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IT07

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  1. Like
    IT07 got a reaction from Cinjun in [Chernarus] Epoch/Overpoch traders by IT07   
    Epoch/Overpoch Chernarus Traders
    by IT07 Version 1.4.3 SafeZone Edition
     
     
    Info
    This is a small-sized mod for Epoch and Overpoch on the Chernarus map. It replaces the default trader buildings and trader units according to how I redesigned them.
    Installation is very easy and does not require intense skill. This mod fully works with the default trader database setup so no changes needed on that end.
     
    Difference between default traders you ask?
    Well, I added an additional aircraft trader on NWA as you can see on the screenshots. The rest of them are all in the same location just like the default traders except they look totally different and
    have a new and fresh look to them. You can take a look at the screenshots, they will give you a pretty good idea of how they look.
     
     
    Screenshots
    http://imgur.com/a/UsPoN#5
     
    Requirements
    A tool for unpacking Pbo's
     
    Recommendations for versions earlier than v1.4.2

     
    Changelog v1.4.3
    [ADDED] optional objects for all traders that will prevent bullets from firing/hitting players/vehicles in the safezone.
    Can be set to true/false through mission.sqf that comes with the download.
    [ADDED] Function that removes the guns from trader's their hands. (i know, the screenshots show otherwise because they were made before this patch)
     
    Download
    https://github.com/IT07/Game_code/tree/master/ArmA_3/A2_EpochMod_CustomTradersChernarus
     
    How to install?
    Just read the README.txt included in the download :)
  2. Like
    IT07 got a reaction from bFe in [Chernarus] Epoch/Overpoch traders by IT07   
    Thx for sharing that bFe
  3. Like
    IT07 reacted to bFe in [Chernarus] Epoch/Overpoch traders by IT07   
    No worries, I manually added the signs instead :)
  4. Like
    IT07 got a reaction from Friendly in Spawning as birds!   
    If you want to be helpful on this forum please tell us how you fixed it because you are not the only one with the problem.
  5. Like
    IT07 got a reaction from DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07   
    Epoch/Overpoch Chernarus Traders
    by IT07 Version 1.4.3 SafeZone Edition
     
     
    Info
    This is a small-sized mod for Epoch and Overpoch on the Chernarus map. It replaces the default trader buildings and trader units according to how I redesigned them.
    Installation is very easy and does not require intense skill. This mod fully works with the default trader database setup so no changes needed on that end.
     
    Difference between default traders you ask?
    Well, I added an additional aircraft trader on NWA as you can see on the screenshots. The rest of them are all in the same location just like the default traders except they look totally different and
    have a new and fresh look to them. You can take a look at the screenshots, they will give you a pretty good idea of how they look.
     
     
    Screenshots
    http://imgur.com/a/UsPoN#5
     
    Requirements
    A tool for unpacking Pbo's
     
    Recommendations for versions earlier than v1.4.2

     
    Changelog v1.4.3
    [ADDED] optional objects for all traders that will prevent bullets from firing/hitting players/vehicles in the safezone.
    Can be set to true/false through mission.sqf that comes with the download.
    [ADDED] Function that removes the guns from trader's their hands. (i know, the screenshots show otherwise because they were made before this patch)
     
    Download
    https://github.com/IT07/Game_code/tree/master/ArmA_3/A2_EpochMod_CustomTradersChernarus
     
    How to install?
    Just read the README.txt included in the download :)
  6. Like
    IT07 got a reaction from LordDan1989 in [Chernarus] Epoch/Overpoch traders by IT07   
    Epoch/Overpoch Chernarus Traders
    by IT07 Version 1.4.3 SafeZone Edition
     
     
    Info
    This is a small-sized mod for Epoch and Overpoch on the Chernarus map. It replaces the default trader buildings and trader units according to how I redesigned them.
    Installation is very easy and does not require intense skill. This mod fully works with the default trader database setup so no changes needed on that end.
     
    Difference between default traders you ask?
    Well, I added an additional aircraft trader on NWA as you can see on the screenshots. The rest of them are all in the same location just like the default traders except they look totally different and
    have a new and fresh look to them. You can take a look at the screenshots, they will give you a pretty good idea of how they look.
     
     
    Screenshots
    http://imgur.com/a/UsPoN#5
     
    Requirements
    A tool for unpacking Pbo's
     
    Recommendations for versions earlier than v1.4.2

     
    Changelog v1.4.3
    [ADDED] optional objects for all traders that will prevent bullets from firing/hitting players/vehicles in the safezone.
    Can be set to true/false through mission.sqf that comes with the download.
    [ADDED] Function that removes the guns from trader's their hands. (i know, the screenshots show otherwise because they were made before this patch)
     
    Download
    https://github.com/IT07/Game_code/tree/master/ArmA_3/A2_EpochMod_CustomTradersChernarus
     
    How to install?
    Just read the README.txt included in the download :)
  7. Like
    IT07 got a reaction from unrealPANDA in [Chernarus] Epoch/Overpoch traders by IT07   
    Update coming soon. All burning fire barrels will be replaced by non-burning ones that can be activated by a player. Update already released
  8. Like
    IT07 reacted to adrianna in Feeback-Thread   
    Can you add some villages/towns on the top of the mountains?
     
     
    Played this map now several days, best map i've seen so far, also beats chernarus.
    Amazing Job ;)
  9. Like
    IT07 reacted to GhostTown in Help with welcome messages credits style   
    LOL I meant to delete that. For some reason it was not working.
     
    I had to restart to change something else and poof it worked xD
    Thanks
  10. Like
    IT07 reacted to Richie in If map can use with Epoch it look good.   
    Only cause people are too lazy or stupid to do things manually :(
    Although Josh is usually good at supporting mods, I've not seen a proper package be ignored, except for Rmod
  11. Like
    IT07 reacted to Bambit in Some newbie questions   
    I say  wait for a new update (1.0.4)
    It contains 2 huuuuge maps:
       - Napf Island - it's 22x22km map - so it gives a little over 400km^2 of the Island's surface
       - Sauerland - 25x25km map - and it's 625km^2 cause the whole area is a land
     
    But before the update you could try smaller maps on PVE servers to get the general idea of the mod. Try some crafting and basic basebuilding, see how the trading is done etc. But don't plan anything permanent until the new update with new maps is released.
    These new maps are gonna take over the lead for quite some time, imo.
  12. Like
    IT07 reacted to Mercules in Plot pole tips?   
    Plot pole pro-tip. Don't die because then it loses half of it's functions. 

    If you can't tuck a plot pole into your base somewhere and the server you are on does not require maintenance then you can bury it in something like a H-Barrier. now they have to basically destroy/remove the barrier before they can even start to work on the plot pole. A Firebarrel is a good way to hide it in plain sight. Without maintenance nearly any bulky buildable can be used to hide it or you could put it into a wall of an existing structure. 


    When a server requires maintenance then you need to consider your location a bit more. You still want to access it, but you don't want it out in the open where anyone can get to it nor do you want it visible even behind a locked door in case they find a way in. Here are a few of the things I have done in those cases.
     
    While building a H-Barrier wall place one barrier on each side of it. Make sure that on the outer part of the wall the corners touch, but on the inner part of the wall there is a slight gap so that you can just barely see and access the plot pole. If building in the woods, say a more hidden base in the trees or if you have one tree in a field you want to build around. Put your plot pole in the tree. When you need to access it, cut the tree down.  Building in a castle. Find one of the Arrow slits along the stairs, one that should have an uninteresting view. Put the plot pole into the window so that only a tiny portion of it shows in a corner, just enough to access.  Probably the most expensive option, but the safest, excuse the pun, is to use an empty safe to cover up your plot pole. When you need access you pack the safe then when done put it back up and write the new combination down. The issue is you really can't store anything in the safe.​ I've even seen bases where people have built an extra wall with a door and tucked the plot pole between the two walls accessible through the door. It just adds another layer for people to go through but it slows them down for sure.


    Strategies for taking down other's plot poles I couldn't tell you. Typically the only pole I take down is MINE once I die. Carry lots of Crowbars if you are hunting Plot Poles. Tool Kits wouldn't hurt either. 
     
  13. Like
    IT07 reacted to MGT in Server Admins we are looking for your feedback for 1.0.4   
    I personally see no problem with the way the mod and the file structure is now, server owners can choose to install what they want, for fresh new servers it's good for the owners/admins to learn how to add scripts anyway so when things go wrong they have a reasonable idea how to debug.
     
    I think if mod options are added in to the basic vanilla Epoch server files it runs the risk of becoming "bloatware"
     
    I much prefer to have fresh clean vanilla files to update with my chosen mods.
  14. Like
    IT07 reacted to Aristoi in Plot pole requirement has ruined base building.   
    In my opinion indestructible bases are the only way Epoch base building is playable.
  15. Like
    IT07 reacted to BetterDeadThanZed in Plot pole requirement has ruined base building.   
    What ruins base building is other people purposely destroying your base.
  16. Like
    IT07 reacted to Sli in ARMA 3 PVE - A suggestion thread   
    It would be a shame to drop the zombie concept, but I can see why this has been put out there as it would help to keep the mod distinct from DayZ.
     
    If zombies do indeed get dropped you would have to consider an alternative 'apocalypse narrative'  that helps to support the fruition of the factions you want as replacements.
     
    The three factions you described above do sound good. I think scavengers should be less human to position them more distinctly from the other two. In my opinion a scavenger is a person who will go to any lengths to get what they need (including cannibalism if they are hungry enough). They need to be unrelenting, unpredictable and non-negotiable.
  17. Like
    IT07 reacted to Poncho in ARMA 3 PVE - A suggestion thread   
    Never been a fan of WoW I prefer Guild wars to be honest, I'm not entirely sure what your post is Radiix. An attempted off hand insult at people who play games such as world of warcraft? Because obviously it is totally acceptable for you to play dayz but anyone who plays WoW is a geek... I enjoy PVE in any Multiplayer game, it adds to the experience and offers more gameplay. This is a suggestion thread, in a discussion section on the forums. Please try to keep it constructive, thanks.
  18. Like
    IT07 reacted to Poncho in ARMA 3 PVE - A suggestion thread   
    So I have heard multiple people talking about how ARMA 3 will not have zombies anymore, this concept excites some people, and concerns many others.
     
    I for one am all for no zombies in the ARMA 3 version, and can entirely understand why it would be better to remove them but I still think some variant of PVE is necessary in/around most loot spawning areas. Here are my reasons:
     
    PVE is something that results in bringing players together, whether that be for special loot drops or Co-op looting runs it makes the game more exiting and fundamentally it is gameplay, removing it would lessen the experience in my mind.
     
    Secondly there are a lot of players out there, with many different play styles, some people want nothing but PVP, others enjoy PVE content more, some/most a mixture of the two.
     
    Thirdly, and this one really depends on server player limits, but the map areas are usually quite large on ARMA 3. Players could easily avoid others on purpose or by accident, forcing player interaction (In epoch's case, mainly by fighting over resources) is needed and again is great gameplay. A gunshot sounds in the distance and surrounding players move to investigate. A gunshot that without any PVE contact may not have been fired in the first place, that and it makes the supplies/loot more difficult to obtain if there is an absence of player activity in the area .
     
    I love the thrill of the hunt, or of being hunted, or even just spontaneous and sudden player contact. Where two players meet and the question pops up immediately, friend or foe? I also however really enjoy just chilling out by going with a but tonne of ammo and shredding down the zeds for resources or even just for a laugh.
     
     
    So okay, there are no zombies. So what could there be?
    Well I would love to see AI, maybe three factions:
    - Bandits.
    - Military.
    - Scavengers.
     
     
    - Bandits made up of ex-military, survivors, anyone who wants to take their supplies by force instead of searching for them themselves. These guys will   shoot anything that moves and leave nothing to waste, not even the meat on your bones. I'm talking real sadistic bastards here. Holed up in bandit
      holdouts, rickety looking structures, usually loosely fortified villages or parts of town using rusted metal, wooden planks, burnt out cars, anything to
      hand. Decorated with the classic 'KEEP OUT' and other graffiti roughly spray painted over any place that allow it. Some may be seen on small patrols
      searching for their next victim
             
      AI Mechanic:  - Shoots all players
                                    - Dynamic / intermittently spawning "Holdouts" (Bandit style fortified villages) For players to assault for their supplies.
                                    - Dynamically spawning Bandit AI wandering the map out for blood.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Military, soldiers stranded on the Island (map) by whatever caused the apocalypse. Perhaps trying to rebuild law and order to some degree. These
      guys are usually friendly although they are highly cautious. Towns under their control will have traders in selling military grade weaponry and
      ammunition, as well as clothing and importantly - high grade medical supplies.  
                There could also be a Bounty Hunters Office of sorts, a 'Sheriff' in each major Military town who could offer a contract to
      players. When accepted a mission would pop up on the map of the player who initiated the contract, after this time there could be a 5 minute timer to
      allow for friends to join the contract, with a maximum number of participants based on the size of the mission (Reward split between the participants -
      less players means a greater share for yourself) Once a contract is full / the timer runs out the Sheriff will simply announce 'A contract is already
      underway' to anyone else who tried to take a new one during the current missions progress to prevent too many missions spawning in. Timers would
      be in place for each mission, maybe 1 hour for completion, 30 minutes to claim the reward. You can fill in the blanks yourself but you get the idea.
               Set up in military style fortifications, steel and sandbags. Effective and efficient barriers. Their forts are clean cut, basically everything you would   expect from such a setup. Some smaller groups may be seen patrolling the surrounding areas.
         
      AI Mechanic:  -  Opens fire on any player who raises their weapon within a set proximity if not lowered within 5 seconds after a verbal command by
                                      the AI - "LOWER YOUR WEAPON!".
                                  -  Static / Permanent Fortifications / Fortified towns (Equivalent of trader zones in the ARMA 2 version)
                                  -  Traders Selling Military Apparel, Weaponry and Ammunition as well as High grade Medical Items.
                                  -  Sheriff's Office offering contracts (Player Triggered PVE Missions) 
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Scavengers, these hardy and nomadic people wander the map in search of anything of use. Either on their own or in small group, some times even
       setting up a small shop in certain random locations, they may be traded with weather they are out scavenging or at a static location.
           For now lets split them up into wandering and static scavengers.
                    - Wandering scavengers, following a predefined path from point to point (town to town for example) they offer their wares along the way, but
                      only have a limited stock, if you buy everything they may replenish their stocks after a set amount of time at their next point (or town) as if
                      they have actually scavenged it during their stay. They are very temperamental, and will also fire upon a player if they have their weapon
                      raised, although their verbal commands are spoken with less authority than the military - "Come on now friend, lower your weapon", or
                      "Don't do anything stupid there friend" If killed they will drop their whatever it is they were selling at the time. These wandering traders
                       stocks could vary depending on where it is they are looting and they may have some rarer items available.
                    - Static scavengers, dynamically spawning in a small group of scavengers they set up a small loosely fortified encampments with tents and                        sell their wares from it, with a few of them making the trades and the rest guarding the area. Again hostile to anyone with a raised weapon.                    They sell a large amount of assorted items such as civilian/wasteland clothing, weaponry, base building items, ammunition, more common
                       medical supplies and there is lootable chest/crate in the camp that you may try to steal from, anyone trying to steal from this will be fired                        upon immediately but having it gives a reason to assault the encampment. 
     
     AI Mechanic:  - Lone or small groups of wandering scavengers (traders) patrol the map for a chance to pick up some interesting items, for a decent 
                               price. Hostile to any player with a raised weapon (as mention with a warning).
                            -  Small Trade Encampments dynamically/intermittently spawning around allowing for supplies items to be bought / sold. 
                            -  Possibly of escort contracts for wandering traders? A fee payed for the safe escort of the wandering scavengers to their next point,
                               the fee depending on how many you got to the next point alive.
            
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    As I have stated the AI is hostile to players with weapons raised, this is as an alternative to the current system of humanity. An additional or alternate means for AI to determine friend from foe would be to put in a faction system. Working differently for each faction as shown below:
     
    Bandits: 
    - They hate everyone and just want you gear, so no system is necessary 
     
    Military:
    - Completing contracts for them will increase your standing with them, the value depending on the size of the mission, perhaps from +20/+40/+50
    - Killing Bandits also increase your status as a lawman with the military so each Bandit kill = +10
    - Killing Military AI will increase you notoriety with the Military, so each Militarily Kill =  -10
    - The Military are connected everywhere, no bad deed goes unpunished so each Scavenger kill = -10
     
    Scavenger
    - They care little for the quarrels of others, just their own lives. They are unaffected by Bandit or Military Kills
    - They do however take offense to people killing innocent scavengers so each scavenger kill = -20
    - Increasing your standing with the scavengers by completing escort contract awards = +20
     
    A total of - 100 could mean that that faction is directly hostile to you, where as + 100 means they are more accepting, perhaps opening up more trade options.
    This should also be reset upon death, the death of your character meaning the death of your relations,  meaning you are not punished for your past lives nor gifted higher standing from fresh spawning.
     
    This could all be displayed in a social menu, if any of you have played ARMA 3 Wasteland you might have seen an option to press the tilde key (¬) This allows you to see players on the server and invite players to your squad (a great addition for Epoch I might add), different sections are divided by use of tabs within this menu, having them in your squad allows you to see each other on the map as well as commune in a squad chat. This could also have a tab for factions allowing you to see your current standing with each faction. 
     
    I like the idea of these systems as you are not punished by the game or its traders for you interaction with players, but instead with the traders themselves, which makes far more sense. Trader zones are more realistic because you are not magically protected from a clip to the face by a safezone, but by the AI in and around the camps/holdouts/forts themselves. Again the systems I have suggested are ONLY suggestions, they are in no doubt in need of major tweaking. The feasibility and practicality of some may not suit the ARMA 3 Engine so much but I just liked this concept and thought I would put it to you. Let me know what you think, and here is a poll to voice your opinions in the role of PVE in ARMA 3 Epoch.  
  19. Like
    IT07 reacted to veeshan in ARMA 3 PVE - A suggestion thread   
    Whatever the case, I would like to see some greater PVE support in any ARMA 3 mod.
  20. Like
    IT07 reacted to Turtle in Help with welcome messages credits style   
    Yeah posted this problem a while ago, didn't know anything about scripting and I totally put the files in wrong but it's been working fine since I fixed it.
  21. Like
    IT07 reacted to vbawol in Dean "Rocket" Hall Forum Post to his standalone   
    Hopefully we can impress everyone again with A3 Epoch Mod and possibly get a chance to work with Bohemia.
  22. Like
    IT07 reacted to vbawol in Epoch Mod for Arma 3   
    Arma 3 Epoch Mod will be a total conversion mod coded from the ground up, and no longer based on DayZ. Many of the key ideas from DayZ Epoch will play a major role in Epoch Mod however everything else will change!
     
    More will be announced early this year.
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