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roy86

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Everything posted by roy86

  1. Primary design is community play so MP is the focus but with the recruitment feature, it can be played as single player just not through the single player menu.
  2. PO3 you just copy into missions folder (from memory) For PO4, the quickest method is to host a local lan game in MP.
  3. Not yet. Some are doing tests of the new mission setup and if the feedback is bug free, I'll release the update.
  4. Yes, documentation for that is being developed here: http://arma.roy86.com.au/index.php/CfgMissionSides
  5. RHS I have plans to map OPFOR sides for but not Project Opfor. Takistan is planned, Zargabad is not likely but I made PO so that communities can adapt to their own needs.
  6. Nice! Cheers OTarius, good moral booster.
  7. This is related to the casual stance they are set in when randomly walking around. Changed to aware behaviour in next update to fix this.
  8. Framework is already being packaged as a standalone. Mod version already being rolled out through steam workshop and scripted version is following. You'll notice drastic changes to the file structure in the next PO4 update related to that. Started building my own back in 2005. Used to have a small business doing it before selling up and working with a commercial operator.
  9. Once I've finished the squad mod integration it will be ready to go. Right now it is working, just not happy with the UI design
  10. There shouldn't be any impacts using BON_Inf scripts, but I can't assist with intergrating them. Need to focus on getting PO4 updated and out. Below is a teaser of the status of RecruitMP which is being prepared as part of the next planned update including the functioning role/squad management. I'm just going through the testing of the package and fixing some things with reviveMP on AI.
  11. It does not exist in the current beta. It will be in a future update.
  12. No, but there has been a request to add it in when ACE is not detected.
  13. Yeah mate, still working away. Have a bit of headspace so back to it. Redid the encounter system and working on the operations system. Also will have a few treats in the next update ;)
  14. It's not implemented yet. It will be in the full release. Documentation will be updated for it at http://arma.roy86.com.au when it is ready
  15. Are you using the singleplayer part on a server? Try the multiplayer script.
  16. Yep, I will be releasing the Virtual Depot as a stand alone script once the bugs are ironed out for use as mission makers see fit.
  17. I use Poseidon Editor and now more Visual Code Studio with the "Arm Dev" & "SQF Languages" extensions
  18. Something like this? Couple of things need tweaking but so far MP compatible and working, just need to work out the mod support.
  19. Update BETA to 610x Fixes to respawn, revive, depots and new features Download: http://arma.roy86.com.au/index.php/Download#Patrol_Operations
  20. Correct, My main focus during beta is to make the core versions as solid as possible with as much support for mods etc. New maps/factions will be determined after the Beta though the maps currently planned: NATO/CSAT/AAF versions of Altis, Malden, Tanoa & CUP terrains Chernarus, Takistan with factions TBD. Any ports and variants I will need support from community to create and manage but will co-ordinate with contributors once Beta is complete.
  21. Also don't forget to deploy the MHQ when you get to the location ;) I'll look into the rotate requirement... that should not be required
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