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D.murphy man

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Everything posted by D.murphy man

  1. D.murphy man

    Quarantine

    Heh what can i say, im unemployed so i got all the time in world to answer forum topics As for the potential for exploiting the supply system by selling weapons, after the original gunner dies (the ones that man the guns from the beginning) all newly spawned gunners from the supply convoy delivery are not armed with any thing at all. And only reason the original gunners are armed is due to an oversight on my part (which shall be fixed in next version). As for the foot patrols like you said i thought id let players be able to scavenge the spoils of war to add to the post apocalyptic scavenging supplies theme and perhaps lead to some PVP conflict. Thats also one reason i did not have the foot patrols be restocked at every supply run, (as well as technical problems) because of the potential for abuse.
  2. D.murphy man

    Quarantine

    Thanks, im glad you enjoying it first of i think i changed the spawning from 'repeat' (one wave, no more spawn intill trigger deactivated/reactivated again) to 'Infinite' (soon as one is killed another is spawned) this might be why it seems the military base is under constant attack. After x amount of time (forgotten how long will have to check) the spawn should deactivate and clear all the zombies, then after another stretch of time reactivate and put the base under siege again. May have to fiddle with the timing if its causing problems or switch the spawning back to 'repeat'. As for the zombies just staring out the M2's thats either problems with zombies AI in general or i have made the scenery (sand bags/barbed wire) too tight for the AI to navigate through to attack the M2's, so i will check it out. However im afraid it could be part of a larger problem to do with general AI of the zombies and would be out of my control/skills. as for the end triggers not firing seems nearest object command doesn't recognize the crew of vehicles, thou i think i got a workaround for this, so shall be fixed in next update. Cheers for feedback!
  3. D.murphy man

    Quarantine

    As of the moment, no, however ill be adding a punishment in (a hefty fine) and remove all weapons from border guards. And shame on you for cheating instead of earning your weapon the hard way
  4. D.murphy man

    Quarantine

    Yet again its time for another release! Introducing V2.2! (rapdishare, sorry) V2.2: NEW-Secure area missions. Players can now choose to do randomly generated 'Secure area' missions around the entire quarantine zone for 5000 reward. NEW-Convoys, now players can restock and rearm the military base by driving a convoy truck from the border to the base. Now when the base looses a gunner, or an M2 runs out of ammo players can do something about it and earn money at same time. 500 Reward for a delivery +1000 for each M2 needing ammo or +2000 for each gunner needed to replace losses. Check the status of the base and reward on offer on the map. UPDATED-Instructions in the briefing now better presented and easier to navigate. FIXED-Survivors drying up/not deleting properly when players leave a zone FIXED-Not being able to sell certain weapons at the gun smuggler Can also get it at OFPEC topic, attatched to bottom of first post.
  5. D.murphy man

    Resistance Units

    On the idea of vehicles, some armored cars and trucks loaded with numerous mountable MGs would be awesome for the whole post apocalyptic feeling. Think of something like mad max or that scene of terminator. Just rag tag civilian vehicles which have been heavily modified, and a lick of war paint and personal touches civs might of added on like skulls strapped to the bonnet, graffiti etc..
  6. D.murphy man

    Resistance Units

    On the idea of vehicles, some armored cars and trucks loaded with numerous mountable MGs would be awesome for the whole post apocalyptic feeling. Think of something like mad max or that scene of terminator. Just rag tag civilian vehicles which have been heavily modified, and a lick of war paint and personal touches civs might of added on like skulls strapped to the bonnet, graffiti etc..
  7. D.murphy man

    Quarantine

    1. oh ok then, well did you walk up to the flag poles? thats where the actions are usable. 2.I did look into changing it but it seemed to complicated and risked messing a few other things up with the yomies. Ill take another look into it and see what i can do, but hold your breath. *Edit* Another one my edit updates! Secure area missions now implemented. An area is randomly chosen across the island, and awaits players to enter. Once a player enters the mission begins, players must clear out the area for a 5000 reward, however should the area become vacant of any players the mission will fail. (no penalty's just no reward/gotta wait awhile for next mission) Sounds simple but without back up you could find your self running low on ammunition and injured, desperately trying to fight off the last zombie so you don't have to retreat and fail the mission. But players can work together to clear areas, all players in the area once its 'secured' (usually <3 zombies in area) will be rewarded 5k.
  8. D.murphy man

    Quarantine

    1. Hmm this could be a problem with Spon money and issues with different game languages. Could you please tell me what language you play ArmA in? 2. Yea thats just the way Yomies act with vehicles. I know it looks odd but that was only way i could edit the yomies to attack players in vehicles, as i didnt want players to be able to sit there in complete safety while yomies stood around the vehicle ready to be run over/shot at with mounted weapons.
  9. D.murphy man

    Quarantine

    Currently there is not a way to 'finish' the mission. It just continues indefinitely. I was hoping servers could host this mission 24/7 with people dropping in and out for some zombie survival blasting fun. Quick update: the reward for delivering the convoy to the military base has now been reduced from 5000 to just 500. However the reward now increases based on the needs of the base. So now when ever an m2 runs out of ammo 1000 is added to the reward, or if a gunner is killed, 2000 is added to the reward. So now players can gamble with fate, they could choose to do convoy run to military base every time one gun runs dry or one gunner dies for a minimal reward. Or wait till the last m2 gun is just about to fall for a big pay off, of course theres a chance the military base would fall all together and then the player looses the option for convoy runs as well as all other benefits from the military base. I have decided to delay implementing Outposts, and get straight onto 'missions' players can pick up. As im still deciding how/if outposts can work out with current set up of the mission and if theyll be fun or worth while implementing. Im currently looking into making 'secure location' missions players can pick up. Players will be tasked with clearing out small areas of the island like around certain petrol stations, the airport, abandoned military facilities etc.. for a reward. Just got to get my head around how it would work.
  10. D.murphy man

    Quarantine

    Hey guys, thanks for all feedback! Prototype: Sorry Prototype, what little time i have to work on mission making is spent on Quarantine, and lately i haven't had any time to work on it at all. However adding objectives and things shouldn't be to hard with simple triggers etc.. of course depending on how complex the objective are. A great place to get help on mission making and scripting is the OFPEC forums, thats where i always go for help. BLUFOR Ill make sure to add more scenery like roadblocks ect... in next release. As for the sounds, at the moment i dont want to change the addon requirements again so soon after the last change, might piss people off having to download more stuff to play the mission. And i didnt think that sounds where that bad. Snake Raper Strange, the survivors shouldn't stop spawning. Might be something i've missed, will check it out. Of course it might be a bit too easy in single player, however in MP (which is what this mission is originally designed for) thous vehicles would been taken and used by other players. As for the loaded up 4x4, that has a random 50/50 chance of being there, sort of like a secret bonus. You was just lucky to find it! Again, survivors armed with AK's are rare, and you was just lucky enough to find him so soon! Actually i would love to be able to add the ability to get kill bonuses from using vehicles, however things get complicated and beyond my abilities to add such a feature. Its hard to detect what player killed a zombie using a vehicles (either by running them down or using vehicle guns), i guess the game counts the vehicle as the killer, rather then the player in the vehicle. Must of been something i missed in the shop scripts, will look into it, should be easy to fix. As for weapon limits, the whole shop system and thins is by Spooner, ill ask him if its possible.verana_ss In future versions, i might perhaps add an 'end game' sort of mission for players to accomplish. Or even, after certain amount of time the border becomes over run, and players have to reach an evacuation point before X amount of time before entire island is nuked or what ever. Cheers again guys!
  11. D.murphy man

    Bank Building

    Looks good, however like you already mentioned the texturing could do with some attention. Maybe you could get get someone to help you with the textures if texturing isn't your thing. At the moment it seems to dirty and gritty, on the inside especially, to look like a normal bank, maybe some carpet and plain neutral coloured walls instead of the bare brick walls, even a framed picture or two, im not sure, could Google bank pictures for references. Apart from that its an excellent idea, are you planning on making a pack of shops, banks, ATMs, etc.. for use in RPG missions? it could be useful to have such a thing since like you said, most people (including myself) use just plain flags to represent these things at the moment.
  12. D.murphy man

    Quarantine

    Hey again guys, for all of you that hate rapidshare you can now get V2.1 at Armaholic, thanks Big and Fox! Quick update on next version: all 3 entrances of the military base are now covered by 2 M2's each M2 is represented on the map by a green 'dot' marker, when one of the M2's runs out of ammo the marker will turn red, and if the gunner is killed the marker will turn to a red cross. To resupply the M2s and replace lost gunners players can now drive the previously mentioned Convoy truck to the 'Depot' inside the military base, for a 5000 reward. So now players can do something about it if the military base is about to fall. Next on the list: Outposts scattered around the island, that players can also deliver supply convoys to. Reward for delivering said convoys will be dependent on distance from the convoy base behind the border. Outposts will also work in similar fashion to the old outposts. Each outpost that falls = more attacks on main base. And hope all the silence from you guys lately means no one has found any bugs
  13. D.murphy man

    Scariest/Most atmospheric game

    Speaking of system shock! Tadaa!
  14. D.murphy man

    Resistance Units

    I hope you manage to overcome the problems your having! these are looking great and will definitely consider adding them to my Quarantine mission. They make perfect survivors, or even bandits.
  15. D.murphy man

    Resistance Units

    I hope you manage to overcome the problems your having! these are looking great and will definitely consider adding them to my Quarantine mission. They make perfect survivors, or even bandits.
  16. D.murphy man

    Quarantine

    No you don't, only RH Pistol pack is required to play, and that doesn't require QG, as mentioned a few posts up. *Edit* Thought id give a quick progress update. Today i been working on a quick convoy mission. Now you can pick up a 5T truck with mounted MG behind the border in the town (near the bank.) You can drive this convoy truck all the way to the military base and receive 5000 reward, if you have a fellow player helping out manning the MG he also gets a 5000 reward, (so long as he stays mounted as you drive into the military base). Once the truck is delivered it gets moved back to border, from which you can rinse and repeat the convoy run to base again. Next ill try and implement a resupply system. Once the truck is delivered to the base, all M2s and guards will be rearmed, and any loss soldiers replaced. So if the military base looks to be soon over run with zombies, players can deliver a convoy truck to restock the base and keep it going.
  17. D.murphy man

    Quarantine

    Nope uses standard BIS AKs and just RH pistol pack, its just RH pistol pack is now bundled in with RH AK pack. I am currently just in the early process of making 'missions' and sort mercs can obtain from military base or border involving things like find missing convoy/down aircraft, drive supply truck from border to military base, escort VIPs, etc.. for money. Ill also look into different ways of spreading weapons and supplies around the quarantine zone for players to loot should they find them. At the moment is possible to stumble upon slain survivors and loot their weapons. And now finally..... Quarantine V2.1 FIXED-Zombies drying up after hour + play time, Zombies should now never run out. FIXED-tt33 not showing in shop menu FIXED-unable to sell M4AIM FIXED-M2s guarding the border and military base no longer run out of ammo. CHANGED-Body removal script. Bodys no longer all removed after 1 minute. Bodies now maximum number of 10 bodies aloud to stay before first body is deleted. ADDED- ammo crates with weapons and military 4x4's with m2's in secret locations that have 50/50 chance of being present each game start.
  18. D.murphy man

    Quarantine

    Good news guys, iv been testing for most the day and it seems the zombies drying up bug has been fixed! I just need to implement a few minor adjustments, sort out the military base (seems to get easily over run now zombies work) and add some weapons and readjust few things in the shops and ill release v2.1. After that, providing everything now works fine concerning zombie spawning, ill get to work on more features and things to do.
  19. D.murphy man

    Quarantine

    Ill look into that with the USP, i think what might of happened is one of the other RH weapons also uses the USP magazine, and i put it in twice by accident. As for some weapons being left out, yes casting my mind back to last year when i started this i did leave one or two weapons out (for whatever reason iv forgotten) so ill review the list of available weapons and make some edits. Also i noticed a bug that some survivors carry a pistol that cannot be sold our brought in the shops so ill have to add that on as well. And i wasn't aware some of the RH weapons required QG? i don't have QG and they work just fine. In less of course your talking about the AK pack and not the pistol pack. Since i havn't tried/used the AK pack. Firstly, survivors some time get preoccupied targeting and engaging the zombies that they can ignore your command to enter vehicles, this is ARMAs AI at work here and out of my control. If your experiencing difficulty you can always order them to not engage and hold fire. As for the layout its all subject to change, i didnt find the distances between everything too bad, but if every one thinks otherwise ill change it.As for yomies attacking, make sure you include the init.sqf that comes with the basic template. Or more importantly make sure you include these lines in the init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (isNil "param1") then {param1 = 600}; // this sets the viewdistance to 600 meters (for singleplayer, in MP the value is choosen by admin at the slot selection screen) _initYomies = execVM "yomies\init.sqf"; waitUntil {scriptDone _initYomies}; The view distance is quite an important factor as most the yomie scripts use the view distance settings to determine where to spawn yomies, what range potential 'targets' have to be before attacking, etc... I find a view distance of 600 seems to work best (for my mission any way) anything above 1000 the yomies tend to spawn too far away from the player when they enter a spawn zone, or things start going wrong and they spawn near the player but wont attack them.
  20. D.murphy man

    Quarantine

    I have been keeping a close eye on that addon and will definitely consider adding them to the mission once they are released as they seem just perfect for this type of mission. With that in mind ill also consider releasing a 'lite' version only requiring the Yomies addon, as i understand some players frustration or unwillingness to download numerous addons to play a single mission. As for food thing ill think about it, but i think that would be lower on the list of my priorities for time being whiles get spawning system working, optional side missions, outposts back in, and military patrols. My long term goal is to make variations of quarantine, one of which would be 'Quarantine apocalypse' Where the entire island has been over run, in that i think the food script would certainly be included.
  21. D.murphy man

    Quarantine

    Good news guys! I think iv cracked the problem with the zombies drying up. I think it might of been the delete body script i was using instead of the delete body script that came with Yomies. It seems the yomies one uses deletegroup as well as deletevehicle. Thus freeing up the used groups in the spawning progress so that more can be spawned. Thats my understanding of this any way. Where as the other remove script i was using didn't delete groups meaning once a group was used, even if the zombie had died and been removed, would still count towards the 144 limit. So iv reverted back to using the yomies remove body script, and will have to test it to see if zombies don't dry up. at the moment i dont have time to test it (since i need an hour + to test) but if all goes to plan a hot fix will be released some time tomorrow. Fingers crossed! Once thats out the way ill get working on more features like missions and adding the scenery and atmosphere.
  22. D.murphy man

    Quarantine

    The number of survivors that spawn might be increased in later versions. When leaving a 'zone' the zombies associated with that zone are deleted. It doesn't look very good if your being chased by zombies and then they suddenly disappear admittedly but it was the easiest and most simple solution to stop zombies piling up every time players entered and left zones.
  23. D.murphy man

    Quarantine

    The number of zombies spawned will be changed in future versions base on performance more the any thing. Currently its around 20 - 30 zombies on average that spawn in cities. With 12 potential players running around the entire island triggering off different spawns could cause some lag if i increase it. At moment just trying to get damn spawns to work properly is causing headaches.
  24. D.murphy man

    Quarantine

    The patrols are yet to be fleshed out at the moment but should expect just random squads in vehicles patrolling and maybe the odd helicopter patrol around the island. I am also planning a radio players can either buy or gain by doing mission for military base like patroling areas etc.. using the radio would summon a helicopter to come pick you up (would cost you some money) which players can use to evac survivors or simply transport them back to the military base if they need to pick up supplies etc.. However at the moment im mainly concentrating on getting the spawning to work so zombies dont dry up.
  25. D.murphy man

    Yomies Spawning system

    Thats sounds interesting, however i can see a few compatibility issues in using it to spawn Yomies, since the Yomies use Markers and there areas to spawn, wander around in, and hunt for targets.Meaning it could take some rather fiddly and awkward work arounds to get the yomies to use another spawning system. Bit hard to explain but you'll see what i mean if you check out all scripts that come with yomies package and example missions. Im still interested in the Sahrani Virus scripts + zombies thou, i shall PM you my email if you wish to send it,
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