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MadMartyr

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Posts posted by MadMartyr

  1. Wow, guys, calm down a bit.  This base building system is new, and they're still working on it.  Give them time, and I'm sure it'll blow BB1.2 and even Origins out of the water.  Things might be rocky right now, but I'm sure they have a lot of plans in store for this system.  Just look at all the potential buildables they've unlocked by adding the editor mod.  Things are looking great for the future of Epoch crafting.

  2. While I share the frustration with the "that's not realistic" view, I also believe that the devs deserve to develop their product as they see fit.  At the same time, I have the ability to make the customizations that I want.  Of course, I won't add vehicle packs because, if I remember correctly, I'd have to publish a new client file.  That's not something I want my players to have to deal with.

     

    Now, if the devs say that they won't add something for any reason, and it doesn't require me to modify the client files, I'll put it in.  If it does require that extra bit, forget it.  I love Epoch, I just want to tweak and play around, not alter it fundamentally.

  3. One of the players on my server just loves to come back as a zombie /sarcasm

    At least once a day he dies and comes back as a zombie, whether it be from battle; bio-meat; cans of unknown; or some other cause, I don't know.  All I do know is that I've never come back as a zombie, and he seems to be a plague carrier.

  4. Since we're discussing the base building in another thread, I thought it'd be nice for everyone to show off what they've done.  This is what I've had time to rebuild since switching to Taviana.

    hkTB8vb.png

    On each of the four sides is a Storage shed.  Each corner has a rusty gate surrounded by two sandbag nests.  Directly in the center is another storage shed with my fuel truck on one side and two wooden sheds covered by forest netting.    There's space for two heli pads, and I have an Armored SUV and a Land Rover GPK poised at two of the exits.  To the middle-right is a walk-through entrance in the corrugated metal fencing that surrounds the entire base.  All that I really have left is to finish putting tank trap kits around the perimeter and cover my entrances with sun shades.

  5. Excellent tutorial.  I had added quite a few custom objects when I was running Chernarus, but when I switch to Taviana I decided not to do it because it was usually a bit of a pain to move them over after an upgrade (OK, just copying/pasting lines, but still).  With this, I'll probably start doing it again.  Thanks Bungle and Nox!

  6. We are looking into re-keying the locks.

     

    Good to hear.  I don't mind the key system, but this would be extraordinarily frustrating on a pub server.  I can't imagine spending my hard-earned 10oz gold bars just to have someone come in and steal my SUV because they stumbled upon my body before I could get back to it.

  7. I use tank traps around the walls to discourage that.  For parking the vehicles, I've done quite a few different things:

    • Place two sunshades back-to-back and park my SUV under that.
    • Use Corrugated Fencing to make stalls for vehicles.

    A friend of mine even  discovered that you could park an ATV very nicely in the Sandbag nest.

  8. I have a very large base.  I started with four sheds at the four compass positions from my 30m plot pole.  Within that, I have cordoned off sections for two heli pads, vehicle parking, and storage facilities.  I've made extensive use of the building system, as it is one of the most attractive parts about Epoch for me currently.  I'd like to see it mature a great deal, but it's still good as is.

  9. Playing on Taviana, which vendor(s) have the 30m Plot Kits?  I've flown all over the map trying to find it, and have only skipped a few.  I'm wondering if the new items are added to the Taviana vendors.  I see the tids 310, 439, 8, 12, 145, 156, 178, but this is only about one third of the tids listed for Sandbags.  I've also not seen corrugated metal on any of the vendors.

     

    Any help would be greatly appreciated.

  10. Oh, don't get me wrong, I love the concept.  And, as I stated previously, I know there are ways to handle returning from the dead.  I was just looking at possibilities for servers like mine where the focus is much more on surviving against them than potentially using them against others.  As an example, our little server has a maximum of 6 players in any given week.  We're all friends, and just want to run through the towns and kill zombies together.  We put together special events, like manhunts (one guy starts in city X and tries to make it to city Y without dying within Z minutes) and so forth to get the most of our gaming time, but that's as far as our PvP goes.  Spawning as a zombie just isn't high on our list of fun, while we love grabbing tons of loot and selling to buy things to upgrade our base or get better weapons and vehicles.

  11. Hrm.  I'm wondering if there's a more elegant way this could be done.  I've seen videos of scripts that give a true suicide option where it shows the character putting his sidearm to his head and pulling the trigger.  I can't help but think that something similar could be worked in here.  I mean, the options are certainly enough currently, though I'd rather not ever turn in to a zombie at all (since my server is private and for survival against the zeds).

     

    Could we maybe get an option for init.sqf to disable zombie respawning and possibly just have consequences when infected like reduced weight capacity, gradual loss of blood, etc?

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