Jump to content

Fewo

Member
  • Content Count

    9
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

1 Follower

About Fewo

  • Rank
    Private
  1. Fewo

    Sahrani Life

    Changelog for hotfix. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> - fixed: magazines are stored in the DMZ crate as well - changed: equipment shop and worker flag switched - changed: civ storage moved to dmz border - changed: church can be bought at the church - fixed: drug dealers - fixed: storage is saved again - changed: Mayor can enable the dmz (weapons will be removed), enable the dmz marker (weapons will NOT be removed), or disable the script and marker. Standard is marker only. - fixed: mayor vote is fixed - fixed: cop leader cop cam
  2. Fewo

    Sahrani Life

    Sahrani Life 1.61 released today! New features and changes are: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> - fixed: Error when opening stat dialog using the main menu - added: message when accepting truck job - fixed: Player cannot enter a car when carrying too much anymore - changed: Shop dialog does not reopen after something has been bought/sold (it stays open) - added: illegal earnings: when robbing the bank, the player gets illegal money (player cannot buy with that money) - changed: bank rob money depends on the number of players who are ingame - fixed: shops in training version - added: animation when droping items - added: added GSG9 sniper unit (one slot) - added: dealer where the player can exchange the money - fixed: Error when finisheing delivery mission - fixed: Flashbang now works - fixed: some unnecessary things were saved on the server - changed: replaced drug buy and drug sell flags with real civilians (immortal) - added: Player is able to pay money in order to reset respawn time (civ hospital, cop flag) - added: if the player is tracked and rejoins the game, the tracker will stay - added: drug buy dealer moves around (with marker) - changed: Shop at workplace 3 is now named "sell fish" - changed: Shop at farming area is now named "sell wheat" - Fixed: Wrong message is shown when a storage can not carry an item - changed: Vehicles which were constructed in a factory are now locked when they spawn
  3. Fewo

    Sahrani Life

    The Guild Wars does not happen all the time. Regular there will be times, where this area is forbidden for every one. Sadly it is not possible to change the playermodell during the mission. Greetings, Fewo
  4. Fewo

    Sahrani Life

    Hi, Ok, the guild/government script is slowly about to get finished. Curretly it works this way: Player can create a guild at the major hall in the north of bagango, it costs money. Other player can join existing guilds, if the leader allows it. Joining other guilds costs money too. It is neccessary to prevent abusing. The leader can manage the guild using a dialogue, if the leader leaves the guild or the game, the next oldest player of the guild becomes leader. In the South of North-Sahrani, there is a area reserved for the guilds, for the cops it is a forbidden area. There are a few areas, the guilds can take during a "guild war". By holding these areas, the guild gets points. You can also buy points. If a guild has the most points and at least 100, the guild becomes the government, the leader becomes major. At the major hall he has a dialogue, where he can add and/or edit laws, other player can see them in their stats. Everybody gets also a message if a law has been changed/added. The major has also the "set wanted/unwanted" dialogue the cops already have. And he has the possibility to repair the jail. Greetings, Fewo
  5. Fewo

    Sahrani Life

    Hi, There are already possibilities to remove your marker or set the refreshing time up. In Bagango there you can buy at a flag in the northwest a modified marker. You can choose the refreshing time and how long it should last. In the Terror-Hideout you can buy a marker jammer, which deletes your marker for ten minutes. You should get a message via groupchat that you robbed the bank shortly and so you can not deposit any money on the bank. We noticed it a few times, that user marked a feature as non-working or bugged. Often, those things are explained in the groupchat-messages you get everytime you do an action. Please read them before you say that it does not work. Buy a hideout at the majorhall, place it in or near the terrorcamp, buy the "online-banking addon" at the hideout flag, and then you have your personal bank there. Another topic: We read your suggestions regarding the gangs (We actually call them "guilds"). Currently we are scripting goals for the guilds. And it looks like that we are going to use south sahrani as a "police-free-guild-zone". There are a few cities we will use as sectors, and you have to conquer them. But you still have to buy weapons and vehicles in and around bagango. But we are also looking for ideas the guild could do on north-sahrani. A release date can absolutely not yet be determined, because we have also other ideas currently only existing in our minds. Yet another topic: We noticed that a few modified versions are running on the public servers, mostly changed to get more player slots. Those versions are not supported by us! The version you can download here is the only version we support! But it is already planned to release with 1.1, besides the 16-player-standard-version, a version for 32 players (20 civs, 12 cops) and maybe a version for 64 players (40 Civs, 24 Cops). Until the release the features could still change, so everything mentioned here is not final. Greetings, Fewo
  6. Fewo

    Sahrani Life

    Thats the way it is currently planned. We already created a menu where you can join a gang or create a new one. So far it works fine, but it is a very early version, so it will still take a long time. But the gangs should not end up killing each other on a simple way, so they need goals. This can involve killing other gangs, but that is not necessary. And now, as Issetea already said, we are searching for such goals. So if you have any idea, please post them. You can also post ideas regarding the gang features itself (e.g. what options do a gang leader have etc.) Greetings, Fewo PS: A Major-Script is already planned but we need ideas too.
  7. Fewo

    Sahrani Life

    Hi, Currently we are working on Version 1.1. Besides some further bugfixes and improvements of current functions, we will add more features. We read every post, and we note your suggestions, and a lot of them are good ideas. But please consider: We are still talking about Armed Assault, not about a complete different game, and we can not realize everything if ArmA has no option to do so. There are already so many scripts, that we also have to obey the performance. We will list those new features later, first we have to create and test them as intensive as possible. A release date of V.1.1 can not yet be determined, and you should not expect it the next few days. Greetings, Fewo
  8. Fewo

    Sahrani Life

    In Version 1.01 a Hangun-holster-script is added. With this you can hide your handgun, but when the cops checks you for items, they can see it. Will be fixed in the upcoming version 1.02. I agree with you completely on this issue it is a really good idea to have that truck feature issued 'if the truck doesn't make it with the supplies the cops won't get new weapons. I can't tell you how disappointed we were when we hijacked the truck and saw no weapons on it (and the fact that the cops didn't suffer any penalties for it). Cops really need more to do than hassle civilians I remember one game the cops quarantined all of bangango 'cause of all the suicide bombers they shot all civilians in bangango on site (which really caused a riot). Currenty the cops should not ignore the convoy. Even if they have a lot of weapons from the beginning, the convoy have to refill them. Every convoy, that arrives at the copbase, fills ONE of the crates. And if no convoy reaches the base anymore, the cops could have a problem. If civs hijack the convoy, they have to drive it to the terror-hideout. There it will fill their ammoboxes with the weapons the cops would get with that truck. Mean that it could be binoculars, it could be pistols, or it could be rocket launchers. But it will be changed in the upcomig version 1.02. If a convoy reaches the terror-hideout, every civ gets there a personal "set" of weapons in the ammobox standing there. But the idea itself is not bad. We did not want the situation that every cop uses a helo to cover the island. So there are more Car chasings or roadblocks, the civs should also have a chance to escape In the mission there is one important script that executes nearly every global action done by the players. A bug in version 1.01 could crash it. We added a security script which should restart it, but made a tiny mistake so it does not restart. It will be fixed in 1.02. We hope that we fixed every critical bug in 1.02. If we does not find any more bugs on the publicservers, we will focus on a version with new features. We will also start scripting versions with necessary addons and/or more players. A release date of those versions is not yet determined. Greetings, Fewo
  9. Fewo

    Sahrani Life

    Hi, Thank you for your replies. We will note all the bugs you listed here, we will fix them if we are going to release a new version with more features. We have a long to-do-list, but we decided that we will wait to continue scripting until the mission is established. A few bugs are known, and we tried to fix them as good as possible. But now I hope you enjoy this mission as we enjoyed to create it. Greetings, Fewo
×