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Hulahuga

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Everything posted by Hulahuga

  1. Hulahuga

    Escape From Chernarus - HulaZone

    DA FUCK? Aight, dev-heaven it is, hang tight guys and gals. Edit: Hosting it through Google Drive in the meantime, which shouldn't have a restriction on public files. https://googledrive.com/host/0B1gLNzIp_v_NV3Z4MW9DZEhlT3c
  2. Hulahuga

    Escape From Chernarus - HulaZone

    It always says unlimited lives actually, it is the same for the two game modes there :). Yepp yepp, will add it to the list and look into it after the exam period (test on Tuesday) :D. Thanks for the feedback!
  3. Hulahuga

    Escape From Chernarus - HulaZone

    So then you are dead ;). I guess I could take a look at the revive script and simply either kill the character or add one or two automatic revives after 30 sec for SP... What would you like to see happen?
  4. Hulahuga

    Escape From Chernarus - HulaZone

    ---Updated Dependencies--- Removed all the dependencies to the mod-pack that have not yet been added to the actual mission (even though they are being worked on/soon to be implemented fully) to avoid pesky error messages. Took a bit of time to nail it completely as the INKO disposable launchers uses a different name than its actual .pbo (inko_disposables_oa), with no real reference to it anywhere (had to check the .cfg). Current dependencies can now be found in the OP.
  5. Hulahuga

    Escape From Chernarus - HulaZone

    Hey guys! Glad to see the interest :). Would love to hear more about what you think of it as you get a chance to play and to hear what you would like to see implemented! To clarify (added in the description) you have an option to download only the mission file as the link to the hosting leads to a folder where you can download a .rar with the entire package as a mod folder & MPMissions folder as well as a mission only .pbo =). Also added a list underneath the changelog with the current/in the works dependencies =) Btw: Just escaped the camp, now where the f**k are we? http://wodumedia.com/wp-content/uploads/2012/11/Uruguayan-United-Nations-peacekeepers-watch-M23-rebel-positions-on-the-outskirts-of-Goma-DR-Congo-on-November-18-2012.-Government-soldiers-fled-Goma-in-large-numbers-as-rebels-advanced-to-the-gates-of-the-regional-capital.-Ph-960x638.jpg (171 kB) Also, guess what might be coming next? http://25.media.tumblr.com/dbf0252dc24aa9e625225d282e9803f4/tumblr_mj9we8d4mN1s73s0lo1_1280.jpg
  6. Hulahuga

    Escape From Chernarus - HulaZone

    Thanks for your comment! Just did and can confirm that it works perfectly fine! :). The parameters seem to be pre-setup though when playing it in SP-mode, I'll look into what I can do about that :) Also: added a changelog to the original post so that people (myself included) can keep track of when changes happen. As soon as I've tried out a new update I'll release it on the dropbox folder (which Armaholic routes to).
  7. Hey man! Just created an account for this thread actually and I would just like to thanks for creating a pretty darn awesome map! :) Have started editing it a bit and played around with adding stuff to the game that we simply consider fun, such as a more varied (albeit lore-friendly) selection of guns (including OA stuff), some more vehicles (including empty helis and stuff at the airfields, that the enemies actually at times use, such as an attack helicopter that completely obliterated us XD), enemies and the like (just hope it all works now XD). I have previously modded quite many games ,mostly used CryEngine 3, but this is completely new to me as of yesterday :p; so I have a couple of questions (which I sincerely hope you don't mind :)) : 1. How can I add to/view the classes of civilians on the map? 2. Is it possible to somewhere view the loadouts of the individual classes of enemies, or is this done through similar scripts as the one you have implemented for the prison guards? 3. Is there any possibility to make certain preferred groups of enemies that go together, because an AT and sniper combo isn't really the most common choice? Or can I somehow make it more probable that certain classes spawn (but I guess I can do this by simply adding more of that in the array)? 4. Any chance you could add more searchlights and such to the camp layouts? (I have added some as fixed emplacement thingies, but it doesn't really cover what I had in mind). 5. How come the AI instantly attacks me when driving around, is there any way one can implement a detection range or something, or is that just me not having figured it out yet? :rolleyes: 6. And finally wouldn't it be awesome if you implemented a bounty system a la "warfare" with money that you can then spend on say weapons and vehicles from shady merchants/resistance/whatnot? This way you could roleplay that you have a mission to destabilize and suck the lifeblood and morale out of the Chedaki before the invasion, simply put; wreck havoc :)
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