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ZeroG

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Posts posted by ZeroG


  1. Well, we have a 60 minutes limit as a server rule. People follow it most of the time. Also I have to admit that my current skill level is modifiying and adding only very simple scripts. What I have a lot is ideas and some sense for balance..but I lack the skills to make them become reality. So, basehunt-deathpenalty is not possible for me....atm:rolleyes:

    I wanted to add parameters for a lot of my changes before...but I always failed at creating them...though their implementation seems easy from the first view, there seems to be some hidden function I haven't found yet. :mad:

    Money and AI bug?! Uh, never noticed that!

    I will reupload the package by friday..don't have the stuff in my second flat at my workplace.

    Well, there are 32P & 40P versions for the following islands:

    DUALA / LINGOR / TROPICA / QUESH / FALLUJAH / EVERON2010 / CELLE / NICOSIA / SPRITZ / PODAGORSK (N/S versions) / NAMALSK / PANTHERA /OVARON / THIRSK (summer/winter versions) / CHERNARUS / TAKISTAN

    I hope to have a functioning UPSMON version soon...arma.is.great helped me a lot with it, but resistance AI seems a little bit buggy (they just lie around on the floor and don't defend the town properly...except the vehicles.) UPSMON is a better solution than ZEUS imho, as people don't have to download another addon...same as with MANDO. I like connect & play...and that's what public servers should be to enlarge the playerbase.


  2. @ARKSA: Thanks for the info, Arksa. Expect major price and tech level changes in one of the next major releases :)

    @BORO: My mission is not suited for ACE. When the AI doesn't do anything, there's probably sth wrong with towninit.sqf or such...

    v9

    - Changed some vehicle weapons

    - AI point-sharing system by Arma.is.great added

    v9a

    - Rebalanced Air & Antiair

    - Increased death penalty

    DOWNLOAD

    WFBE2066ZGMv9b 17 ISLANDS PACKAGE


  3. I cannot find this folder :(

    Its hidden :p Uncheck hide hidden files and folders first..

    Then go to your windows user profile folder...then application data...then local files...then arma2oa..tada!

    The names of the folders depend on the OS though...but I think you should find it with that little description...:o


  4. @Freebrone: Well, air and arty strikes were commander-only before, bcs I feared the same abuse like you mentioned.

    The result was: no commander was using it, as they were too busy travelling the map and doing upgrades. Worthwhile targets (like bases) often get discovered by other players than commander. As I made the feature "screen-to-world" to make such a powerful thing not too easy, commanders almost never used the assets bcs they were not "at the spot".

    Now, if there is a player that achieves the rank...I bet he is mature enough to use the assets in accordance with commander. I noticed that not too many people achieve 250pts for arty assets...as there is also the point penalty that reduces score by 2/minute after reaching 250 to keep them players playing ans restrict that mighty feature additionally to the high supply cost.

    That there is a second air asset menu is a bug for sure..I will have a look at it once I have some time. So far, I havent seen people abusing it on our server...and ours is full from 1400-0000 most of the week.

    Castle walls were the only ones I found in default game that were strong enough to catch some shells and high enough at the same time....all the other walls (hescos for example) are too low and weak...in our opinion. We did not want to use serverside addonpacks, so I had to find sth that everyone got by default...TADA - there where the castlewalls that suited my needs.

    Oh yeah, basically, balancing param should NEVER be turned off...so I did not mind about setting up prices WITHOUT balancing. It is the core of the whole ZGM mod... v1 started there, bcs my basic idea for a change was the loadout of KA52 (VIKHR)...

    @BEAGLE: About the real gear param from Benny, I will do some changes in V8. It will be like that u can use unguided launchers and all guns....but not with the guided ones (which are really heavy after all). I will do this bcs I hate people armed to the teeth killing pricy tanks just by a single guided missile shot...and still deadly to infantry at the same time bcs of carrying TWS guns with grenade launcher. I once even thought about removing JAVELIN and METIS from buy menu completely and put them in vehicle loadouts to make it more realistic and nicer for tank people. After all, with LVL3 launchers, infantrymen are as strong as static AT launchers..but cheaper, mobile...and indestructible through 30 second spawn!

    About the player models I will also do sth, bcs lots of people asked for it.

    @SeanL: Try to clean up mpmissionscache folder. It helped me and a lot of other people once when we had that init bug.


  5. Tx for your credits, Momo. Bonfire bug has been seen in a lot of multiplayer games - though I don't know the cause. About the lag I am not sure...Benny changed the netcode in v066 he said, though I don't know how we could notice that.

    @Freeborne

    Points system has been improved. Should suit you far better now. For new joiners, the 50/100 pts mark is quite ok...most of people have to play 30m-1h to reach that level...and that's all that I wanted!

    v4

    - Debugged

    - Added a "starting aid": fresh players get additional points until they reach certain levels to buy vehicles.

    v5

    - Air strike and artillery strike are no longer available only for commander but for Captain/Major/Colonel now.

    v6

    - Nametags hopefully fixed. Available by actionmenu.

    - Starting point aid hopefully working now.

    v7

    - Nametags switchable by TEAM-menu.

    - Death penalty = 1 point.

    WFBE2066ZGMv7


  6. Well, for the nametags: reduced the distance to 1km and you are not able to see enemies anymore. Haven't found a solution against their instability yet. :confused:

    For the AI behaviour I think Benny is responsible...once he said sth about a "mechinf" script, that makes AI get off an APC automatically.....about the lag I don't know exactly..but he said he massively redid the multiplayer part to INCREASE performance..

    WFBE 2.066CO ZGMv2 PACK

    2.066

    v1

    - Reduced power of AN2

    - Changed KA60 price

    - Implemented nametags from BERZERK/ADVANCE AND SECURE, thanks to WIN WITHAGUN! Activate with 0-0-0 (RADIO > NAMETAGS ON), deactivate with 0-0-9 (RADIO > NAMETAGS OFF)

    - Implemented 360° defense from ARD! Activate with 0-0-8 (RADIO > 360° defense), deactivate with 0-0-7.

    v2

    - Debugged new scripts

    - Revamped paying system to be dependant on rank & team SV

    - Lowered buy levels to 50 for tanks and 150 for planes

    Credits go to SBS COOLBOX and WIN WITHAGUN for the nametag script and ARD for the 360° defense.


  7. Hello guys...

    I've completed another 13 pages of my tutorial. The second part will show how to convert real life shapefiles to create forest masks. I am absoutely sure you can do even better stuff with this data and make your life easy :)

    Basically, the community is able by now to work around a lot of the Visitor 4 features with GM, PS, Shezan's world tools and a little patience. :rolleyes:

    I hope to finish the 3rd part by next weekend, 4th and last part maybe in Christmas holidays.

    ZGM MAP MAKING TUTORIAL PART 1 & 2

    Frontpage also updated....


  8. and when you have finished this huge collection V4 will be released to all :D

    Not exactly :) Next part will concern usage of shapefiles by placement of trees...and I'm almost done with it! Road placement and objects have also been elaborated in the last two days. After that (3rd part), there will only be the annoying 4th part: textures, config and tweaks :rolleyes:

    EDIT: 2nd part of the TUT done!!


  9. mh only with vbs2 mh than not :(

    There will be a cheaper option to "copy" most of Visitor's 4 features! All questions you could have concerning mapmaking get answered in the forum, it is just that it is painful to read yourself through every chapter. Furthermore, we have so many good and free tools from the comm by now, so that it is basically just our main task to collect all the knowledge and manuals for the user tools to form an ultimate tutorial!!! Guess who is working on that one every day :)

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