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axRhino

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Posts posted by axRhino

  1. Sorry I have to disagree here about the weapons and loot. If the idea here is that we are many years past the initial outbreak or catastrophy in that scenario the number of high value weapons and ammo would be extremely small. The easy way to balance this out is that "common" weapons are supported by more available ammo in the loot tables and high value weapons aren't. Additionally you'll have to limit the number available at any type of trader or make them so costly that no one can stockpile them and use them as an everyday weapon. 

     

    What makes survival fun and hard is that its not just a repetative process of spawn, get a gun, and go P vs P...die and repeat.  I can't speak for the devs of course but if they wanted militarized P vs P as the core of the game they could have just ported Arma 2 Epoch, added a few new perks and called it a day.

     

    I'm hoping they have enough foresight to allow for unique and differing server setups. I'm sure in this day and age when gamers prefer things to be easy that Militarized P vs P will be most popular (like it has with Arma 2 Epoch) but for those of us who like a harder, more immersive struggle against nature, the undead, the unknown and other players hopefully there will be an Epoch alternative that fits that bill.

     

    Like someone once said .." Its the hard part that makes it good...if it were easy everyone would do it."

  2. I like what I have seen so far. It definitely has a minimalist survival feel to it. 

     

    I do like the loot system but after three hours of play it was already very predictable. I knew which structures to look in and what to expect to find. I was a bit dissapointed with finding a lynx so easily. In fact most of the weapons we found were pretty powerful. I guess I would have like to have seen melee weapons first then handguns and single shot weapons long before finding a lynx of Mk200. Finding the high end weapons will appeal to P vs P guys but then the sappers and other dangers become almost no threat at all. 

     

    I'd like to see the debug menu smaller..more compact of graphical but always optional or toggleable.

     

    Overall its a nice start. On a larger scope there really isnt much to do yet. No missions...not very many sappers (in 3.5 hours we saw 3 or 4). Not many antagonists (we saw a squad of 3 AI guys) I'm assuming that's them. They weren't much of a threat. One vehicle a quad that we could keep yet anyways. No base building. Traders weren't working. 

     

    How you make the game compelling, unpredictable, and keep the focus on survival without it turning into  P vs P Wasteland with sappers will be the trick that either makes or breaks the game I think. 

     

    Its a good start but need a lot more "stuff" and the right balance before I can really get deep into it.  Thanks for all your work.

  3. Ok so its a bad pun...and I beg for forgiveness for using it...

     

    I'm a bit confused here and I could use some clarification as I go about giving my impressions and feedback.

     

    I should tell you upfront I've been an Arma guy for a few years so DayZ, Wasteland, Arma 2 and 3 are not new to me. I have over a 1000 hours in those two games..alot of it in the editor mind you.

     

    Now for A3 Epoch...

     

    I have joined 5 different A3 Epoch servers now. Some with no players and some almost full. The performance of the mod/ Arma 3 is pretty much what we have come to expect across the years. Its Arma and its never gonna churn out 100 FPS with no desync.

     

    The spawn / teleport system is strange to me. A series of shacks with guys running around in our underoos then beaming in ala Star Trek via a trash can lid on the ground....thus lumping fresh spawns into three locations. 

     

    I then began exploring...liked the clean empty interface. Keeps the action where it should be without an interface screaming for attention. 

     

    I ran to several different places..opened a 1000 structures and found nothing. I did see 1 vehicle drive away and never saw another one...not even a damaged one or a burned out hulk. I then decided to head to a storage container 4.5 km away and tried more looting along the way. Found clothing. Got fatiqued..no loot...walked awhile..ran some more..got to the storage container and found 3 backpacks. Oh I forgot I saw 2 dogs and goat. No beasties or zombies or whatever...didnt even hear one when I was running through a major ton. 

     

    So I'm confused...is the loot table turned way down?  Are there vehicles, loot, zombies..scratch that..beasties? 

     

    My whole 1.25 hour experience has felt more like I'm running around an empty map in the editor. I'm clearly not getting the "A3 Epoch" experience although one player in game did take the time to tell me, "This isnt Arma 2 Epoch...its very different." 

     

    I'm sure I'm missing something but I'm not getting any sense of danger, no sense of purpose in the game.  I get that the devs are trying to do something different here and not just port over Epoch for A2 but I'm not getting it.

     

     

    Someone help me out...from what Ive seen so far  I can't figure out what the game is....and that's the jist of my feedback. I dont get it. Teleporting to a spawn location then exploring an empty lootless world isnt going to keep very many people entertained or engaged for long.  Maybe this is just the current server setup..loot table and beasties turned down / off?

     

    Help. I was / am really looking forward to this....now not so much but I hope it gets better or that I'm missing the big picture.

  4. I don't want static loot crates if it means they are always available and always marked. I want them to appear in a static spot but spawn randomly so that they aren't always available. What you describe is too predictable to players who could just wait for a restart and go loot the crates they know are full of treasure and supplies.

     

    As for making it more complicated I don't understand how I could be. The 4 side missions are announced to the players, spawn with a random chance, random loot and in random locations..all I need changed is the random location to a static location of my choosing. What could be simpler? 

     

    We are talking just a few lines of code in one mission. This seems like the most direct route to getting what I want. I'd rather not waste time debating how we do it.

  5. I'm working on a number of side missions using the missions here combined with WAI spawning and custom bases I have added to the map.

     

    Can someone please help alter the following code code so that it spawns the crate in a static location of my choosing?

     

    Original

    // Random location
    _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;

    I believe this line is picking a suitable spot for the mission and not setting the exact position of the crate. I'm also not sure how large or open the area has to be to find a suitable place to spawn a weapons crate.

     

    Original code taken from the treasure.sqf side mission found here:

     

     

     

    As a completely uneducated guess I tried this which seems to fail as the mission never runs.

    // Static location
    _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] setPos [10113.624, 1936.8761, 0]; 

    Thanks

  6. I'm working on a number of side missions using the missions here combined with WAI.

     

    Can someone please help alter the following code code so that it spawns the crate in a static location of my choosing?

    // Random location
    _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;

    I believe this line is picking a suitable spot for the mission and not setting the exact position of the crate. I'm also not sure how large or open the area has to be to find a suitable place to spawn a weapons crate.

     

    Original code taken from the treasure.sqf side mission found here:

     

     

    private ["_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker", "_loot_pos", "_debug_marker","_loot_box", "_hint"];
    
    
    _spawnChance =  0.45; // Percentage chance of event happening
    _markerRadius = 350; // Radius the loot can spawn and used for the marker
    _debug = false; // Puts a marker exactly were the loot spawns
    
    
    _loot_box = "GuerillaCacheBox";
    _loot_lists = [
    [
    ["SCAR_L_STD_EGLM_RCO"],
    ["20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
    ],
    [
    ["SCAR_L_STD_HOLO"],
    ["20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
    ],
    [
    ["SCAR_L_STD_Mk4CQT"],
    ["20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar"]
    ],
    [
    ["SCAR_L_STD_EGLM_RCO"],
    ["20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","ItemBriefcase100oz"]
    ],
    [
    ["SCAR_H_CQC_CCO_SD"],
    ["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
    ],
    [
    ["SCAR_L_STD_EGLM_RCO"],
    ["20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
    ],
    [
    ["BAF_L86A2_ACOG"],
    ["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","ItemGoldBar","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar","ItemGoldBar"]
    ]
    ];
    _loot = _loot_lists call BIS_fnc_selectRandom;
    
    
    _loot_amount = 75;
    _wait_time = 900; 
    
    
    // Dont mess with theses unless u know what yours doing
    _start_time = time;
    _spawnRadius = 5000;
    _spawnMarker = 'center';
    
    
    if (isNil "EPOCH_EVENT_RUNNING") then {
    EPOCH_EVENT_RUNNING = false;
    };
    
    
    // Check for another event running
    if (EPOCH_EVENT_RUNNING) exitWith {
    diag_log("Event already running");
    };
    
    
    // Random chance of event happening
    _spawnRoll = random 1;
    if (_spawnRoll > _spawnChance and !_debug) exitWith {};
    
    
    // Random location
    _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
    
    
    diag_log(format["Spawning loot event at %1", _position]);
    
    
    _event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position];
    _event_marker setMarkerShape "ELLIPSE";
    _event_marker setMarkerColor "ColorYellow";
    _event_marker setMarkerAlpha 0.5;
    _event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];
    
    
    _loot_pos = [_position,0,(_markerRadius - 100),10,0,2000,0] call BIS_fnc_findSafePos;
    
    
    if (_debug) then {
    _debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos];
    _debug_marker setMarkerShape "ICON";
    _debug_marker setMarkerType "mil_dot";
    _debug_marker setMarkerColor "ColorYellow";
    _debug_marker setMarkerAlpha 1;
    };
    
    
    diag_log(format["CreaGoldg ammo box at %1", _loot_pos]);
    
    
    // Create ammo box
    _loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
    clearMagazineCargoGlobal _loot_box;
    clearWeaponCargoGlobal _loot_box;
    
    
    // Cut the grass around the loot position
    _clutter = createVehicle ["ClutterCutter_small_2_EP1", _loot_pos, [], 0, "CAN_COLLIDE"];
    _clutter setPos _loot_pos;
    // cut the grass    end
    
    
    // Add loot
    {
    _loot_box addWeaponCargoGlobal [_x,1];
    } forEach (_loot select 0);
    {
    _loot_box addMagazineCargoGlobal [_x,1];
    } forEach (_loot select 1);
    
    
    // Send Top Right message to users , requires Remote message script
    _hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>Treasure Crate</t><br/><t align='center' color='#ffffff'>Bandits or Pirates? We found their treasure, Check your Map for the Location!</t>"];
    customRemoteMessage = ['hint', _hint];
    publicVariable "customRemoteMessage";
    
    
    // Send center message to users 
    //[nil,nil,rTitleText,"Bandits or Pirates? We found their treasure, Check your Map for the Location!", "PLAIN",10] call RE;
    
    
    diag_log(format["Loot event setup, waiGoldg for %1 seconds", _wait_time]);
    
    
    // Wait
    sleep _wait_time;
    
    
    // Clean up
    EPOCH_EVENT_RUNNING = false;
    deleteVehicle _loot_box;
    deleteMarker _event_marker;
    if (_debug) then {
    deleteMarker _debug_marker;
    };

     

  7. I'd like to start working on a library of static missions for WAI and ultimately produce a template that can be used by anyone to make their own static missions.

     

     

    What is a static mission?

     

    A static mission will occur in a fixed place on the map every time. AI, vehicles, added buildings, props and loot will be spawned in at this location.

     

    The first most obvious issue is getting a mission to spawn at a fixed location. If someone can help with that I think I might be able to run with it.

     

    Using the weapons_cache.sqf as a starting point the following is the language that spawns the mission:

     

    private ["_position","_box","_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_cleanunits","_rndnum"];

     
    _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;
    diag_log format["WAI: Mission Weapon Cache Started At %1",_position];
    _box = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"];
    [_box] call spawn_ammo_box;
     

     

  8. We are using BEC to do our restarts every 3 hours and it works nicely. Currently we have our time set so that you get 2 hours of daylight then it fades into dusk/night over the next hour.

     

    What we want is to have 3 cycles of full daylight and 1 cycle of dusk / night every 12 hours....so one out of 4 restarts will be late afternoon/evening.

     

    In theory this would be simple. Have several different pbos and somehow load them in the proper order..or use a script to change the time stamp at each restart.

     

    In practice it seems a little harder. Has anyone pulled this off? I have seen it on other servers but not sure how they are doing it. 

     

    Any insight or help is much appreciated.

  9. This is great fun but adds a lot of overhead to your server. the culprit here is all the AI which are spawned in 24/7/365 every timethe server restarts.....thus adding 150+ AI to the server load. 

     

    If possible I would recommend the .50 cal gunners always be spawned in and the additional AI spawned as someone pushes to attack the island. I'm sure there are other approaches that would limit the number of static AI so that they arent bogging down the server even when no one is attacking the island.

     

    Good work and good fun overall. Thanks for you hard work on this.

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