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Everything posted by weaselboy
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http://www.armaholic.com/page.php?id=9207 Not sure if you guys saw this but it seems like it could go a long way to updating Quarantine...
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It Figures. I missed the forum transition and I only recently find out about the Quarantine Unleashed work being done AFTER work has stopped. Ah well. That being said, Quarantine/Quarantine Unleashed is my absolute favorite mod for ARMA and high praise to everyone that worked on it. I am playing the most recent (v2.38) and am enjoying myself as thoroughly as ever I did. Everything is better when you have a silenced M4. :) Silenced weapons ARE harder for the zombies to hear, right? heh
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Come back. We miss you...
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I go away for a week and see what I miss! I installed 2.5 last night and gave it a runthrough. I must say that things are much more difficult now. I am amused that when I call for survivors, the prisoners in the camp by the south docks call out for help. Nice touch. Also I like the that the compound is no longer a ghost town. There are cars and people and the helos are great. I almost was able to open my first ammo crate before the zombies were on top of me. It didn't end well for me... There is enough new material in the mission now that I can put together more fiction from in "The Q" Keep up the good work!
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My gang is so hungry for the changes you have made so far that I could care less if we respawn as seagulls. "Mine Mine Mine Mine" --- "Finding Nemo"
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Definitely good news there! I tried doing a sweep of Paraiso in bus, hoping to get as many survivors as possible but they are not the brightest folks in the world. I chalk it up to shock. Max I could bring home was 3 and they were all moderately nibbled.
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pauld, Did you use its own Shortcut to start the game or did you use the one you usually use with all your other addons on the Start line? I trim things down to bare basics when I start up my server. I don't want to muddy the water with too many other things running. Try just including Yomies and the RH_Pistols addons. If that works, you might want to add your usual addons back into the Start line one-by-one. That way it will narrow down what might be blowing up on you and give D.Murphy a clue what is happening.
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With Zombie awards for Vehicle Weapon Kills, I can see the price of M2 ammo going up...
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Slide my gang a pre-release copy and =WE= can test <cough>play<cough> with the new features while you fix bugs... My gmail acct has plenty of storage space. hehe
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"Any survivors who 'hear' the players call will try and move towards the players last known position when the player called. (which lead to an amusing scene of a survivor jumping to his death from top of a building trying to get to me whiles testing) " Yeesh. This would have freaked me out the same way seeing a squad of dead officers in the middle of the street did.
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Great news! I can't wait for the next beta. (Mainly so I can turn the radiation zones off) After dying several times due to radiation, once after flying through a HIGH zone and not landing quick enough to administer my Anti-Rad, I am glad to see this as a toggleable option. I am also of the mind that it should be off by default. I don't want to be a naysayer but it really takes away from the zombie action. Example: in my last run tonight I was closing in on a crash site only to find that it was in the center of a hotzone. Well, that is all well and good except that if I don't feel like going into ground zero for a crash site recovery, I will never be able to get that mission again as it sticks around. Also, i am noticing that sometimes a Kill-X Infected mission does not spawn enough zombies to complete it. I had entered a town and scouted it out, killing as I went. Eventually, the town was clear but it did not end the mission. According to the mission map, there were 47 left to kill. (it was a Kill-60 mission) Not sure if this is due to a spawning issue or what.
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Oooooooo Land Mines! Are they linked to an IFF device or does anything set them off? This will make juts bolting out the gate and going cross country on my dirtbike interesting! One thing to add about getting seagulled, I did notice that there were a bunch of players on an island to the SW of Sahrani. Next time, I will fly back and report. Birdies move so slow and I got bored last time. I am also seeing that the server, once it starts running and in persist mode, crashes overnight. I may change it so it resets when all players log off....
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Make sure that you have Yomies and RH_Pistols. The links are on Message 1 of this thread.
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...And THEN..... I died via radiation. I respawned normally but I had no cash so I decided to re-log into the game. I respawned as a seagull to the South West. cawwww cawwwwww
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After a bit more testing I have decided that I don't like glowing in the dark. I also had an interesting run. Had a regular survivor in an offroad 4x4. Went to a crash site and found a military survivor. Ordered him into the vehicle anywhere and he went into the driver's slot. I then lost control of the civilian survivor. I LOVE software testing!
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Random Suggestions: For the refugee camp... How about letting a convoy restore it once it is overrun? Maybe bring it to half strength with one convoy and back to full with a second? Is there an admin backdoor to give cash? I'd like to jump around testing missions in a Little Bird. I know I can start the game with 100k cash but it would be nice to be able to experiment with weapons etc.
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HAH! I forgot about the friendly fire incidents! I think this may be because I had a survivor in the truck and the crashed helo is considered Resistance. I mean we ARE taking the survivors to a government base... On my last convoy run, I was gunned down just before the wired-in depot. I respawned, stole a car and drove back to the base. I then grabbed the truck and collected the reward without incident. (Except for all the zombies...)
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Seeing as I was at Origins this weekend, testing was a little slow. But that doesn't mean that I didn't get to test at all... I have had an open server going for a few days now. Look for Weaselboy's Target Range. It may be passworded from time to time when my gang runs missions privately... 2.4 Hotfix ======= 1. I am seeing what Xawery is seeing with survivors dropping from the group. I was on my way with a resupply convoy (more later) and I grabbed a military survivor of a crash mission. He swung up to the turret no problem and we continued on. At some point, he dropped from my group and I could not control him any longer. We continued to the outpost and I was unable to get my finder's fee. 2. I found that even though I got my supply missions into the base and received payment, no new humans were spawned for the guns/patrols. This happened a couple times. I had the base with only one or two manned guns and lots of Zombies around, I would get there in time, get my $6500-$8500 and no humans would spawn to save the day. The bases still fell. 3. Base mortality is still high. It takes about 15 minutes for a server to lose it's base with no active human players. I am not sure what the solution for this should be. Maybe spawn the zombies the old way in the base spawn zone but increase the numbers. Something weird is happening with the bases in general since I have seen zombies wiping at empty MG emplacements. I liked it as it was perfect zombie behavior, though. 4. I wouldn't mind being able to run a server without the radiation zones. I find that I like focusing on zombie action rather than "diluting" the zombie experience with rad-zone avoidance. Perhaps a checkbox in the startup screen? 5. Love medkits though I seem to always activate them by accident in the middle of a zombie assault. This is a personal issue though. 6. Love the Crash Rescue mission! It adds a great deal to the experience. Would love to see something similar with a group of survivors that you have to get out safely. That would mean getting a larger vehicle into a warzone where previously we were able to make do with a motorcycle or offroad truck. That's it for now....
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Heya, Any chance of having these options toggle-able like the starting cash etc? Pity about the Medkits using pistol ammo slots. My preferred loadout is a sniper rifle of some sort and a Tec9 as my main use weapon. Ah well, the price we must pay. Can't wait to give these a runthrough. Do you think that older single player savegames will work with the new .PBO?
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And another thing,:) I can't seem to get the console_log working. It isn't logging at all despite the file/location I direct it to... Could this be a Quarantine thing or just a user-related issue with Arma in general?
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Hey D, So the last few days I have had a server up and running and the I have noted the following: 1. The game crashes after a certain amount of time. I'm not sure what the problem is other than ArmA itself crashing. I have been running a persistent server so I can throw my guns in a car and then come back to them after dinner. 2. I have found that sometimes a player AI goes active and starts wandering the Q shooting zombies. I was playing one night, alone, and I see on the map that "Player2" is moving! I think it is one of my friends that were on the server earlier. In fact, their names are still on the "i" multiplayer scoreboard. However, I finally track this player down and it is just an AI officer, in blue beret, running around on foot. This might explain the dead squads of soldiers I find in town sometimes.... FYI, I am having a LAN party this weekend so if you want to slide us a beta version of your latest changes for us to test for you, PLEASE feel free to PM me. And if you feel like remoting in, let me know. Prime game time will be Saturday early evening through the early morning EST Latest Suggestions: - Medkits! A one time heal that can be performed in the field but takes about a minute to use. That way it would act more like a procedure and not an instantaneous Cure Serious Wounds spell - a Recruiting tent. Similar to what you can do in Evolution. From this "store", you would be able to select a SINGLE AI squad member with limited loadouts. Once it dies, it is gone. I say only one since it can easily become overpowering. It should be less costly than a Blackhawk but not much. I figure around $75-$85k --- Sample Loadouts(All with full ammo, Binocs, NVGs --- $60k - M1911 $70k - MP5 $80k - M4A1 $80k - AK74 $100k - M4A1 + Medic $150k - PKM (This trooper would be AMAZINGLY useful) That's it for now...
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That isn't my REAL admin password. As for the addons, I had them in separate directories and they worked fine for single player. However, I found that I had to add the yomies and the RH_Pistols into my main addons dir for the dedicated server to work. I just never changed my shortcut. "Weaselboy's Target Range" has been up and open for the last few days. I see that a few people have tried to swing by as well as attracting some undesirable that was just shooting people in the main spawn camp. If I was online at the time, I would have banned his butt. As for field reports, I had a couple of eerie moments that I think were due to some bug or another. I had respawned not in the main base but on the streets of Corazol, some distance from the base. As I was walking back to base, through the empty streets, at dusk no less, I came around a corner and found a squad of dead blue-bereted soldiers dead in the middle of the street. VERY freaky as it was totally unexpected. Ran into a similar group of dead soldiers in the streets of another town as well. I am wondering if that is due to someone killing the local soldiers in the camp and having THEM respawn somewhere and then get eaten. The thing that is really getting to me in this game is not Quarantine's fault. Why in the name of the Wide World of Sports can we not at least WALK while reload? And why the HELL can't we abort the reload action after we hit 'R'? That one thing has been the cause of more of my deaths in the Q than anything else.
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I have an on again off again server up. Setting up a regualr server should be easy. Copy the yomies and RH_Pistols .PBO files into your Arma\addons directory and copy the quarantine .pbo into you arma\MPMissions folder Let us know how you made out... I just got through setting up a dedicated server as follows: My start icon has the following start properties: "C:\Program Files\Atari\ArmA\arma_server.exe" -nosplash -mod=@Quarantine;@yomies;@RH_Pistols -config=server.cfg and this is my server.config -------------------------------- // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname="Weaselboy's Target Range"; // The name of the server that shall be displayed in the public server list password=""; // Password for joining, eg connecting to the server passwordAdmin="foo"; // Password to become server admin. When Youre in Arma MP and connected to the server, type '#login xyz' reportingIP="armedass.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers logFile="server_console.log"; // Tells arma-server where the logfile should go and what it should be called // WELCOME MESSAGE ("The Weasel Is Behind You...") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[]={ "", "", "", "Welcome to 'The Q'", // "Server Settings: Veteran, Crosshair=off, 3rdPerson=off, MapInfo=off, VoN=off, CustomFiles=200KByte, Voting=33%, PersistentMaps=on", // "We are looking for fun - Join us Now !", // "http://www.mypage.org/", // "", // "You should use mumble, its better than", // "TS2 Server for recruits: mypage.org:8767" }; motdInterval=5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[]={ // Checks if these files are equal to the servers files. If one or more is not, player will be kicked from server "HWTL\dta\data3d.pbo", "dta\data3d.pbo" }; maxPlayers=30; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. Kickduplicate=1; // Each ArmA version has its onw ID. If kickduplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures=0; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired=0; // If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers=1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold=0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN=1; // If set to 1, Voice over Net will not be available vonCodecQuality=0; // Quality from 1 to 10 persistent=1; // If 1, missions still run on even after the last player disconnected. 3rdPersonView=0; // Probably does not work here, should be set in the .armaprofile file of the server difficulty="veteran"; // Probably does not work here, should be set in the .armaprofile file of the server // SCRIPTING ISSUES onUserConnected=""; // self-explaining onUserDisconnected=""; doubleIdDetected=""; regularCheck=""; onDifferentData=""; onUnsignedData="server globalChat format['Player %1 is using unsigned data.', (_this select 0)];"; // unsigned data detected onHackedData=""; // tampering of the signature detected, see also verifySignatures above // MISSIONS CYCLE (see below) class Missions { class WEASEL_01 // name for the mission, can be anything { template = RPG_12_Quarantine_V2_3.Sara; cadetMode = 0; // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc) }; };
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Yomies and RHPistols were in their @directories. I guess it didnt like them there because once I copied the .PBOs directly into the arma\addons main directory, it was able to start up. Weird.
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OK Now I have a selfish request. I have been trying to set up a dedicated Quarantine server and I am thwarted. Does anyone here happen to have a working server.cfg file for this mod? I try and start the game but the server stays in the "Creating" state. Thanks!