Issetea
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Posts posted by Issetea
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Updated changelog on the first page (This version is currently online).
- changed: Players are able to enter the copbase, but it's a safe zone (Kills will be punished automatically, vehicles can't be lockpicked, bombs can't be used)
- changed: Storage in copbase 2 (Same as in Copbase 1)
- added: System for cloth
- added: Kevlar suit for police units
- added: Items - Kevlar west/trousers/gloves in a new factory
- added: Items - Small Backpack
Chernarus Life 1.00 Beta is currently running as open beta - Feel free to join. Password can be found at www.rp-mods.com
Please report all bugs you find.
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Yes, this mod works with the "normal" Armed Assault version which is included in the gold version.
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Chernarus Life is a multiplayer mission designed for 3 to 32 players.
Here is the first Sahrani Life 1.69 -> Chernarus Life 1.00 Changelog:
- This mission contains all the Sahrani Life features.
- added: New drug effects
- added: New effect when stunned
- added: ArmA2 medic system
- changed: Replaced remaining flags with people
- changed: Bank keeper takes his hands up when robbed
- changed: Replaced all Weapons, Magazines, Vehicles, Spawnobjects, Animations and more with new ArmA2 content
- removed: invasion
- removed: public transport system
- changed: When opening the Inventory, the player one is pointing to with the cursor is selected in the "give to" box
- added: Handcuffs + Keys
- added: Copitems (Some items can be used by cops only, so trading copitems to civs is no longer possible)
- changed: Players are able to enter the copbase, but it's a safe zone (Kills will be punished automatically, vehicles can't be lockpicked, bombs can't be used)
- changed: Storage in copbase 2 (Same as in Copbase 1)
- added: System for cloth
- added: Kevlar suit for police units
- added: Items - Kevlar west/trousers/gloves in a new factory
- added: Items - Small Backpack
Version 1.10:
- added: Units and Animals can be purchased in normal shops
- added: Unit interactions (Give commands to animals; Dogs will be in the players group)
- added: Own animals can be slaughtered
- added: Own animals prodice ressources
- added: Dog interactions - Dogs can search for other players or animals (Useful for cops or hunting)
- added: Hunting (There are some hunting areas; killed animals leave Ressources)
- fixed: player was able to leave the guild mission area without teleporting while the mission was active
- added: Hotkey system (available in the inventory) - Hotkeys for vehicle lock, inventory, stats, handsup, saytext, copsiren
- added: Options included in the hotkey system - Options for inventory action, stat action, animation action, copsiren action, vehicleinfo action (the actions players have in their action menu)
- added: Action to hit/knock down another player
- fixed: Stun bullets can't kill anymore
- added: Deathmatch area (Player can sign up for free; Free weapons; No Skill limit; No additional respawn time)
- fixed: Shopkeepers are back where they used to be (Due to the arma new patch they were teleported into the water)
- added: Vehicleinformation now show the owner of a vehicle
- changed: Only the real owner of a vehicle (The one who bought/spawned the vehicle) can store it
- changed: Added different kinds of refuel cans (empty, small, medium, large)
- added: Items Map, Watch, Compass and Radio into the equipment shop
- added: Own crimelog available in the Inventory menu
- changed: Times are now displayed in a nice XX:XX:XX format instead of just seconds or minutes (Crimelog and Stats)
- fixed: Death messages sometimes appeared twice
- fixed: When upgrading skills to fast an error occured
- added: Message when trying to collect ressouces without the needed skill (Including the needed skill level)
- fixed: Needed skillpoints in order to buy factories didn't work (Added message including the needed skill level)
- fixed: Player was able to rob someone without being armed (Map, Compass, Watch and Radio were weapons)
- fixed: Auction works again
- fixed: Player was bugged when handcuffed and then stunned
Version 1.12:
- fixed: Copspawn (Cops sometimes were killed by the hangar)
- fixed: Giving/Duplicating key
- fixed: After placing an object the actions were bugged
- fixed: Civcam, Jailcam didn't work
Version 1.13:
- fixed: Units can be taken out of trunk/storages
- fixed: Guild mission performance increased
- fixed: Players only have to pay tay for vehicles that are not destroyed
- fixed: Error messages starting about 2 minutes after the death of a worker (when we gets deleted) - Error: v1616, [unit_civ2_18894,]
- fixed: Players were sometimes able to leave the DM area
- fixed: Vehicle owner problems after giving a key to another player
- changed: Nitro also works while driving backwards
Version 1.14:
- addons: support for new custom addons (Credits go to their respective owners/creators)
- changed: faster startup / loading speed
- fixed: Vehicle owner problems after giving a key to another player
- fixed: Player can command units again
- added: Guild leader can select a new leader. Prices adjusted.
- added: Support for golden AK
- added: Admins can disable the object placement restriction for themselves
- fixed: Pilotjob vehicles cannot be lockpicked anymore
- added: Emergency call for mobile phone (Cops do not have to own a mobile phone in order to receive 911 calls from a player)
- added: Cops can salvage vehicles without having a truck near by (This only applies to vehicles marked as idle); Cops are able to remove destroyed vehicles, but will not be paid for that.
- fixed: Unit to Storage exploit
- fixed: Truck markers
- fixed: Bus markers
Version 1.15
- changed: calling 911 is now free
- fixed: delivery job
- changed: increased illegal earnings
- changed: kevlar suit (Only complete one @copshop) protects cops from being stunned
- fixed: Guild mission teleport action did not appear after accepting the mission
- changed: Silent hint instead of hint is now used for most messages
- added: Option (see hotkey menu) to force the use of silent hints for all messages
Version 1.20
- changed: adjusted food prices
- changed: police vehicle and weapon prices adjusted
- changed: police paycheck changed from 3000 to 4500
- changed: weapon productions now need more ressources
- changed: Message sounds (all) are enabled again. Players can now switch them on/off using the option menu (In 1.15 Interaction sounds couldn't be changed)
- changed: Placing objects now includes more actions and hotkeys
- added: Addonpack including a lot of new weapons and vehicles (installer will be uploaded when the version is released, server password will be removed)
Version 1.21
- changed: improved placing of objects - the player can now also change the up vector of the object
- added: manufacture skill also makes the player need less resources to produce items (up to 50%)
Keep in mind: Chernarus Life needs you! We are still looking for people helping us with creating role play addons and scripts. If you are familiar with 3D modeling, texturing or scripting and want to help, please contact us at www.rp-mods.com, Issetea(X-Fire) or 283-776-375 (ICQ).
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Although i think that this could be useful I didn't find a suggestion for it yet:
A command for sending something to a single client only. PublicVariable is a useful command but i guess it produces a lot of lag if a single client wants to communicate with the server and everyone else receives the same (for them useless) data. Something like "Variable" sendTo PlayerObj would be nice.
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I just replaced 260 loops and it works. Thanks for your help!
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Thanks for your reply again.
I'd like not to use exitWith anymore but since we are using it 650 times this might be a problem. The breakTo command and all the other scope related commands seem to work fine though.
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The value printed is always the value returned by the "exitWith". If we return true the output of amount will be true, but only in the same "hint format" the function is called. Since the amount variable stays 10 (As the second output shows), the variable is never really changed (or if, it's somehow magically changed back)
The following line in the script above would output "true" for the amount variable in the first output.
if (((_arr select _c) select 0) == _this) exitWith { _Fobjarray = _arr select _c; true };
And this one "test123"
if (((_arr select _c) select 0) == _this) exitWith { _Fobjarray = _arr select _c; test123 };
EDIT: Well thinking about it, changing the amount variable inside the function will change the amount variable outside of the function as long as it's not in the private array. However, there's no reason for it to be changed by the exitWith I think.
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While still converting some ArmA1 scripts to ArmA2 we've encountered a ?bug? in the exitWith command. Can someone tell me whether I'm using it wrong or it's a real ArmA bug please?
Here is a small example of the exitWith in ArmA2 (The function doesn't make much sense but it's just an example):
// Searches given Parameter in the array "_arr" and returns the array. In this example it returns: [1] for parameter: 1 INV_getitemArray = { private ["_c", "_Fobjarray", "_arr"]; _Fobjarray = []; _arr = [[1]]; for [{_c=0}, {_c < (count _arr)}, {_c=_c+1}] do { if (((_arr select _c) select 0) == _this) exitWith { _Fobjarray = _arr select _c; /* true */ }; }; hint "Still returns the array after exit."; _Fobjarray }; INV_getitemName = { ((_this call INV_getitemArray) select 0) }; _amount = 10; hint format["Test-1: %1, %2", _amount, (1 call INV_getitemName)]; hint format["Test-2: %1, %2", _amount, 1];
Output:
"Still returns the array after exit."
"Test-1: <null>, 1" <- Amount should be 10, instead, it's the reutned value of the exitWith block.
"Test-2: 10, 1"
Notes
Replacing "exixtWith" with "then" fixes the problem. If we return true (At the comment above), the _amount variable in the first output will be "true" as well, in the second, it will be 10 again.
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Solved the Problem.
The exitWith behaviour (used in the function "INV_getitemName") in Armed Assault II seems to be different. Not exactly sure where the difference is though - It still exists a loop and continues and the function returns the correct value. Gonna test more tomorrow.
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While converting Sahrani Life to ArmA2 we've encountered a strange problem:
First of all the content of all variables:
_author -> "Server" _period -> 20 (_minprize call ISSE_str_IntToStr) -> returns 50 (_objid call INV_getitemName) -> returns "Bank insurance" _amount -> 10
Here are the commands used for output
hint format["Added new Auction object 1: %1, %2, %3, %4, %5.", _amount, (_objid call INV_getitemName), (_minprize call ISSE_str_IntToStr), _author, (_period)]; hint format["Added new Auction object 2: %1, %2, %3, %4, %5.", _amount, (_objid call INV_getitemName), "", _author, (_period)]; hint format["Added new Auction object 3: %1, %2, %3, %4, %5.", _amount, (_objid call INV_getitemName)]; hint format["Added new Auction object 4: %1, %2, %3, %4, %5.", _amount, (_objid call ISSE_DummyFunction), "", _author, (_period)]; hint format["Added new Auction object 5: %1, %2, %3, %4, %5.", _amount, "", "", _author, (_period)];
Here are the results
Added new Auction object 1: <null>, Bank insurance, 50, Server, 20. Added new Auction object 2: <null>, Bank insurance, , Server, 20. Added new Auction object 3: <null>, Bank insurance, , , . Added new Auction object 4: 10, 4412, , Server, 20. Added new Auction object 5: 10, , , Server, 20.
Somehow the amount variable only shows up when the (_objid call INV_getitemName) function is not called. Right before the first output the varaible is "10" as well.
Edit: All local variables in the INV_getitemName function are declared private.
Thanks in advance,
Issetea
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Update.
Fix 2 of 1.69 was released today.
Version 1.69 Ultimate
- fixed: player was not able to drag out other players (vehicle interaction) when having a grenade launcher or sniper rifle
- changed: only driver of the convoy gets weapons when moved to terror vehicles (Also changed the amount of weapons and removed the cop handgrenades)
- fixed: weaponbag also removes guns out of weapon crates if near
- fixed: Some weapons weren't recognized as a cop weapon
- fixed: Bounty and Wanted status is removed when player is auto arrested
- changed: Players who got auto arrested cannot be released from prison
- changed: player can't drop robbed money or place it in a storage
- fixed: Weapon convoy cannot be lockpicked anymore
- changed: The player robs 3% of the money and another 3% is automatically added as bounty. All other players will lose 10% of their money. If they have insurance they only lose 1/10 of the 10%
- changed: Bank can only be robbed with a 1/2 cop/civ ratio (same ratio as for drugs)
- changed: Bank account is not reset when robbing the bank
- changed: added parachute to copbase
- fixed: Guild mission now has civ weapons
- added: new and easier system for placing objects
- changed: Copleader receives a paycheck of 10000, normal cops a paycheck of 3000
- fixed: numerous problems with teleportation when player weights too much
- added: rules to inventory
- fixed: players were able to kill a certain shop keeper
- changed: speedcam now mentions position and driver name
- fixed: when resetting the skills twice, player was not able to carry anything anymore
- changed: message when a player is seen while planting a bomb in a vehicle now contains the playername of the planter
- changed: Player now ALWAYS has to use the same name in order for the account to work (The name used when logging in for the first time after the next fix is online)
- fixed: Convoy idletime didn't work
- changed: Workers can't drive vehicles anymore
- changed: players are not able to lockpick vehicles in storage area
- changed: with a cop/civ ratio below 1/2 the konvoy will have less weapons
- changed: if auto arrested players escaped they will be rearrested automatically
- changed: Copkills in copbase will be punished by getting in the "normal" jail. Copjail removed.
- added: Crimelog now mentions the victims names
- changed: copleader actions can now be accessed using the normal copmenu (copleadermenu removed)
- added: New way of selling drugs. The player has to be in certain areas of a city (marked on the map) with drugs in the inventory. The drugs will then automatically be sold (slowly)
- added: When a cop removes illegal objects from a trunk or civ, he will receive money (The amount is the price of all removed items)
- fixed: Tracker markers displayed the classname instead of a readable name on the map
- fixed: Trackers sometimes caused errors when tracked vehicles were deleted
- fixed: Stat menu was listed two times in the inventory dialog
- fixed: Stat dialog included two Close buttons (Removed one of them and also removed the "level dialog" button, since it can be accessed using the inventory dialog)
- fixed: Factory storages where not always saved correctly
- fixed: Some mistakes in the resocialisation test in prison
- fixed: Some shops (like Drugdealer) were not public
- fixed: Reconnect after arrest did not autoarrest the player again
- added: Drugs heroine and speed
- added: Dead bodies can be collected (Player bodies will still be deleted, this system might be improved in the future - bodies can't be sold yet)
------ Fix 1:
- fixed: Speed and Heroine can be sold
- changed: Everyone loses 10% when the bank is robbed (If the player has a bank insurance it's about 1%). The robber gets 30% of the lost money as illegal earnings. 10% of the illegal earnings are added as bounty.
- fixed: players released by cops were autoarrested when killed
- fixed: Auction storage is saved
----- Fix 2:
- changed: Cop Disarm action will remove holstered weapons, unholstered weapons and magazines
- changed: Cop remove illegal objects actions will remove all illegal objects
- fixed: Tracker sometimes caused errors
- fixed: Civs were able to drag peope out of locked vehicles (instead of cops)
- fixed: Players where not able to join a guild after a guild mission was finished
- fixed: Voting system did not always work
- fixed: Prison Bug (players spawning on San Thomas)
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We have a Linux Server and afaik there's no 1.15 Linux ArmA Server yet.
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Oh right I forgot to mention that you have to be logged in in order to be able to download the files, but we will change that in the future.
btw here's the changelog for the next fix so far:
- changed: Player is only kicked out of a vehicle if weight is too much AND the engine of the vehicle is on
- changed: Only one player can access a trunk at a time (Player does not have to be driver anymore and other players can be near)
- fixed: Speedcam sometimes displayed a speed of 0
- fixed: time is synchronized with JIP players (this already worked but took a lot of time until it was synchronized)
- changed: killer of convoy driver will be set wanted
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Addons can be downloaded at www.rp-mods.com (Database section) - Sorry for the late reply.
Information about the updated versions of 1.68 (I can't post these information on the first page since the max characters per post have been changed):
------ Fix 1:
- fixed: trunk->storage radius increased to 20m (Action is now only visible if trunk is not empty)
- changed: less weapons at cute gun shops (magazines still available)
- fixed: shopkeepers will automatically be teleported back
- changed: mining is now possible without clicking all the time. After a certain amount of time, the area will be empty and t he player has to move around.
- changed: After running over 2 people in a single life (car, pickup or truck), the currently used vehicle license is removed
- added: message when player status is set to idle
- fixed: Player is set to active when pressing a button
- fixed: weapons and magazines in storage ammo boxes were spawned global and not only for the player the equipment belongs to
------ Fix 2:
- changed: weight of ressources increased by 50-100%. mining speed increased by 100-200%
- changed: mining message now comes as a title text (avoiding spam in the hint box)
- added: Message when stats are saved added again
- fixed: "heavy vehicle" factory is now moved into a standard arma hangar; the vehicles will spawn outside (both, manufactured and storage vehicles)
------ Fix 3:
- changed: player has to be near the shop in order to be able to buy
- fixed: When finishing the refuel/truck mission, the marker of the main refuel station is now deleted
- fixed: When finishing air taxi mission, marker is now deleted
------ Fix 4:
- fixed: Weapon factory storages now use the same ammobox as the manufactured weapons
- changed: If workers are near the player (distance should be less than 20 meters), the player will be able to collect resources faster
- fixed: stats were bugged after someone did the assassine job
- fixed: Job points were not always added to the correct job
- removed: factory buildings
- fixed: no one can release himself from prison
- fixed: cops do not lose their holstered weapons when killed
- changed: it's not possible to kick people out of moving vehicles
- fixed: Death messages with NPCs
- fixed: Current dialog closes when player is arrested
- fixed: sometimes the shopkeepers were not teleported back when moved
- changed: vehicle information now includes a list of all passengers
- fixed: gate animation at cop base in Masbete (it's not very smooth but it works)
- fixed: Drug dealer did not stop when a player was near
- fixed: DMZ Statusmessage was localized in the language the mayor uses (e.g. if the mayor was german, everyone got a german word in the message)
- changed: information when buying vehicles if the skill is not high enough
- fixed: adjusted "manage dmz" dialog layout
- added: server rules show up before the login screen is available
- fixed: drug dealer received new drugs every 6 instead of 60 minutes
------ Fix 5 (Released today):
- fixed: Players were not able to join a guild
- fixed: death message showed "NPC" even if there was none
- fixed: passenger list did not work with more than 1 person
- fixed: when selecting more than 1 vehicle (of the same class) to buy, only one spawned (which is correct) but the whole selected amount has beend removed from storage
- fixed: When a player changed his name and uses the same slot again, it was said that he was already logged in
- changed: removed some items from factories (mainly "west" weapons/vehicles); turned UH60MG into Mi17MG
- changed: message when killed at storage
- server: new life rule removed
- changed: in the next fix civs will not be able to use cop weapons/magazines (use the time to sell/exchange them)
- changed: civs AND COPS will automatically be arrested for killing at storage
- changed: when a player is arrested, the public message will show the time the player has to be in prison
- fixed: It was possible to vote for no one (just by selecting nothing in the copleader/mayor vote menu)
- fixed: when having the max level of a skill and selecting it in the level dialog, an error occured
- fixed: important buildings will always be repaired automatically
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New Version 1.67 released!
Changes:
- Fixed: German intro (Credits did not appear)
- Changed: mobile phone can now send 200 characters; characters are not restricted anymore; dialog does not close after sending a message
- Changed: empty buttons in the main menu and cop menu aren't visible anymore
- Fixed: Magazines can be dropped into storages again
- Fixed: Crimelog
- Skills for Weapons (Bullets disappear if the player does not have enough skill points; Higher skills enable the player to use better weapons.) and Vehicles (You can't use driver/gunner/commander seats; amount of fuel used depends on skill as well)
- Crimelog in the civ interteractionmenu
- Levels shown in stat menu are correct now
- Trunkt storage with ressources
- Added: Player is able to reset his Skill points for $250.000
- Changed: Max cost for a single level reduced to $1.000.000
- Added: Parachute item. Players have to buy or manufacture a parachute in order to be able to use one. After ejecting the player will get an action to open the parachute.
- Changed: cops do not lose their weapons when stunned
- Changed: cops do not lose their inventory items when killed
- Fixed: Sell vehicle action stayed after leaving the flag area (this was caused when moving from one shop to another in less than 5 seconds - atm airshop and sell vehicle shop are close to each other)
- Added: Inventory item "Painkiller". Can be used in order to heal 10%/20% (depending on whether or not the player has the medic training). The player can use it as often as he wants but only once per 30 miutes.
- Added: Bomb training reduces chance of leaving evidence while blowing up vehicles using bombs. Having the planting kit and the training will result in a chance of 20% to leave evidence.
- Changed: added boat shop at corazol; added fish area near corazol; moved rifle factory to paraiso airport; added air shop to paraiso airport
- Added: ability to unflip vehicles using a cooter
- Changed: reworked Inventory dialog
- Fixed: Cop leader stays message showed "%1" instead of the votes
- Fixed: "scalar bool array sting" error when getting taxes as mayor
- Fixed: cop marker message is now displayed when switching the markers on/off
- Fixed: Trading skill now works
- Added: Information text for saytext dialog
- Updated: Tutorial and FAQ text
- Changed: Civs will only lose their inventory after respawning if they killed someone during that life
- Fixed: guild mission
- Changed: Mobile phone can now (also) be used to send a message to Cops only, Civs only or Everyone
- Changed: mission parameter to disable chat
- Added: if chat is disabled, alternative death messages are shown as hints
- Fixed: worker action (So players can see who workers work for)
- Fixed: Player is reselected as group leader if AI has taken control of the team (this might happens after killing teammates)
- Fixed: account balance message shows correct value if the account has more than $1.000.000 on it
- Fixed: time to wait when getting killed is now rounded to a full number
- Fixed: Message log stopped logging after 100 messages
- Fixed: public auction message
- Removed: one of the felicia cars (bugged)
- Added: ATM to Masbete cop base
- Added: Inventory item "speed radar/gun". Using this item the player can determine the driver and speed of a vehicle the player is looking at. It is an inventory item, so cops can still keep their normal weapons in their hands. Also works while being in a vehicle.
- Fixed: German intro (Credits did not appear)
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Mission file: http://rp-mods.com/downloads/sl_166_client.rar
Other files and Addons: http://rp-mods.com/Forum/wbb/index.php?page=Board&boardID=9
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Yes, but there isn't a linux dedicated server yet.
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I'm not playing SL, it's an admins job.
EDIT: btw. what do you mean by saying "or hack their own server"?
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The server sometimes crashes if it has been full for a while. Anyway since your stats will be saved that shouldn't be a problem.
Note that it sometimes crashes again after a restart because 32 players are trying to connect at the same time.
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Sahrani Life 1.66 has been released and all player stats have been deleted as announced earlier. Players still need the same addons as for version 1.60 (and all other previous 1.6X versions).
Greetings Issetea
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Changelog updated. The new version will be released soon.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
- fixed: message if mayor stays (%1 and %2 were displayed instead of values)
- added: Terrorist mission - player has to kill a randomly selected civ/cop (He is not allowed to kill other then the selected person)
- added: Players can choose their respawn location (Bagango, Terror island, Hideout, City hall)
- fixed: church (free healing at all) works after a reconnect
- fixed: message when getting a new rank displayed "SCALAR" where the points needed for the next rank should be
- changed: admin login now in the main menu
- added: cops can find out who detonated a vehiclebomb by using a vehicleinteraction on destroyed vehicles
- added: bomb planting kit (Helps the player to plant a bomb without leaving any evidence - chance of evidence drops from 100% to 20%. produced at terror factory)
- added: bar-building (can be bought at hideout-objects shop)
- fixed: Siren light only for cops; removed siren light interaction when vehicle is destroyed
- update: credits
- added: Static camera system for cops (preplaced cameras can be selected in a dialog)
- fixed: larger objects spawn further away
- changed: reduced some lag (not sure how much, needs testing on the public server)
- changed: player is not set unwanted after suicide
- fixed: Money exploit
- changed: when packing/deleting the hideout the storage is cleared
- changed: Login button in main menu is only visible while not logged in
- added: Levelsystem -> Player can buy levels for money and receives skill points with each level. Current skills are Strength, Mining and Trading.
- added: Player levels are visible in the stats menu. The stat menu also has a button which opens the leveldialog.
I would like to highlight the most important change for this version:
- added: Levelsystem -> Player can buy levels for money and receives skill points with each level. Current skills are Strength, Mining and Trading.
Greetings,
Issetea
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Update:
Changelog for 1.64 added.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
- fixed: Heavy vehicle factory
- added: Admins can now use the ingame console in order to kill a player, destroy an object or move a player into prison
- changed: Factory specific items/weapons/vehicles can be stored in the factory storage
- added: The player can join the church and receive free healing
- added: Weapon free zones -> The player will lose all his weapons when entering a weapon free zone (civ only). The weapons can be retrieved at the nearest ammo box at the border.
- added: Message if someone tries to buy drugs while not enough cops are online (Many people thought that it was a bug when the dealer didn't have the shop action)
- changed: Pistol factory is moved
- fixed: player can gather salt water and wheat
- added: cops can now switch the siren light on/off using the vehicle interaction menu (without siren sound). The whole siren can still be switched on/off using the action attached to the vehicle
- added: Russian translation. Special thanks to Bobba
- fixed: Stun and respawn. Player will be arrested automatically
- fixed: If workers get teleported away from prohibited areas, the message does not say that the player has been teleported anymore
- changed: For drug deals there has to be a cop/civ ratio of 1/2
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Quote[/b] ]- is it true that country gets sometimes attacked by OPFOR after couple of hours playtime?Yes, after about 20 hours playtime there is an Invasion (Some BMP/Shilkas and Infantry). You get rewarded for killing their leader.
Quote[/b] ]- what is the recommended cop:civilian ratio?There are 20 Civ slots and 12 Cop slots so there should be min. 1 cop for 2 civs but it's always better to have more than 1 cop per 2 civs.
Quote[/b] ]- what is the goal (except having fun all the time) of the game and I wonder if it can be set?We thought about that a lot, but we didn't really find something we could use as a goal. In other rp games the goal is to reach a high level and complete all quests, which would be getting rich and doing some jobs in SL.
Grettings,
issetea
ArmA Strike (by RP-Mods.com)
in ARMA 2 & OA - USER MISSIONS
Posted
Were you ever looking for nice PvP game in ArmA2? A mission you only have to join to play right away? A game mode that features endless tactical possibilities which suits clanwars and publicservers at the same time?
Let's face it: There are way too less PvP missions for Armed Assault 2.
But now there is change: rp-mods.com is proud to be present ArmA Strike, a new high quality PvP mission by Issetea and Fewo, featuring two different game modes.
Read more with screenshots...