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iMesh

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About iMesh

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  1. I just realized I didn't list it before, so I'll list the scripts I'm using now: Simple Vehicle Respawning Script by Tophe of Östgöta Ops [OOPS] JON Editor Update for placement of Mini-City next to Airfield and many other buildings to come. Universal Weapons Respawn Script by toadlife revised by norrin for ArmA Description.ext taken from the Hunt Waldo misison by Bon_Inf because I couldn't find a seperate one. This thread will exist to garner interest in this kind of gameplay for Arma2. If the number of people wanting it continues to grow, I'll release it in player friendly version (instead of a half ass'ed version thats only acceptable to myself). Just a quick note to clarify, I do appreciate criticism as long as its constructive and useful to me. If your reason to post here is to object to this kind of gameplay without reason, then please don't bother. I wont listen or pay attention to you. FFA gameplay is what I enjoy most in games. And this thread exists to see if there are others besides me who play Arma2 that feel the same way. For those who have heard of it before, it will basically be the GMOD of Arma2. Atleast without the cool physics gun (for now anyways :P). The Primary goal is to introduce a sandbox feel to the game. Here are some screenshots that I posted earlier (more to come) Here are some screens of my map: An example layout of all the 10 enemy bases: http://i196.photobucket.com/albums/aa173/Desphilalis/markers.jpg (I changed the marker icons since then, but thats where they are. They also show up in the ingame map.) Example of the my troop layout in Chernogorsk: http://i196.photobucket.com/albums/aa173/Desphilalis/Chernogorsk2.jpg *sigh* At the end of the day, this is usually what the our server looks like with no intervention from the enemy troops, and a product of our boredom http://i196.photobucket.com/albums/aa173/Desphilalis/join.jpg Well, I was bored tonight, so I hopped aboard a chopper and took some more screenshots. (and yes, thats the LHD in the airfield. It makes no sense, I know, but I honestly think it looks cool there). Main view of the mini-city and the carrier: http://i196.photobucket.com/albums/aa173/Desphilalis/minicityandchoppers.jpg Hangars fully stocked with planes (Yes, those are F117's you see there) http://i196.photobucket.com/albums/aa173/Desphilalis/Hangarview.jpg This is the main spawn in point. You'll learn to love those stacks of boxes. http://i196.photobucket.com/albums/aa173/Desphilalis/Mainspawninpoint.jpg
  2. Whoops, thanks. >_<. Still new here and a bit tired. Sorry. If you can just delete this thread, I'd be happy. Thanks.
  3. Just for those who are interested, my map topic will continue at: http://forums.bistudio.com/showthread.php?t=79189 Sorry if it seemed like I was invading the thread. Just trying to lighten the mood a little while showing off my new map.
  4. Since I don't feel like typing the description again, I'll just quote myself: I just realized I didn't list it before, so I'll list the scripts I'm using now: Simple Vehicle Respawning Script by Tophe of Östgöta Ops [OOPS] JON Editor Update for placement of Mini-City next to Airfield and many other buildings to come. Universal Weapons Respawn Script by toadlife revised by norrin for ArmA Description.ext taken from the Hunt Waldo misison by Bon_Inf because I couldn't find a seperate one. This thread will exist to garner interest in this kind of gameplay for Arma2. If the number of people wanting it continues to grow, I'll release it in player friendly version (instead of a half ass'ed version thats only acceptable to myself).
  5. I don't mean to backtalk you, but this is my effort to do away with that worry. If I see more people wanting to participate in my map, and see Arma2 isn't just kill kill kill stats stats stats, they might actually think it could be fun. There's alot of unexplored potential with Arma2. I don't want it to turn into another Battlefield/COD game where the only reason you play it is to kill people.
  6. Do you know of any Nuke projects for Arma2? I've been looking around and only found some for Arma1. And Oh yes, there are tons of vehicles on the map. If somehow the vehicles get all taken, the construction terminal is across the way from the spawnpoint. Everything is dirt cheap $5, and all vehicles are available for purchase. (the terminal comes pre-charged with $999k. You'll never have to worry about people hogging vehicles on my map.
  7. Here is how I imagine it if I got it to work like I want: http://i196.photobucket.com/albums/aa173/Desphilalis/mplist.jpg It would be on the menu when you hit escape during a mp match. There would also be a scroll bar for extra factions (if I decide to include more). Here are some screens of my map: An example layout of all the 10 enemy bases: http://i196.photobucket.com/albums/aa173/Desphilalis/markers.jpg (I changed the marker icons since then, but thats where they are. They also show up in the ingame map.) Example of the my troop layout in Chernogorsk: http://i196.photobucket.com/albums/aa173/Desphilalis/Chernogorsk2.jpg *sigh* At the end of the day, this is usually what the our server looks like with no intervention from the enemy troops, and a product of our boredom http://i196.photobucket.com/albums/aa173/Desphilalis/join.jpg
  8. What do you mean player count? Player slots, or player kills? Also, I'm in need of assistance with my map. As I have ammo boxes at spawn that will give players all the weapons in the game, player classes are basically rendered useless except for visual appeal. This in mind, I would like the option for the player to be able to change their models at will either at any point in the match (having to respawn), or at the respawn when you die (or manually respawn). I'm not very good at scripting :\. Normally this can only be done when you restart the game, I want it to be done while your ingame, alive and or when you die (whichever is possible). One last thing, I want group respawns of players, even if there are no AI left. I know there is the base respawn_west marker method, but I don't want it to be random. I want spawn positions based on the group you choose ingame. This way, for Opposing force, for those who want to assault the Insurgency bases right away, without having to travel all the way there from the Airbase, can do so from one of the Auxiliary bases I have setup thats much closer to the Insurgency bases. Lastly, is there any way to change the group names from 1-1A 1-1B to custom names for player choice spawn in points?
  9. @Emberwolf Thats what real servers are like? Jeeze, I'm glad I don't play on other servers. It really sounds like alot of people would like MP better if they had my map. I hate to brag about it but from Emberwolf's description of it, I'd be better off in my own server with my map. My map is designed with no mission objective and no time or score limit. Its sole purpose is to explore Chenarus in all its glory. The players spawn in the air field, with a plethora of aircraft around them to hop into. Helicopters, planes. Nearly every type of aircraft is in plain sight (or tucked away in the hangars) of the airfield. If there's something you want thats not there, across the way is a construction interface that gives you access to nearly every ground and air vehicle in the game. Aside from the main Airfield base, there are other bases as well. Each gives you access to ground and air vehicles as well. At the game's spawn point, there are ammo crates which gives you access to literally every weapon in the game. It has a script which refills the crates, essentially giving you unlimited ammo if you restock it. Overall, there are two versions of my map. Opposing Force, and Free Roam. In Opposing Force, there are 10 bases (I'll have different versions for different number of bases later on) with more then a handful of insurgency infantry. One base has multiple AA defenses and will shoot you down if you pass over it. Each base has a map marker along with a warning for the base with AA emplacements. As far as I'm aware of, the enemy will never actually attack the main airfield base, or any of the other bases. The other version is Free Roam. There's no enemy bases at all. Just you, and Chenarus. You still have the airfield, fully stocked along with the construction interfaces. I have no civilians yet for the out-laying towns, but to make up for it, I put interfaces for civilian vehicles in every town. So if you crash land or get stranded near a town, your still able to transport yourself. I developed this map suited to my own gameplay preference, and that of my own small community of people's preference. Which is screw around with no objectives, and fight the enemy when we want, how we want. All the while having access to nearly everything the game has to offer. Depending on demand, I'll release a public friendly version of this map, but right now its far from ready for the public. All of these things are already implemented for the map and work just fine. I had many MP matches with my friends and it works, depending on the difficulty of course.
  10. iMesh

    Text Chat Issues

    Yes, I have that problem too. Lol, my watch and compass come up like, 5 times when I'm typing. Not to mention leaning left and right. You can imagine how silly I look ingame doing that randomly when I'm trying to type something serious. There needs to be some kind of blocker or something where when you type, nothing else gets done.
  11. iMesh

    Text Chat Issues

    And that helps me very little...
  12. iMesh

    Text Chat Issues

    I'm gonna bump this because I don't feel like search through a 20 page thread list just to find this problem. The At_Gui chat fix does wonders for me. But now I'm having a new problem as well. After awhile ingame, I think it begins to think I use a different language or something. My Y's turn into z's, my a's turn into w's, my apostrophe's turn into german letters. Even pressing y instead of z comes out as z. I consider myself to be a pretty good typer, I make typo's here and there like everybody else, but not this bad. A simple sentence like: I'm comming to you right now. turns into: Iä, comming to zou right nows I usually can fix it by restarting, but 10 or so minutes into the game, it turns into that blended rubbish language thing. Is there anyway to fix it besides restarting?
  13. iMesh

    Text Chat Issues

    That actually does the trick. Thanks. I'm only gonna use the chat GUI part because I'm not interested in the other parts of the mod.
  14. I don't know about anyone else, but I honestly prefer to type instead of talking. So locating my chat key in mp, was a priority for me. I found out that the text chat setup was kind of lazy. I like the multichannel chat system, but the alignment for the boxes are really messed up. The chat lines cover the actual box your supposed to type in. Does anyone know where I can find the hpp files to fix this with? So far, I think these are related: RscEdit.hpp, RscDisplayChannel, RscDisplayChat, RscChatListBriefing.hpp, RscChatListDefault.hpp, RscChatListMap.hpp, and RscChatListMission.hpp. What I did was, put them in the Description.ext for my map, with the #include<filename>, and made some changed to the y value of alignment for every one of those files. Didn't change anything. Am I doing something wrong? Or am I looking in the completely wrong direction? Here is what the game's chat system looks like for me: http://i196.photobucket.com/albums/aa173/Desphilalis/chatlobby.jpg http://i196.photobucket.com/albums/aa173/Desphilalis/chatmap.jpg http://i196.photobucket.com/albums/aa173/Desphilalis/chatingame.jpg I have removed the changed files from my map directory, along with the notations to include them. Can anybody help me here?
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