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mikeloeven

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Posts posted by mikeloeven

  1. according to the git hub page the last update was June 2014 Additionally given the fact that the arma 2 version is still widly used and also has a large number of open issues some of them actually quite game breaking i was just wondering if there are any more plans for updates to the original Epoch mod. It seems to be a waste to just let it fall by the wayside at least without fixing some of the major issues in a final service update??. 

  2. I know this is really beating the dead horse here but i think i have come up with a scripting implementation to mitigate vehicle lockouts due to death or lost keys.

     

    The main issue revolves around the fact that owned vehicles lock on a server restart.

     

    I am just wondering if it might be possible to add a Auto Lock flag to the script that allows a player in the drivers seat to turn the Auto Lock flag on and off. This would essentially allow  a player to turn off the auto lock making a owned vehicle behave for all intents and purposes as a spawned vehicle which is quite useful for shared bases and completely mitigates the possibility of a lockout but in order to get the benefit you need to forgo security.

     

    The best part about this system it allows players to purchase vehicles and than chose the kind of security they want rather than have the key lock system forced on them when it really is not needed if you have a secure place to store your vehicles.

     

    The issue has gotten so bad lately that some players are giving their gold to server administrators instead of the traders to spawn in a unlocked vehicle.

     

    The key lock system has been broken from day one and truly needs to be a OPTIONAL !!! feature of purchased vehicles but not a requirement.

  3. The loot spawning appears to jam completely unless there are multiple players in the area or the last player to loot the building logs off and on again.

     

    I have frequently observed a phenomenon where as the only survivor in the area or logged into the server all together the loot in buildings will not regenerate regardless of distance or time. Normally loot constantly generates and will re spawn if you move far enough away from the building for a long enough time supposedly the loot regeneration is linked to zombie spawning and on a 10 minute timer. However recently the respawn seems to require the looting player to log off and back on again. or for a secondary player to enter the area. this seems to indicate that something is causing loot to only spawn once per player session or a de synchronization that prevents the re spawned loot from being seen by the client.

     

    but based on what i am seeing it seems more likely that the loot IS re spawning server side but simply not being updated on the client because of how re logging fixes it

  4. technically any asset that is available in vanilla arma 2 is part of epoch since the traders can be edited to  sell pretty much anything. additionally due to how common heavy armor traders are on private hive servers it makes sense that broken vanilla arma scripts should support modded it is only the dayz class of vehicles that have this issue if they are given a single round in the chamber on a server restart that would fix the issue however it is probibally better to simply edit the base rearm script to not care wether or not the ammo has changed since restart. as for a pull request your making alot of frustrating and innacurate assumptions about my level of programming knowledge.

  5. I am looking for a script for aircraft preservation and i was wondering what is available for server admins out there.

     

    i am looking for a script that can teleport both the pilot's character as well as the aircraft he is flying back to the the location it lifted off from when the pilot is kicked by battleye / times out/ or the server restarts while in midair.  something similar to the way the tow script remembers where a vehicle was towed from and automatically snaps back to it's position if the server restarts. personally i dont want players on my server to suffer illigitimate losses due to arma's bad coding and battleye's bullshit

  6. am i the only one who thinks that the current mechanics where car crashes ALWAYS result in an explosion and ALWAYS destroy the entire vehicle and all of it's cargo is the most rediculous and unrealistic thing ever. This makes no sense on any level. Cars dont explode from collisions as frequently as people would think. They do ocasionally catch fire if there is a spark to set off leaking fuel but they never "blow up" naturally. this is an invention of hollywood for dramatic effects in movies but is rather detrimental to gameplay.

     

    i know it is possible to have a vehicle with 100% damage ingame that doesent explode because i find these laying around ocasionally. the simple fact remains that this exploding vehicle mechanic that is triggered if any one of the "critical componants" reaches 100% causes unacceptable loss of inventory as well as prevents players from salvaging or repairing a 100% damaged componant.

     

    it is one thing to have a vehicle blow up or burst into flames if it is hit by heavy ordanance like a tank round or a grenade however critical damage to an engine from hitting a tree doesent make it blow up. wrecked vehicles should remain in a repairable state with their inventory intact unless the damage that incapacitated the vehicles was something that could logically destroy it like a grenade

     

    get rid of the exploding vehicles it violates realism and is overly destructive. or at the very least have the vehicles inventory dropped around it destroying a random number of items.

  7. so can someone explain to me why fall damage is not thrown out when the player lands in deep water last time i checked jumping off the side of an aircraft carrier to swim to shore would not cause a broken leg and massive blood loss. i can understand falling from a plane or a large bridge but an aircraft carrier is only a few stories tall and anyone with a good diving posture would survie that unharmed

  8. The fire barrel requires a empty barrel 4 wood and a jerry can to craft.

     

    i am assuming the wood is soaked in gasoline to make it burn easier and for a longer duration however one would expect that if this is the case that the crafting recipie for the crafting barrel would return the empty jerry can right off the bat however it appears to consume it completely. when you take apart something like a workbench it drops all of the componants. now even assuming the wood is consumed this does not explain how removing a fire barrel drops an empty fuel drum but NOT THE JERRY CAN.

     

    i personally think that on crafting of a fire barrel the empty jerry can should be returned imediatly and i can only assume that this is a unintended bug in the recipie since aside from supplying fuel the physical can serves no purpose in the recipie.

  9. this bug report was for the arma 2 version but i think i posted it in the wrong area but looking back there doesent appear to be a bug report section for that version. i hope arma 2 hasen't been abandoned because i really cant afford A3 at this time XD.

     

     

    as for arma 3 i am not sure i can get behind the vehicle repair kit idea it seems to make the game over simplified and frankly reduces the difficulty level of vehicle repair a bit too much

  10. This has most likley already been suggested but with the new overpoch lingor maps it is kinda more nesicary than on chernarus.

     

    the issue is vegitation clipping through base buildings and since on some maps the grass is quite tall i think there needs to be a script added to the base buildings that deletes the grass layer within a specific radius around them when placed. again on maps like lingot the vegitation in any field is so dense any base needs to be placed at least 2-3 feet above the ground to prevent grass clipping inside the structure. this is really bad and it should not be that difficult to have a building clear grass around it especially with how easily edited the mission files are.

  11. I personally think that the plot pole mechanics in and of themselves are enough of a deterrant for loot blocking. i would like to suggest that plot poles should be something constructed not bought. it really makes no sense that in a post apocalyptic society that any regulative authority would exist to manage land ownership and having players purchase the item from a trader sets a strange and unrealistic standard for property mechanics. i think it would be 100% better to make plot poles a craftable item that uses materials cost as a ballancing mechanic. it makes more sense to stake a claim on your own and the current "YOU MUST BUY THIS" setting. Is a bit offensive to the survivalists that want to be 100% self sufficiant.

  12. I like the way tree cutting is more convienant and natural simply hitting the tree with an axe is easier and intuitive, However, there is a major issue in that chopping trees is counted as entering combat!!

     

    additionally, I think the whole mechanic of preventing a player from starting crafting / construction because of a flashing combat icon is really bad mechanics. A player CAN realistically craft durring ""combat"" however doing so would be at their own risk. swinging a hatchet is not "combat" hearing a gunshot in the distance is not "combat" a zombie looking at you funny is not "combat". shooting said zombie in the head IS "combat" however doing that would only interrupt the single action you are currently performing. killing a zombie or a bandit that is annoying you is a quick thing with the exception of a hoard but would not force a player to twidle their thumbs for a minute or two waiting for a flashing icon to stop before resuming their tasks they would look around quickly see that noone is there and start crafting again regardless of wether or not an arbitrary force belives they are in "combat"

     

    in general i think that you should not interrupt or disable crafting unless the player actually takes damage or fires a shot and inflicts direct damage. and once interrupted they should not be prevented from restarting the crafting because of the lingering combat icon in fact it should be very simple to change the interruption trigger from enter combat to when they fire or are damaged.

     

    Even if there is a firefight nearby you can technically keep crafting but you are at a greater risk of getting shot. I simply do not think it is the games right or place to tell players that they cant do something because it thinks they are in "combat". if you act stupid and do stuff durring combat YOU DIE fair and simple but the game doesent need to enforce common sense in fact it shouldn't

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