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Found 3 results

  1. Legally Binded is a brand new community running a Arma 2 : DayZ Mod Overpoch 1.0.6.1 server in the UK with admins always on and some amazing new mods with the help of oldmatechoc IP: 81.19.216.151:2800 WEBSITE: http://legallybinded.co.uk Blow up doors (Base raid) Set view distance (Right click binoculars/rangefinders) Suicide + Suicide bomb (Right click dog tags or press Home) Plot 4 Life (Build a base) Plot Management (Maintain it every 7 days) Door Management Gold Coins & Banks Advanced Fast Trading Nomad Roaming Trader Enhanced Spawn Select Spawn Classes Fast Build Snap Pro Vector Angle Building Fast Crafting & Building (1 step construction) Group Manager (F5) Walking Zombies Service Points (Refuel and repair from fuel pumps) Missions & Supply Drops Vehicle Locator (Right click GPS) Safezones Deploy Bike & LittleBird from Toolbox Tow & Lift Custom Areas Teabag corpse Campfire dance
  2. Attach Explosives (Please forgive my building noobishness. I don't play much.) I've been holding onto this one for a while, but after seeing all the whining and complaining here on the forums about not being able to breach bases without insane amounts of explosives, I've decided to release this. This is not my original work, but it has been modified by second_coming and myself to work for Epoch. The problem with explosives currently is that it takes way too many of them to do any real damage to structures. The reason is that with Arma, when you place an explosives charge it is placed on the ground in front of the object. When the explosive goes off most of the explosive force is driven into the ground. Damage of the objects nearby is limited to splash damage only, which is only a fraction of the damage that can potentially be dealt by the explosive. So, to solve this, you can use this script to attach the explosive charge directly to the object you are wanting to demolish, thereby greatly reducing the amount of explosives it takes to accomplish the desired effect. With the traditional placement method of setting a charge on the ground in front of an object, it can take up to 30 charges to breach a door. By attaching the explosive directly to the door, we can now have the same damage, but through using only 3 or 4 charges. The explosives can be attached to any object you specify within the script. You can set it to work with only Epoch buildables, or you can also include vehicles, as I have done in the download. This makes for some interesting scenarios where people can set traps for others by attaching a charge to their vehicles and then detonating them remotely to either create a distraction or also to destroy a vehicle with a target player inside. The possibilities are endless and can provide for some exciting gameplay, in addition to making base raiding more realistic and fun. Installation: See included text file Download Some things to note: I don't know how well this will work with the stock Anti-Hack since it uses addActions. I've heard conflicting reports about how those are handled with the stock AH. There is a new server files version coming which should fix this, but until then, your mileage may vary. I also don't know that the stock AH will allow the damage to occur properly on player built items. If you are using Infistar, please ensure that the indestructible option is turned off, otherwise this script will have no effect on buildable objects. You should also disable 'Check Actions Plr ','Remove Actions Plr','Remove Actions Objs','revert_allowDamage', 'HandleDamage check', and Revert HandleDamage' to make sure those don't interfere as well, although you likely already have those turned off to accommodate other mods already.
  3. Now I don't like the idea of indestructible bases before we start :) but this building system means any holes in your base are going to be a nightmare to patch up sometimes impossible as I found out by being forced to remove a full 50ft stretch of wall with doors and floor panels to do it. With explosives being so cheap and the addition soon of vehicles with guns its going to be very easy to spoil hundreds of hours of work.... How about this... We are in the future, the Cultists are robots (reprogrammed) with special powers, we have working heli's, electronic door locks etc so its not out the question that the frequency jammer (FJ) could have additional features with appropriate upgrades. 1) When a player is offline his base will re-spawn any destroyed components (its a mugs game doing it when they are offline and unable to defend themselves) i) This will still allow the base raid but the player will only suffer a loss of stuff not nailed down or in lock box's 2) This will start from the next server restart (so if you log out to try and exploit this during an ongoing base attack it wont work) 3) If you are online and your FJ has been upgraded (with say the head/components off a dead cultist robot) you get a warning (after 2 minutes) to say you have a player in proximity of your base, but only if they have shot at or damaged your base in any way 4) Any players camping you or just trying doors will not get flagged 5) Players can further upgrade their walls/doors to be "hardened" with scrap or something appropriate (but make it expensive or time consuming to do so) 6) It should cost a lot to break into a base, either i) Vehicle ammo (when if/it comes in ) is priced expensively so its an incentive for players to sell it rather than use it ii) The price of explosives are vastly increased with the spawn chance reduced (I took a wall down with a single satchel charge that cost me about £3 at a trader lol) 7) If we are upgrading the FJ with the components off a dead cultist robots and using it as an amplifier how about letting the player remotely set off the same damage attack a cultist uses at the expense of the FJ getting downgraded (the proximity sensor element needing an upgrade with another dead cultist). i) This will also damage the player if they are in their own base This way is more fitting with the game and does not punish those who are unable to defend themselves Thought?
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