it may be open to public discussion anyway ...

Quote[/b] ]

I would like to ask IF there is any chance You limit bit usage of guided weapons (Stinger/Javelin etc) e.g. with timer before they can be 'used' in loadout again

also another way would be use mando missile/chaff/flare scripts

not sure if it was mando or someone else but there was also vehicle smoke (manual/auto)protection system ...

i mean atm it's very easy to take out air units and most of ground units with guided type of weapons ...

i'm not speaking about 100% protection or so but just about increased chance to survive strike pass in low alt

if i remember right Stinger was failing to lock when target was below shooter (e.g. in valey while shooter is above on hill)

also any chance for non armed LB and LB with only MG to appear on main base ?

thanks for considering these suggestions for 2.x

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still done in new weapon limitations ...

1 sniper/8 players

2 AA/8 players

4 AT/8 players

no rocketlauncher for snipers, machinegunners or grenadiers

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If addon is only to hold the scripting core, but allows for better security, might be best to release addon and no addon version. Servers who are concerned with security can run addon version, while casual players and servers can run without.

I recommend no config changes in the addon, like new vehicles or equipment. Best to keep compatible with as many players as possible.. Berzerk is best in public play, attracting lots of players, and less people will play if the addon is needed. (Of course, people will get the addon to join servers who require it, if it's optional and helps security...)

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zaphod thats great to hear ...

what about Mando's scripts for air protection ?

what about smoke protection ?

what about napalm bombs ?

smile_o.gif they all just scripts so in 'theory' it may work out

and

mandos guided missiles scripts

grenadier packs (various color smoke grenades for GL, 3/4/5 pack grenades instead of 1)

tear gas

again just scripts ideal for such mission

ofc it may need lot of time to implement so maybe in versions after next smile_o.gif

can't wait to play v2

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wow zaphod really nice changes coming, i love it!

one suggestion though: i still find the AT-ratio to be a bit too high, maybe make it 1/3? the reason is that you dont have to fully balance tanks vs. soldiers, soldiers will respawn and come with new weapons faster than tanks respawn...so a tanker could hold out at least some time at a contested area without being nuked after 30seconds

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i could but, sorry ... there are soooooo many units out there ... i need more VEHICLES!

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i could but, sorry ... there are soooooo many units out there ... i need more VEHICLES!

Damn, I know sad_o.gif

I hope situation will change very soon, because it's starting to be very boring. Almost each game has the same conflicts USA vs. Russia or Germany vs. England

That sux! Very HARD smile_o.gif

Zap maybe you will only change ACU to Woodland or Marpat.

ACU is useless sad_o.gif

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Scripting part finnished ... all working as i can see ...

new screenshots

now adding some weird GUI sounds,

packing berzerk addon with signature

and final addon selection for mod release ... that's it.

HOHOHOOO xmas_o.gif,

zap

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Guest

Excellent news Zaphod, I love your Berzerk maps and hopefully version 2 will be even more fun thumbs-up.gif

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Wow

The GUI looks really cool inlove.gif

Mobile HQ wow_o.gif

Now a small request, some guys join a chopper as side gunner and do teamkill. The message displayed is that the pilot of the chopper was the teamkiller.

Would be posible to use eventhandlers to display a message with the real teamkiller?.

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its not allowed to fire in your base ... you will be warned 2 times ... after that you just die.

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