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Marshal

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Everything posted by Marshal

  1. I want to point that there is a lot servers that doing wipe every 6-12 month, as well as I was on server that was doing wipe every 3 months because they had around 80 players daily.
  2. I was looking at Forums and saw this...
  3. Not bad, yet you should not rush it. wings poping out. looks a little blank, you should play with it more and see if you get any more ideas into it.
  4. Hey guys, I'm Playing Heroes of the Storm daily, if anyone interested joining me click on link below it will guide you https://battle.net/recruit/CD5KQSQ2XZ To add me as friend type my Battle-Tag: Marshal#1518
  5. Game of Thrones (Telltale Games) (v1) Ep 1 - Iron From Ice https://www.youtube.com/playlist?list=PLlWu3sl2dgAek7y0wckwYue3FlHg4pnG2
  6. Resident Evil: Revelations 2
  7. Im Looking for about 4 people that would like to help me record few scenes for New OGG Trailer
  8. as I heard, Bohemia, did something to ArmA III, so no mod can make zombies. because they are pushing their DayZ game.
  9. http://2017mod.com Published on Apr 12, 2014 2017 | Developer Interview @EGX_Rezzed [video=youtube]
  10. [video=youtube]https://www.youtube.com/watch?v=tqNTwcQvLMY&feature=youtu.be
  11. I just realized that if Cap Point is PvP, Players won't be able to do it, unless there is way enable PvP on Cap Point Zone.
  12. http://forums.bistudio.com/showthread.php?174999-Vehicle-inventory-modding http://forums.bistudio.com/showthread.php?186112-Rydygier-s-Trivia-Vault
  13. http://forums.bistudio.com/showthread.php?186479-JNS-Skycranes-%28NATO-Taru-Helicopters%29
  14. http://www.armaholic.com/page.php?id=27329
  15. [Added] Support for Takistan and loot positions for more AiA TP buildings. [Added] Support for Australia Terrain Thanks to the communites of http://thewild.zone, http://www.utomnia.com/ [Added] More loot positions for AiA TP buildings and updates to existing positions to add pallets and freezers. [Added] Female characters now have uniform storage once again. [Added] Server side config for max player Krypto limits. [Added] Environmental loot checks recoded and now allow for config via description.ext. [Added] Drone spawn chances reduced. [Added] Client spawning Sapper and Drone chance can now be controlled via description.ext. [Added] Server side version check added to CfgEpochClient. [Changed] Reduce payouts on scrap metal farming. [Changed] Disabled Vehicle Simulation Handler by default as it does not seem to be needed anymore. re-enable vehicle simulation handler with simulationHandler = true in epochconfig.hpp. [Changed] lower primary weapon spawn chances. [Changed] Lower Krypto value for metal salvage and scraps. [Changed] Helicopter air drop event code disabled by default as it needs more work. [Changed] Disable moving traders by default again (Needs recoding in fsm) [Changed] Increased weight of Cinder Blocks and Mortar Buckets. [Changed] Revert workaround for 1.46 crash fix requires 1.46 build 131265 or higher. [Changed] telepos array now uses modelToWorld offsets instead of world space positions. [Changed] Increased delay between antagonist spawns to 10 minutes. [Fixed] Increase range on proximity checks for gear should help with loot target issues. [Fixed] Krypto device will now only drop if player actually had Krypto. [Fixed] Added missing backpack B_AssaultPack_blk to loot table and pricing. [Fixed] Teleport issues on Stratis or any other map with one or less teleport pad. [Fixed] Added prevention of using tactical view. [Fixed] Unable to sell new 762x54 150Rnd ammo box. [Fixed] Energy, krypto stats shown and mouse auto centers once again when opening inventory. [Fixed] Recoil_default error on first use of hatchet. [Fixed] Weight added to SR-25 and L85A2 rifles. [Fixed] Lower base armor on characters to Arma defaults, should fix issues with damage reporting. [info] Updated windows command line example to show usage of -serverMod [info] Updated description.ext and mission pbo's for new cultist configs. TBA: [Fixed] Cultist should now spawn correctly and also has a totally reworked code structure.
  16. http://steamcommunity.com/sharedfiles/filedetails/?id=423344798&searchtext= Description: Enables Adjustable Full Screen Night Vision This addon is client side only. Server does not need the addon installed just the server key. Place bikey in the key folder in your ArmA3 main directory file. I only needed to edit a few lines of code to get it to work in ArmA3. There are other addons that do the same thing but were lacking the proper Server keys or are unsigned so I decided to make my own addon with the proper Server key and bi.sign so it can be used on Dedicated servers using Verifysignatures = 2 Usage: Automatic mode = Automaticly adjusts intensity Shift+PgUp = Increase intensity Shift+PgDn = Decrease intensity Required: Community Base Addons (CBA_A3) CBA_A3 is now available on the workshop. You can find it here along with instuctions on how to install Addons/Mods manually. http://www.armaholic.com/page.php?id=18767
  17. http://steamcommunity.com/sharedfiles/filedetails/?id=332909923 [video=youtube] [video=youtube] [video=youtube] I was trying to find any server that run this mod with Epoch, and didn't find any luck. It seems like that current version of Epoch is not compatible with this mod. I'll keep looking, yet it will be cool to add them on server, a perfect replacement for Zombie. "The Game With PURE crew has gotten this mod to work on Epoch (0.2.5.2) Bornholm. The traders and our AI mission NPCs get wrecked by the raptors but the AI manages some pretty cool tactics on both sides. The traders, though, are pretty much like the goats in the Jurassic Park movie. :-(" PURE got it work in old version of Epoch, however seems like it doesn't work with current Ver. OK I found it, Good news Mod is not dead. Bad new it will take a lot of time to get it work with Epoch..... Jun 28 2015, 01:23 there's going to be a minor update in the future. i have no working pc (writing from mac) right now so i can't do any work on the AI nor release what i have so far. but maybe Ruppert will repack the latest public version with a key and re-release. i'll talk to him about it. overall the set up of the raptors is pretty fragile (it's arma after all...) and as Corporal_Lib[bR] mentioned the probability is pretty high that stuff breaks just from BIS updating and messing with animation stuff etc. i can't do any tests myself for the time being but here are some general things to keep in mind. - try not having the raptors in groups (they won't share targets but they will also not be any interference by default squad level AI) - generally don't overload your mission with countless third party scripts, this can definately break the AI since it runs a pretty heavy loop to allow a lot of its features - above goes also for number of raptors operating at the same time. each additional raptor will slow down reactions of them overall. not noticable at certain counts but if you go heavy you will notice. just like with normal AI, more units = less performance + more reaction time. in conclusion: you will get the best out of this by making linear horror missions with dynamic raptor spawn. if you do open worldish stuff you HAVE to be economic with all the scripts you use as explained above and you will HAVE to do dynamic spawning. there are countless scripts out there that handle that (EOS for example). the waypoint speed stuff i already fixed irc and i also added a variable to disable and enable the custom AI routines on the fly which also makes them work better with waypoints. these improvements are on hold though until, as mentioned, i have a pc up and running again. i will also need more detailed reports. the raptors are designed standalone. so if you have a problem, first thing to do is test them in an empty mission. so can someone confirm that they don't work at all anymore? I guess, its Official Forum: http://forums.bistudio.com/showthread.php?184846-Jurassic-Arma-Raptor-Pack/page19
  18. Creation factory : one or more creation factories can be used as a spawning system. U can try this to build Custom Bases
  19. http://epochmod.com/forum/index.php?/topic/33013-release-zhb-zupas-hud-builder-v12/ This is a selfbooting addon inside your mission pbo with easy installation. It will add a hud and hud builder on your server. Default pressing 8 for hud builder and 9 to toggle on and of.
  20. http://epochmod.com/forum/index.php?/topic/32240-a-couple-of-addons-for-altis/
  21. Possible solution for [suggestion: New Donation Service] http://epochmod.com/forum/index.php?/topic/29528-wip-building-custom-bases/
  22. http://epochmod.com/forum/index.php?/topic/32450-zenithovmens-altis-addons/ Hello All, I have made many custom addons for Altis I thought I would share some older edits here. I made this for use in a couple of events the we run on The Zenithovmen Altis Server. If there is enough interest I will release some more. ------------------------------------------------------------------------------------------- #1 Kollossos.sqf #2 Corsa_Altis.sqf ( Race Map ) #3 Fort Aktinarki [video=youtube]
  23. INFO This light-weight script will automatically warn players when a restart is closing in. It uses BIS_fnc_typeText. It is fully customizable in terms of when the restart warnings are given and the schedule or interval. Just make sure that you put in the right configuration to match your server In case your were wondering: yes it does work with players that join after 1 or more warnings for a restart have been given. http://epochmod.com/forum/index.php?/topic/33319-scarcode-srw-server-restart-warnings-by-it07/
  24. http://epochmod.com/forum/index.php?/topic/35364-scarcode-epoch-anti-pvp-by-it07/
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