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Defent

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  1. Like
    Defent got a reaction from rss_adm in Purchased Vehicles despawn after being purchased with Config based traders   
    Open server_updateObject and find this line: 
    if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); }; Then comment it out with // or delete it and it should work again.
  2. Like
    Defent reacted to maca134 in [HowTo] Write an ARMA Extension In C#   
    Moved content to http://maca134.co.uk/tutorial/write-an-arma-extension-in-c-sharp-dot-net/
  3. Like
    Defent got a reaction from remiflanscarlet in custom donator traders need help   
    Can you see anything from that high horse of yourse?
  4. Like
    Defent reacted to MichaelFromCCG in A3 Launcher Bugs & Maca's Minions   
    To be fair to him, that is pretty much the convo. Just don't know why it is weirdly pasted.
  5. Like
    Defent reacted to lowrey in [EVENT] Server Hosters Meeting - Outcome   
    Defent agreed, all are welcome throughout the whole day! There will be channels fro different topic.
     
    However at the times we should try and talk in one channel.
     
    I'm looking forward to it.
  6. Like
    Defent reacted to cen in Has developement on the Arma2 version of Epoch been Abandoned ??   
    A2 is not dying.
     
    Can we go back to 1042 and label it as 106? I'd be really happy about that :D
  7. Like
    Defent reacted to Richie in [Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3   
    I quickly made This
    I'll made something better later, it also uses A2 assests so AiA TP is required.
     
    *Edit*
    and also This with only A3 assets for all maps.
    I added some burning barrels and floodlights for when it gets dark, it has 1 main entrance and 2 sneaky holes in the fence.
     

     
  8. Like
    Defent reacted to Zupa in [Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3   
    I do NOT give hosts permission to ask money for installing this on people's servers.
     
     
    ZCP - Zupa's Capture Points
     
    Current Version 2.0
     
     
    An independent addon for your Epoch server.  
     
    This will spawn random bases (How many you configured) on the map which the player can go to and start capturing. 
     
    This does not involve any AI. This addon focuses to direct PVP action more to those places for people that actually want the danger.
     
     
    How it works:
     
    Players will get a notice that a camp has been set up that they can capture.
     

     
     
    If they look on the map they can see the marker with a certain color:
     
    Green  ->      Not being captured and not contested. Purple  ->      Being captured by a player ( and his group) and not contested. Red      ->     Being captured and being contested by someone else.  

     
     
    Ariving at the spot there will be a base to give a little battle arena / defending position.
     

     
    A message will warn all players that a player started capping that specfic point.
     
     

     

     
    This base will vanish  1 minut after being captured succesfully.
     
    If someone died while capping. The capping status will be handed over to a new player in the zone. Timer is reset and you will be announced again on the right side of the screen.
     
    Group members does not effect contesting.
     
    Winner will receive a cash reward directly into their wallet.
     
     
    Future version will hold more features.
     
    Extra notices:
    You can make own bases and add them in the right folder and in the config. First object is the cappoint. Position does not matter, the script recalculates the positions ^^ Use M3Editor to build bases because the scripts uses that sqf markup.  Cappoints will choose a random base from the base list config each time they spawn. Easy to configure configs. No AI. Low influence on server performance. Easy to install ( very fucking easy) Best experienced on more populated servers, Cus this creates PVP. Not effective for PVE as long as there are no AI. I might add an AI option later that attacks the cappoint.  
    Maps
     
    This works on every map.
     
    But warning, the original base might be build with some AIA buildings, Those specific objects wil not spawn on a non AIA map. This will however not influence the script itself ( only buildings missing in the base).
     
    Make a little base yourself for example and put it in base1.sqf 
     
    Ill make a full non AIA base myself this evening.
     
     
    Planned Features
     
    Visual Timers AI option Contesting pauses cap time. ...  
    Changelogs 1.1
     
    [Added] configs to calculate  price on the amount of players online. [Added] configs to delay spawning until a specific amount of people are online. [Added] config to define time to wait for base cleanup. [Added] Anouncements on halftime and 1 minut mark for capturing.  
    Changelogs 2.0
     
    [added] Reward system : Krypto / Vehicle drop / Weapon or Build box. [added] More configs [added] More checks [fixed] Epoch 0.3 Krypto rewards. [changed] Code cleanup and optimization.  
    Github - Code
     
    https://github.com/DevZupa/ZCP-A3
     
     
    Install Instructions
     
     
    1) Pack the a3_epoch_server_zcp into a pbo and place it in the @epochive/addon folder of your epoch server.
     
    2) Add zcp.sqf to your mission
     
    3) Call zcp.sqf from init.sqf or anywhere u want :)
    execVM "zcp.sqf"; DONE.
     
     
    CONFIG
     
    Edit the boxes, cus they are really default ^^. Vehicle reward is disabled by default cus they don't save after restart without changin epoch code.
     
    Example Logs
    8:01:25 [ZCP]: Giving server some time to boot. 8:03:47 [ZCP]: Initiate Zupas Capture Points 8:03:47 [ZCP]: ZCP No 0 started. 8:03:47 [ZCP]: ZCP No 1 started. 8:03:47 [ZCP]: All Capture Points are running. 8:03:47 [ZCP]: Waiting 79 secs for next cap point. 8:03:47 [ZCP]: Waiting 80 secs for next cap point. 8:05:09 [ZCP]: Cap Point Alpha :Spawning dynamic on [11174.8,7836.09,0] 8:05:09 [ZCP]: Cap Point Alpha started. 8:05:12 [ZCP]: Cap Point Beta :Spawning dynamic on [3919.28,11111.1,0] 8:05:12 [ZCP]: Cap Point Beta started. 9:31:01 [ZCP]: Ansgar won Cap Point Alpha 9:31:02 [ZCP]: Cap Point Alpha cleaned up and ended. 9:31:02 [ZCP]: Waiting 119 secs for next cap point. 9:33:14 [ZCP]: Cap Point Alpha :Spawning dynamic on [2905.8,5070.86,0] 9:33:15 [ZCP]: Cap Point Alpha started. 9:59:10 [ZCP]: m0nster [MUR] won Cap Point Beta 9:59:11 [ZCP]: Cap Point Beta cleaned up and ended. 9:59:11 [ZCP]: Waiting 147 secs for next cap point. 10:01:46 [ZCP]: Cap Point Beta :Spawning dynamic on [9335.61,11222.1,0] 10:01:46 [ZCP]: Cap Point Beta started.
  9. Like
    Defent reacted to BetterDeadThanZed in [RELEASE] Really Random Loadouts   
    This mod will give your players random loadouts as a new spawn, or after death. What makes this different from the other random loadout scripts? The only other loadout scripts I've found really just give a random custom loadout. They choose from a group of loadouts and gives a player that. This mod can randomize every item in a player's inventory. So, let's get started!
     
    First, I'd like to thank itsatrap and Defent for helping me work out how to give ammo to the weapons. Thank you to Gr8 for showing me a better way to make this more organized!
     
    Everything is done in your init.sqf. You should already know how to get to it and edit it.
     
    In init.sqf, find this code:
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; Directly above that, put this code:
    execVM "custom\loadout\loadout.sqf"; Next, make a folder called custom\loadout and make a file called loadout.sqf with the below code in it:
    find_suitable_ammunition = { private["_weapon","_result","_ammoArray"]; _result = false; _weapon = _this; _ammoArray = getArray (configFile >> "cfgWeapons" >> _weapon >> "magazines"); if (count _ammoArray > 0) then { _result = _ammoArray select 0; }; _result }; loadout_fnc_selectRandom = { _this select (floor random (count _this)) }; _primary = ["M16A2","M16A4","M4A1","Sa58P_EP1","Sa58V_EP1","AKS_74_U","AK_47_M","AK_74","FN_FAL","Winchester1866","MR43","M1014","LeeEnfield","Saiga12K","huntingrifle"] call loadout_fnc_selectRandom; _secondary = ["glock17_EP1","Colt1911","M9","Makarov","revolver_EP1"] call loadout_fnc_selectRandom; _ammo = _primary call find_suitable_ammunition; _ammos = _secondary call find_suitable_ammunition; _food = ["FoodBioMeat","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodCanUnlabeled","FoodMRE","FoodNutmix","FoodPistachio","FoodSteakCooked"] call loadout_fnc_selectRandom; _drink = ["ItemSodaCoke","ItemSodaMdew","ItemSodaOrangeSherbet","ItemSodaPepsi","ItemSodaRbull","ItemWaterbottle"] call loadout_fnc_selectRandom; _backpack = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch"] call loadout_fnc_selectRandom; DefaultMagazines = ["ItemBandage","ItemMorphine","ItemPainkiller",_ammo,_ammos,_food,_drink]; DefaultWeapons = ["ItemMap",_primary,_secondary]; DefaultBackpack = _backpack; DefaultBackpackWeapon = ""; DZE_defaultSkin = [["Skin_Camo1_DZ","Skin_Rocket_DZ","Skin_Soldier1_DZ","Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_Graves_Light_DZ","Skin_CZ_Special_Forces_GL_DES_EP1_DZ"],["Skin_SurvivorW2_DZ","Skin_SurvivorW3_DZ","Skin_SurvivorWcombat_DZ","Skin_SurvivorWdesert_DZ","Skin_SurvivorWurban_DZ","Skin_SurvivorWpink_DZ"]]; Explanation of the settings:
     
    _primary and _secondary are lists of primary and secondary weapons that a player can spawn with. Adjust this as you see fit.
    _food, _drink, and _backpack are lists of food, drink and backpacks that a player can spawn with. Again, adjust to your needs.
     
    DefaultMagazines is the list of items in the player's magazine slots. This includes the food, drink and ammo for the primary and secondary weapons. In the above code, only one magazine for each is given to a player. To give multiple magazines, add more _ammo (primary ammo) and _ammos (secondary ammo). For example, the below code will give a player three magazines for the primary weapon and two magazines for the secondary weapon:
    DefaultMagazines = ["ItemBandage","ItemMorphine","ItemPainkiller",_ammo,_ammo,_ammo,_ammos,_ammos,_food,_drink]; You can also add more _food and _drink entries to give multiple food and drink items. Using the above examples, you could also give random medical supplies and toolbelt items. Just create a _medical line or _toolbelt line and make an array of medical items or toolbelt items, inserting _medical or _toolbelt into the DefaultMagazines line.
     
    Please let me know if you have any questions!
  10. Like
    Defent reacted to BetterDeadThanZed in Randomizing loadouts   
    itsatrap - Thank you! Your solution worked with a slight modification. Once I've got everything worked out for the loadout, I'll make a post on how to randomize the loadouts using the information I got from you guys. Thanks again!
  11. Like
    Defent reacted to Donnovan in Arma 3 - Tiny Functions Set   
    The performance hit is because it mess with a array with 256 3D positions.

    If not the slow array problem, could use 64 x 64 grid (4096 3D positions).

    One good thing is that Arma 3 don't give unlimited priority to the function, so you will not have server slow down due to use of it, but it can take more time to finish.

    For normal use (1 - 100 players) i believe there in no performance problem.
  12. Like
    Defent got a reaction from Donnovan in Arma 3 - Tiny Functions Set   
    Donnovan, you can easily speed up your script by not using arbitrary calculations to calculate something like for exmple 
    _rMin = 10^8; The answer will always be 100000000 in this case. Also there is a command to check the power of (x), to make it more neat. 
    https://community.bistudio.com/wiki/exp
     
    You've also wound up the calculations a lot. I don't see why you'd complicate it this much. 
    _error = abs (_dist - _goal); Why are you checking the absolute value here? It only checks how far your sum is from 0. Negative 6 is 6 away from zero, but so is also positive 6. This becomes very unreliable when using distances etc imo since it's often relied on a set pos. -5040 is very different from +5040. I know that distance is always positive but it may mess up a bit.
     
    I'm not trying to be a dick here but this could cause some performance issues, is all im trying to say.
     
    https://community.bistudio.com/wiki/Math_Commands
  13. Like
    Defent reacted to BenR in Run Custom Script with Skaronator's BackDoor   
    Yet infiSTAR got so much for his "backdoor" for the exact same reason you have.
     
    And also, if its just for the development servers, then why not simply remove the line of code from the code publically released.
  14. Like
    Defent got a reaction from Richie in An Ex MGT Admin speaks out   
    Well that pretty much makes the entire discussion and topic moot then. He can't prove what hes' saying is true nor can MGT. People still takes sides because shit storming is fun.
     
    In the end, who gives a shit. God damn..
     

  15. Like
    Defent got a reaction from knights†emplar in I will back MySQL for Epoch !!   
    That was not a problem with MySQL though. That was a problem in the connection between mysql and the gameserver. MySQL works perfectly fine. Patch 1.0.4.2 had no problems with this but after the update to 1.0.5.2 etc the problems started happening with slow database loading.
     
       
    This is possible in mysql too..
  16. Like
    Defent reacted to LunatikCH in Going to start a dayz server   
    I bet i will play GTA V on my pc before that happens, they say there will be an EOL-Patch, but there was no date so it could be in the year 2035... Why not symply patch battleye from time to time and make the hackers cd keys banned but dont fix the RE so the hackers always buy new keys and the milking goes on.

    @zeppo its time and money wasting like Richie said, population on arma2 goes down and down.
  17. Like
    Defent reacted to Litoralis in Squad: A commercial game made by developers of and inspired by PR:BF2   
    Today I'd like to use this post to share a project that a number of us developers have been quietly working on the past few months. Although it had been revealed internally several months ago to the PR team, it wasn't until now that we have felt comfortable opening up our project to the public eye, starting with the PR community.   The goal of our project is to produce an Unreal Engine 4 based standalone commercial game, whose central focus is promoting teamwork and communication through gameplay mechanics and features.   This game is:         First to emphasize the seriousness of the project, I would like to highlight the list of our developers, almost all of whom are either current or former PR:BF2 developers. Sniperdog - Project Manager, Programmer (PR:BF2 Coder) Mosquill - Programmer (PR:BF2 Coder) Chuc - Animator, Graphic Design (PR:BF2 Lead Animator) Irontaxi - Mapper (PR:BF2 Lead Level Designer); Ghostdance - 3D Artist (PR:BF2 3D Artist) Motherdear - 3D Artist (PR:BF2 3D Artist) Z-trooper - 3D Artist (PR:BF2 3D Artist) Tim270 - 3D Artist (PR:BF2 3D Artist) Spush - Texture Artist (PR:BF2 Texture Artist) Bull - Texture Artist (BSS Texture Artist) Anders - Sounds FX (PR:BF2 Sound FX and Effects Artist) Bruno - Effects (PR:BF2 Effects developer) Okita.Makito - Military Advisor (PR:BF2 Level Designer and Military Advisor) Litoralis - Lead Tester (PR:BF2 Tester and Tech Support) Afterdune - Media & Public Relations (PR:BF2 Lead)   The Game:   Squad will be a tactical military game built from the ground up as a cooperative shooter, where high levels of teamwork and communication are supported, encouraged, and integral to gameplay. Complementary with that focus, we are seeking to bridge the gap between arcade shooters like the Call of Duty and Battlefield series, and military simulations like ARMA.     Where we are:   Since April we have been quietly assembling the team you see above and taking the first steps towards our first public release.   To be more specific, feature wise we have already implemented the following:   -Networked Play -Support for Teams, Squads and Rallypoints -Basic Integrated VoIP -Advance and Secure -A Master Server -An online account system -7 Character models composing the US and Taliban factions -Basic weapon & equipment sets including ARs, MGs, Grenades, etc. -A HUD system for map, compass, nametags, etc. -Distance Sounds -Dynamic crop & foliage generation system -Physically Based Rendering texture pipeline -A library of Afghan statics and accessories -Fully functioning weapon code -A true first-person character system     Here is a look at the current map and the AAS game mode:         The soldiers for the US Army and Taliban factions:       A Wide perspective view of the working landscape on our first map Logar Valley, which is set in Afghanistan:     Top down overview of first map:     Here is your whole body, as seen with with True First Person:       In addition to the above, we have many features and assets that are currently being worked on, and are soon to be included in our test builds.     We also need to address the elephant in the room.    Why are we not simply all working on PR2?    The answer to that is far from simple, but if I had to sum it up I would say it all boils down to a major difference in direction.   The biggest concrete differences are:   Squad will be commercial: Our goal from the very start has been to have a commercial game studio with both full time and freelance developers who are able to make assets and be compensated for their effort. As a part of this we will encourage talented members of the community to step up and be a part of this process. By helping to support developers financially using the game's revenue, we believe we will be able to take the scope and quality of the game to a more serious level.   Squad will be released on Epic's Unreal Engine 4: We firmly believe UE4 is the best engine for the job and it's capabilities are growing rapidly. We began laying the groundwork for this project before UE4 was released, and in all honestly lucked out with how fantastic of a deal it turned out to be for indie game studios. With a ground breaking subscription model, low royalty fee, source code access, network oriented design, and a huge base of support we really feel there will be few limits on our ability to execute the vision we have for Squad.   Squad will use crowdfunding: One major component of our development strategy is the use of a Kickstarter campaign to generate a seed fund supporting the expansion of full time development. Doing so will allow us to ramp up development prior to open alpha, and support full time developers, purchase art assets, cover our server costs, and handle the business related aspects of our game studio's creation. The more successful such a campaign is, the longer we will be able to flesh out the game without the need for revenue, and thus the longer we can build the community by keeping the game free.   The above points are critical to making the game we are aiming for, and simply would not be possible without the formation of the team we have joined together to make.     Why the name change and lack of an official connection to Project Reality?   While many of our developers have worked on PR past and present, using the PR name would present a number of complications. First and most importantly, it would cause licensing issues for PR2. PR2 is currently a strictly non-commercial endeavor, and to affiliate our game with PR officially would jeopardize their licensing status, which as it stands makes such a situation unworkable.   Additionally, while PR was originally started and evolved around the idea of making the BF2 experience more realistic, the central focus of Squad will be on establishing and encouraging the culture of teamwork that made PR the game it was.    Squad will embody that ideal through the framework we create.     So where do we go from here?   As mentioned above we will be using crowdsourcing to seed the initial development over the course of the next year.    Providing we are successful, our next stage will be to bring our core team online full time and bring the level of content and features up to a point where we have a much more comprehensive beta game that we can introduce to our community, testers and supporters.   Additionally, we will need your help and are currently looking for more developers. While we can't currently promise any immediate compensation, with the structure of our cooperative studio, we will ensure that all developers (Full time, Part time and freelance) are compensated when the business gains the ability to do so.     To allow you to show your support for Squad, we have created the following user bar, which you may feel free to use as you wish:       If you wish to follow our progress, you may do so at our: Official Forums: http://joinsquad.net/forums Facebook: http://facebook.com/JoinSquad Youtube: http://youtube.com/user/joinsquad/Squad Twitter: https://twitter.com/joinsquad (@JoinSquad) Please note that on the forum, registration emails end up in your spam filter on gmail addresses, this should be fixed shortly       Oh and almost forgot, here's some gameplay.         Finally, as a reminder:    Please be curtious and stay well within the bounds of the board's rules regarding this topic on the PR forum.    While we do appreciate people expressing their support, that is certainly not an excuse to be rude or disrespectful.   Otherwise, we greatly appreciate your time and consideration. Share the news with your friends, and we'll meet you on the battlefield soon! Respectfully, The Squad Development Team
  18. Like
    Defent reacted to falconsan in happy new year!   
    I wish all players a happy new year.
     
    regards
    falconsan
     
  19. Like
    Defent got a reaction from carl101 in Need to delete player login logs   
    Create an event that runs like every day or every 3rd hour or whatever and then just add this code to it:
    BEGIN DELETE FROM `player_login` WHERE playerUID > 1; END
  20. Like
    Defent reacted to ZamboniBambino in ZST - Zamboni Server Tools - Say goodbye to BEC   
    Hi guys,
     
    Apologies for the sabbatical on ZFM, but I come bearing gifts. On our server, one thing I really found frustrating was the requirements of BattleEye Extended Controls, because quite frankly I felt it was a big heap of config files for something that was a pain in the ass to update, and that didn't always work smoothly. So, I created this; a simple solution for Windows servers for managing server restarts, server crashes, and messages. It requires knowledge of creating tasks.
     
    What is it?
    ZST consists of three PowerShell scripts which are used to perform server restarting, sending messages to servers (i.e news, rules) and restarting servers in case of error/crash. The three scripts are:
    ServerMonitor - If the arma2/arma3 server instance drops out, it will restart it. Also performs the following tasks: Backs up PBO if it's changed. Moves log files in BattlEye, InfiSTAR & RPT to prevent them from growing huge. Performs optimisation of game databases. Performs backup of game databases. Supports backup to off-site location / cloud storage folder (We use SpiderOak as it's got good encryption) Backs up to WinRAR archives with password. ServerMessenger - Simple application that will send messages to a server for informational purposes (i.e. rules, updates, news, etc). ServerKiller - Performs the "server will restart in X minutes" function, and restarts the server. What do I require to run it?
    mysqldump (Should be default with MySQL tools or MariaDB 10) mysqlcheck (Should be default with MySQL tools or MariaDB 10) WinRAR (For archiving of backups) BERcon (https://github.com/zambino/bercon/blob/master/bercon/bin/Release/bercon.exe?raw=true) Knowledge of creating tasks on windows server : Where do I download it?
     
    Download it HERE: https://github.com/zambino/servertools/archive/master.zip
     
     
    How do I use it?
    Download the latest archive from GitHub: https://github.com/zambino/servertools Copy the files to your server in a location for an individual server instance (i.e Server1 or something) Open all 3 of the files and edit the settings to match the locations of your Arma2/Arma3 server, provide Rcon passwords, and so on. Open the windows tasks console, and create a task for each of the scripts listed above: For the ServerMonitor (ZST_ServerMonitor.ps1), set the "run when" to "system startup" and then create another "run when" which says to run the script after a set time, and then set the time to the current time. This will allow the monitor to start up if your server restarts and start monitoring your arma2oaserver instance. For the ServerMessenger (ZST_ServerMessenger.ps1), set the "run when" as with the script above. In the "action" dialog, set options so that the script runs every X minutes, indefinitely. This will allow the script to periodically open and send messages to your server. For the ServerKiller (ZST_ServerKiller.ps1), set the "run when" as above, and set the "actions" dialog as follows. The script itself takes 10 minutes to run, so suppose you have a restart every 3 hours, set the script to run every 170 minutes (i.e. 2 hours, 50 mins) and it will run the restarter 10 minutes before restart occurs to give players a countdown. For each task, select "run a program" and point it to your location of Powershell.exe. This is located in C:/Windows/System32/WindowsPowershell/ in most instances. For each task, in the "run a program" part, under "parameters" type in "-File <path to script>" and replace the "<path to script>" to the full path of the script you're creating a task for. A more detailed install tutorial will be added in a short while. :)
  21. Like
    Defent got a reaction from MGT in ArmA 2 Fix-up petition!   
    or fixing so you cannot remote execute shit anymore, would make me happy.
  22. Like
    Defent reacted to Sukkaed in ArmA 2 Fix-up petition!   
    How about fixing the createunit exploit first as this is going to be really fast dead of this mod on A2 if BE and BIS doesn't do something about it fast.
  23. Like
    Defent reacted to MGT_Dazza in about Mellyshouse   
    like when rhino crunch went on there passworded server geared up then switched servers so he could have an advantage over others lol.
  24. Like
    Defent reacted to TheVampire in about Mellyshouse   
    Rhino has came downhill a lot since he started. Around the time 7 Days to Die was released, I couldn't take it anymore and unsubbed.
    I'm still unpleasantly surprised when I come across a video of his.
  25. Like
    Defent reacted to ChronicG in Our 8 weeko base at mgt   
    Hey, "FingersCrossed" here,
     
    since our base got destroyed over night when we were all offline, by some people who used duped explosiv's in combination with the "flying carpet" i wanted to share some pictures with you,  of our base when it was fine + an overall feedback.
     

     

     

     

     
    Week's ago a good friend of mine and myself started to play on mgt, within the first week we figured playing as 2 people is very rough, so we got some allies, wich ended up in having a group of
    15 people, with about 10 people beeing online everyday, just as a reference how such a base can even exist with legitimate methodes.
     
    Since there is already enough "talk" about explosiv's and base destructions in this forum, i'll leave this out.
     
    All i really want to say is a big "Thank You"  towards the dev's of this mod, i havent had such a good time in a game for a long time, and of course mgt for providing such an amazing support,
    especially our beloved Daz, Wookie, and even DB the freaking owner himself, helped people of our team out with small issues when he was arround.
     
    Becaue of that im doing a 25$ donation towards mgt and a 25$ donation towards the arma 3 epoch team, just as an appreciation for the good time we are all having playing this masterpiece.
    Get yourself some icecream you earnd it.
     
     
    Before i forget ...
     
    For all those people i read here on a daily, complaining about how shit everything is ( hi dm ), getting no support and whatnot.
    From the bottom of my heart ... please ... please go and f*** yourself, it's an alpha.
     
     
     
    FX
     
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