Jump to content
Sign in to follow this  
Delta 51

Afghan Village - Aiaktalik

Recommended Posts

The one done by A6 was just black hawk down audio :P

And no, all you need to download is the old afghan village or OPX (will release a OPX standalone when it's done)

Share this post


Link to post
Share on other sites

I can't wait for this to be done, I am ready to move the Domination a39 scripts to this one once it's done ;)

Share this post


Link to post
Share on other sites
The one done by A6 was just black hawk down audio :P

And no, all you need to download is the old afghan village or OPX (will release a OPX standalone when it's done)

Ah, that makes sense

Share this post


Link to post
Share on other sites
I can't wait for this to be done, I am ready to move the Domination a39 scripts to this one once it's done ;)

Could you grab the 1.40a Version instead because it use's a much more up to date version of the revive. You can find it on our server just type VMA in the server Filters, thx!

Share this post


Link to post
Share on other sites
Could you grab the 1.40a Version instead because it use's a much more up to date version of the revive. You can find it on our server just type VMA in the server Filters, thx!

That's what I meant, sorry! I should have written "latest version" ;)

Share this post


Link to post
Share on other sites

You gotta watch it with the objects lad. The lads at TF86 and I tried this a while ago, same thing, but we got very bad lag on multiplayer.

Share this post


Link to post
Share on other sites

Ahhh but here's the trick my concerned friend, if you cannot interact with the building in anyway (cant enter it/no ladders) then it's generated client side, as to reduce the effects on the server.

Share this post


Link to post
Share on other sites

Delta we had loads of green wheats in and it caused terrible lag. It looked good like. It might of been because the wheat was defined as a building class however, is there a way to define them a bush or something.

Share this post


Link to post
Share on other sites

Delta, as I've said elsewhere, very excited by this work, havng been dying for a real desert map in ARMA2 with the OPX buildings, with which a mission designer can do some great stuff with the building patrol script.

Ahhh but here's the trick my concerned friend, if you cannot interact with the building in anyway (cant enter it/no ladders) then it's generated client side, as to reduce the effects on the server.

Confused about this though, your video shows you entering the OPX prison building as used in Avgani? Are buildings enterable or otherwise? Your statement suggests you've locked buildings so they are handled client side for lag-reduction? Or am I misconstruing?

Share this post


Link to post
Share on other sites

I believe there are 2 types of buildings. Enterable, and not enterable. Which means that the majority of your villages can be just static, to put the village/town on the map, and then you can add the enterable stuff which is vital to missions.

Share this post


Link to post
Share on other sites
I believe there are 2 types of buildings. Enterable, and not enterable. Which means that the majority of your villages can be just static, to put the village/town on the map, and then you can add the enterable stuff which is vital to missions.

I see I see, buildings that are non-enterable in the first lace are handled client side, enterable buildings are handled server side. Muchops gracias!

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×