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Not_Oliver

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Posts posted by Not_Oliver


  1. 3 hours ago, Donnie_Plays said:

    We have a RAVAGE dedicated server set up! It has three factions with specific starting uniforms. It also has heli crashes and crate drops, roaming AI, zombies and of course looting. There is a random respawn system if you die and a killfeed. There is a group system but you must get close to the player to add them to the group. You can check in game stats by pushing "P".


    The server has four hour restarts for now. We may change this. We're testing for performance at four hours. So far everything has been good. You can find the server on the regular Arma launcher just search in the browser.


    SERVER NAME:
    Infection Podcast - Ravage - Factions - PVP - Zombies

     

    IP:
    63.224.241.83 : 2302

     

    REQUIRED MODS:
    Tembelan
    CUP Terrains Core
    CBA_A3
    Ravage
    Warfare Ex Thai
    Enhanced Movement
     

    Before anyone asks... we are not going to add more mods to the server. Everything is set up to give a good balance of action, looting, surviving with good FPS and performance. More mods will ruin this experience. I'm personally not at all into most Arma servers because they tend to run 10-15 mods and it hurts performance and gameplay.


    The server has a 24 hour day and night cycle. It takes about two and a half hours for a 24 hour period to pass with the dynamic weather system. You need to keep ahold of flares and chemlights. It gets dark and scary at night. More zombies and they are more aggressive.


    Have fun everyone!

    Ayo this is great! How does the group system work though exactly? <3 ty

     

    JK, it is very self explanatory - you just half to be on the same faction as your bud.


  2. 4 minutes ago, Rockapes said:

     

    You should only lose the squad/s if they are not within the safe area of a FOB, from memory 250 mtrs by default. Can you confirm if this is correct?

     

    Don't think so, I was at my FOB with my squad when I disconnected and they were gone when I started my local server up again :(


  3. Heyo, have been playing liberation for a while and thanks for the continued development!

    I was wondering if there was a workaround/fix for recruited AI squadmate resource costs being lost - for example you recruit a squad of AI with resources, disconnect, rejoin, the AI are gone and so are the resources :( 


  4. 1. Here's my variant of the curator-patch. (I'm using a curator modules named "zeus" that is set to "adminLogged")

    It gets fullaccess and automatically has all objects and units added as editable.

    /scripts/server/game/zeus_synchro.sqf

    2. Here's the file I adjusted to make sure everything in FOB-range is saved (also seems to fix some inaccurate placement after reloading):

    /scripts/server/game/save_manager.sqf

     

    It's rather simple really. I'm just disabling the check for the building list and instead added my own little safteycheck to make sure it doesn't save units as buildings.

     

     

    Let me know if theres anything wrong with it. I just rewrote that in the original file because I have some more changes in mine that are not fully tested/functional.

    Works absolutely flawlessly for me! Paired with the Ares mod, this is absolutely amazing!  :D


  5. The default system only saves objects that are in range of an FOBs and that are also part of the list of buildable objects.

    Personally I pretty much kept it that way and just changed it so it saves anything in range of the FOB, allowing me to freely decorate my base with zeus.

     

    Of course you could also just save all zeus-placed objects and put them in a seperate variable. (should be fairly easy if you use the curator eventhandlers)

    Just remember to make them editable again when you load em back in.

    Wow, thanks! How exactly would you go about making items near the FOBs save?


  6. If someone could release some MP mission similar to the original demo mission, that would be great for some of us to learn from to design our own missions!

     

    In particular I'm wondering how sleeping mats might work as spawn points, and how a random respawn system would work.

     

     

    Congrats haleks! 

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