zaphod 0 Posted November 8, 2007 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 Share this post Link to post Share on other sites
.kju 3244 Posted November 8, 2007 Go for it. Even pubbers will learn to manage addons. Share this post Link to post Share on other sites
Dwarden 1125 Posted November 8, 2007 definitely good decision ... esp if it allows even better support of additional addons (e.g. if server uses more vehicles/weapons and so on) Share this post Link to post Share on other sites
The_Captain 0 Posted November 8, 2007 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. Share this post Link to post Share on other sites
zaphod 0 Posted November 9, 2007 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 Share this post Link to post Share on other sites
Jack-UK 0 Posted November 10, 2007 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. Share this post Link to post Share on other sites
zaphod 0 Posted November 10, 2007 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... Share this post Link to post Share on other sites
daikan 1 Posted November 25, 2007 whats the status on v2? Share this post Link to post Share on other sites
zaphod 0 Posted November 29, 2007 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 Share this post Link to post Share on other sites
mant3z 1 Posted November 29, 2007 3.) create a mod=xxx with addon collection for more action Share this post Link to post Share on other sites
zaphod 0 Posted November 29, 2007 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 Share this post Link to post Share on other sites
Dwarden 1125 Posted November 29, 2007 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 Share this post Link to post Share on other sites
zaphod 0 Posted November 29, 2007 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 Share this post Link to post Share on other sites
The_Captain 0 Posted November 29, 2007 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...) Share this post Link to post Share on other sites
Dwarden 1125 Posted November 30, 2007 zaphod thats great to hear ... what about Mando's scripts for air protection ? what about smoke protection ? what about napalm bombs ? 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 can't wait to play v2 Share this post Link to post Share on other sites
dznemesis 0 Posted November 30, 2007 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 Share this post Link to post Share on other sites
mant3z 1 Posted December 1, 2007 Zap could you change nations. ITA vs. NOR ITA Addon: http://www.flashpoint1985.com/cgi-bin....93;st=0 NORWAY Addon: http://www.flashpoint1985.com/cgi-bin....t=70039 Or maybe France vs. Sweden Just something different but no more USA vs. Russia! Share this post Link to post Share on other sites
zaphod 0 Posted December 2, 2007 i could but, sorry ... there are soooooo many units out there ... i need more VEHICLES! Share this post Link to post Share on other sites
mant3z 1 Posted December 2, 2007 i could but, sorry ... there are soooooo many units out there ... i need more VEHICLES! Damn, I know 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 Zap maybe you will only change ACU to Woodland or Marpat. ACU is useless Share this post Link to post Share on other sites
The_Captain 0 Posted December 13, 2007 How's v2 progressing? Very much looking forward to it. Keep up the good work! Share this post Link to post Share on other sites
zaphod 0 Posted December 26, 2007 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 , zap Share this post Link to post Share on other sites
Guest Posted December 26, 2007 Excellent news Zaphod, I love your Berzerk maps and hopefully version 2 will be even more fun Share this post Link to post Share on other sites
Johnnie_Walker 0 Posted December 27, 2007 Wow The GUI looks really cool Mobile HQ 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?. Share this post Link to post Share on other sites
zaphod 0 Posted December 27, 2007 its not allowed to fire in your base ... you will be warned 2 times ... after that you just die. Share this post Link to post Share on other sites