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iMesh

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Posts posted by iMesh


  1. 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.

    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. Since I don't feel like typing the description again, I'll just quote myself:

    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.

    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).


  3. 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.


  4. 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.


  5. 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


  6. nice idea but i would liek it for the player count to be 100+.

    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?


  7. @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.


  8. 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.


  9. 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?


  10. 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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