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NeoArmageddon

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Posts posted by NeoArmageddon


  1. My opinion:

    1) Encrypting missions and/or building solutions to prevent users from get a mission from a server is neither a solution to your problems nor is it in the spirit of ArmA and the community. If you build a mission and play it public, the mission IS PUBLIC and should be threaded as such. Everyone joining your server gets a local copy of your mission file and can use it as such copy. If you don't want your mission to spread, don't make a public server with it! Proprietary server and missions are stupid ideas from people who think they can get money or fame from preventing people to play their missions.

    2) I don't think there is something wrong with editing a mission, adding a notice of edit, and reuploading it on your own server for personal/squad/clan use. I often edit missions to fix some bugs or adding special units (have a look into the Escape Chernarus thread for example). Only if the creator explicit says, that editing without his permission is not allowed, I will ask him for a permission to do so.

    3) Releasing a edited mission in the forums is something completely different! I would always ask an original author for his permission to release an edited AND credited version of his work!

    4) Removing credits/authors remarks and claim a mission as your own is just rude and an exploit of "game" mechanics. But I am sure that those people will quickly loose their (good) reputation. There were some of those cases in the past and most of the people involved never released another (stolen) mission again. Those people will exclude themselves from this community.

    @DeltaFOX209

    I don't see why you should host a mission for the public and don't allow anybody to play it apart of your server. The phrase "this mission took a lot of effort" is not a reason to make it a proprietary mission.

    If you release your mission publicly with a notice "Don't edit this mission with the authors permission" everyone could see, that those people are using an illegitimate version.


  2. But why no one is talking about this awesome feature here on the forums ?

    Probably because:

    1. The implementation depends on many factors (mission, server, etc) and is therefore only relevant to coop communitys and clans.

    2. It's not an awesome feature, it is a work around (server is not using as much CPUs as it could... I think max two cores).

    I am still waiting for a more AI optimized arma server...


  3. - Is there a way to start the HC without having another copy of the game ,and without playing with security params (Battleye/kickduplicate) ?

    No. At the moment the HC is a fully qualified client/player, just without graphics.

    - Does the HC need to stay on the server to take benefit of it ? if not,how to implement this ?

    Yes. When a client leaves a server, his local AI would become local to the server. If the HC leaves the server, the server will take over all AI and you will gain nothing out of the HC.


  4. Thanks, seems to work, I can host without error message. We will test Rearmed in MP asap.

    And just a remark for everyone who wants ArmA Content + new Beta:

    -mod and -beta Commandline disables Rearmed-Content, but you can enable it in two simple steps:

    1: Load Take On without beta loaded (but installed) and tick "beta" under expansions.

    2: Close Take On and start beta-shortcut without -beta= and/or -mod= command.

    Now you have Take On Beta 97057 with ArmA2 Content :yay:

    Edit: Scruffys said, he simply removed "-beta=" from shortcut and got the same result, even with "beta"-expansion enabled... <- the one step solution


  5. Sketchy multiplayer support here, 90% of the time no one can see one another's server

    Edit: turns out now battle eye required is a default setting, when not hosting a dedicated server it won't show up until set to no, you need a "All" option

    Jep, "Battleye: Default " ist now something like "Battleye: Yes" ... since 2 or 3 betas.

    And you can always use "Remote" to cennect to your server.


  6. Hey, its really nice to see a RPG mission that is "free to use".

    It is a shame that some people thing, they have to protect their arma missions from the community. So much the better that you choose to release your RPG mission like most other missionmakers.

    Keep up the good work. If you need help with server, website or sqf: PM me.


  7. which server version should I use? The last 1.60 beta or the stable once?

    As far as I know, there was never a "stable" 1.60 linux server. All of them are named "beta".

    This is the version you are looking for:

    http://forums.bistudio.com/showthread.php?137098-ARMA-2-Operation-Arrowhead-Linux-Server-beta-1-60-94743

    Tip for uploading:

    Share the work with your clanmates. One uploads addons, another one expansion, u.s.w.

    And you can save some time, if you zip/rar you arma-folders for upload, even without compression. One large file is always faster compared to a lot small files.


  8. You can lose the chopper, I can lose it when I crouch run, and use trees to break line of sight. Plus the start position is random so the chopper can arrive at different times, its just the luck of the draw.

    The chopper won't show up, if you kill the guards fast enough, so they can't call for help. This seems to be around 30-60 secs after they got aware you escaped.

    If you escape and run into a forest, the chopper probably can't see you. The chopper will circle the area. You'd think he is following you, but indeed he is just searching the area.

    I have some trouble because i don't know much about editing such missions. How can I open (if I have your permission of course) your mission and give ourselves a Makarov SD with 8 mags on the start?

    I hope you can help me and thanks again for this amazing mission!

    Open InitServer.sqf and search

    // Spawn guard

    You can add this

    _guard/_unit addweapon "MakarovSD";

    after this lines

    _guard/_unit removeWeapon "ItemGPS";

    The unit "_guard" is the guy with the weak heart and the "_unit" guys (in a for loop) are all other guards at the startpos.


  9. Hello.

    I have a slight problem with disabling the crosshair in planes. I turn it off in settings, and it does not show up when playing with infantry but it shows in plane cockpits. How can I disable it there?

    I think this addon will help you: http://www.armaholic.com/page.php?id=11297&highlight=SCRUFFY

    It removes EVERY crosshair ingame, even on mp servers with crosshairs enabled (if they allow this addon, of course).


  10. Got my maps a few days ago... I already own the sahrani map but the other maps are even greater and more useful (in ArmA2 :) ).

    But I was a little bit disappointed with the folding... it was not complicated to unfold, but the edges looked "handfolded"... the inner edged were perfect foldet, but the outer edges were folded with less quality (or less pressure). Also the "fold intersections" were ugly crumpled.

    But the rest of the maps (printing, design) are of great quality. Just as my ADAC roadmap of northern germany...


  11. The answer is quite simple: Everything you can imagine!

    You can play the campaign, missions or multiplayer missions shipped with the game, or you can join a multiplayerserver to play custom maps with other people.

    But that not even a bit of all possibilities you have. You can try out the editor to make your own missions. You can even use ArmAs own scripting language (SQF) to create whole new gamemodes (or you can download such in this forum).

    And if thats not enough, there are a lot of great addons and mods: vehicles, armies, aircrafts, gameplay enhancements, totalconversion, replacement packs, u.s.w.

    My advice: Find some people playing coops or Warfare and join them for some hours.

    [Edit] Myke was faster ;) [/Edit]


  12. Pros:

    • I think all PROS I know, were already mentioned. I don't want to repeat them.

    Cons:

    • The idea behind DayZ and it's components are not new in ArmA. For example a lot of zombie missions was released since OFP and there were even some "loot food and water to survive"-missions. And DayZ's persistens is similar to MSO's NOMAD (with exception of a global database).
      I am afraid that from now on every mission with similar gameplay or scripts will be a "dayz-clone" in the eyes of players, even if the developer puts alot of afford in scripting and modeling.
    • I don't want ArmA2/3 to be known as "the game behind DayZ". A german game magzine even said: "Welcome to Chernarus, the beautiful world of DayZ" and it looks like they thought chernarus is part of the mod.
    • This:
      5. The dayz playerbase currently overshadows the arma playerbase.


  13. I think what we are after is a mission in the CTI/Dom/Evo/Dynawar/etc spirit and perhaps we should turn our collective minds to coming up with ideas that a seasoned map maker can work with.

    There are some great tools out there, to help you and anyone interested to collaborate in mission making for IF. Dev-heaven or if you don't have a complete concept you can create a social group here in the forums, maybe something like "Large Scale Dynamic Multiplayer Mission for Iron Front Creation Group (LSDMMIFCG)". By the way: that's a great mission name :yay:

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