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#Post#: 101--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: randall421
Date: February 13, 2015, 10:33 am
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[shadow=maroon,left]QUICK UPDATE 2/13/15[/shadow]
[*] Increased Vehicle Spawn Limit
[*] Completely Redone Spawn Loadouts
[*] Changes server time from GMT-7 to GMT-10 [sunset will be 3
hours later]
[*] New Guns added to hero and bandit vendors -- More Details
Here
HTML http://ossgaming.createaforum.com/suggestions/arma-2-weapons-traders/msg96/#msg96
[shadow=blue,left]Potential Upcoming Updates[/shadow] (providing
there's no errors)
[*] A Plot 4 Life v2.5 Keep ownership of plot pole and
building items after death
[*] Customize Plot Pole Scroll wheel option to add nearby
players to your plotpole allowing multiple players to build
[*] Bandit/Hero Mission system
[*] Create 'hero' bases similar to our current 'bandit' castles
[*] Alchemical Crafting system Allows you to place furniture
in your base using gems
[*] If Alchemical Crafting Works then Add Gem Trader or Add Gems
to Current Traders
[*] Add More Guns, Vehicles, and Ammo Types to Hero/Bandit
Vendors
[*] Further customize Hero/Bandit Vendors to give benefits to
choosing either side
#Post#: 102--------------------------------------------------
ArmA 2 Test Server
DIR By: randall421
Date: February 13, 2015, 8:32 pm
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[shadow=red,left]We now have a dedicated test server for ArmA
2![/shadow]
[shadow=red,left]What does this mean for you? [/shadow]
This means more mod work done at a faster pace with absolutely
no interruption to your gameplay! All server scripting can be
done on the test server and uploaded to our main server during
server restarts without interfering with the servers uptime.
This also means that some mods that not possible to add
currently due to their complexity can now maybe be added since I
will have the required time to do the scripting to make it work
on our server!
If you would like to see some of the mods we're working on
bringing to the server, click here!
HTML http://ossgaming.createaforum.com/news-announcements/arma-2-overpoch-origins-server/msg101/#msg101<br
/>
#Post#: 103--------------------------------------------------
Bandit Missions
DIR By: randall421
Date: February 15, 2015, 8:46 am
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[center][shadow=orange,left]WAI Bandit\ Hero
Missions!![/shadow][/center]
I've been up all night adding this I'm going to keep this short.
Here's whats being added/changed with todays update:
[*] New Bandit missions where bandit players can attack heroes!
[*] Killing a hero AI at a mission will remove 125 humanity
[*] Killing a bandit AI a mission will now give you 50 humanity
[before it was 25]
[*] Killing roaming AI will neither raise or lower your
humanity. They're completely neutral.
[*][color=green] Specialty Missions (you'll know which one) will
give +200(heroes) or -200(bandits) humanity depending on your
status.
[*] Missions crates will not spawn the same loot every time. It
will pull random numbers from a specific list of items to give
you a different variety of items each time.
[*] Missions will not "time out" if you're within 2km of the
missions center.
[*] There are different objectives now. Assassinate, crate, or
Kill. Assassinate means kill a specific target, kill means kill
all AI, crate means obtain the crate.
[*] A flare or smoke will pop upon mission completion (flare at
night, smoke at day)
[*] Mission circles will change color based on their difficulty.
[*] All missions will attack any player that gets too close. Be
careful going near the wrong missions
[*] [coming soon] A hero base and outposts (opposite of array
island and bandit casltes) will be added soon. I will be using
the old admin base\repo lot as "Hero Island" and some of the
random military camps around the map as the outposts.
[Note] This has had very limited testing. Some changes were made
based on my personal opinion from a very short amount of
playtime. Please comment any bugs, complaints, suggestions, etc.
and I will do my best to adjust the new missions based on your
feedback.
[center][shadow=maroon,left]Enjoy the new missions you filthy
bandits[/shadow] ;)[/center]
#Post#: 104--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: stressinout
Date: February 15, 2015, 7:23 pm
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right on! looking forward to it
#Post#: 105--------------------------------------------------
Re: Bandit/Hero Missions
DIR By: randall421
Date: February 16, 2015, 1:10 am
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[shadow=red,left]Bandit Hero Missions [/shadow]
[shadow=red,left]Minor edits and bug fixes[/shadow]
Not a hell of a lot has changed since my first post earlier
today but we did make some changes,
some minor bug fixes, and I wanted to post a quick message
anyway now that I had a chance to do a
couple missions.
[*] [color=Green] Fixed the bug that crashed your game when
looting AI bodies.
[*] [color=Green] Fixed missions not despawning because of AI
Kill % error. Killing 100% of AI is no longer required for crate
missions.
[*] [color=Yellow] Edited the amount of humanity. Hero's will
get +15 and Bandits will get -45 (+50/-125 was too high when
there's up to 25-50 AI at a mission)
[*] [color=yellow] Edited mission vehicles. Origins Vehicles
will now spawn with missions.
[*] [color=yellow] Edited bandit ikea mission para-drop to start
at array island. (Will also edit bandit base to do the same)
[*] [color=yellow] Edited "high-value" loot table for missions
to include more rare or valuable items
[*] [color=Red] Note: AI will now place mines around missions as
added protection. Becareful driving up to the crate!
[*] [color=red] Note: AI placed mines will disappear after
"mission success" has been triggered (signalled by smoke or
flare)
[*] [color=red] Note: Loot crates are empty until "mission
success" has been triggered (signalled by smoke or flare)
[*] [color=red] Note: Missions have different objectives;
"Kill", kill all the AI; "Crate", reach the crate;
"Assassinate", Kill a specific target. (Most are crate)
[*] [color=red] Note: Mission AI will have rocket launchers now
at WAI missions. Be careful in armored vehicles
[*] [color=red] Note: The new WAI update came with an example
mission script to show you how to create your own missions using
WAI. Expect custom missions in the future.
[*] [color=red] Note: Running over AI will destroy their weapons
[*] [color=red] Note: Mission Markers are colored based on
difficulty. Green being the easiest and black being the hardest.
[*] [color=red] Note: Missions that remain inactive for 45 - 60
minutes will despawn
[*] [color=red] Note: Missions will not "time out" if a player
is within 2000m of the mission
[*] [color=red] Note: Different AI types will have different
skill sets. Snipers, heavy gunners, M2's, etc. Deciding who to
kill first could make a difference in the mission.
Edits coming soon:
[*] [color=yellow] Hero Island (opposite of array island)
[*] [color=yellow] Hero outposts (opposite of castles)
[*] [color=yellow] Hero paradrops for missions will start at
hero island
#Post#: 106--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: Zippo
Date: February 16, 2015, 2:59 am
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Very nice additions!
#Post#: 107--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: Moonman
Date: February 16, 2015, 10:19 am
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I like the way this sounds ;D
#Post#: 118--------------------------------------------------
Quick update
DIR By: randall421
Date: February 26, 2015, 11:37 pm
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I made some quick edits to the WAI, DZMS, and DZAI scripts to
give it a little more customization to suit our servers players.
Here's what's been changed.
[*] [shadow=maroon,left]DZAI[/shadow] Armed vehicles patrols
will now have ammo and be able to shoot at you. If you see an
armored SUV run for the fucking hills.
[*] [shadow=red,left]DZMS[/shadow] Missions will no longer give
humanity for killing AI. The word "bandit" has been removed from
all mission titles to make them more 'neutral' and can now be
completed by either hero or bandit players. This also means that
the only way to change your humanity is to do the WAI missions
or kill players.
[*] [shadow=red,left]DZMS[/shadow] vehicles will now save to the
database and NOT disappear on restart. This is experimental at
the moment. This may cause an issue with vehicles spawning on
top of eachother after a while so we'll have to wait and see.
[*] [shadow=red,left]DZMS[/shadow] will have more missions with
building supply loot.
[*] [shadow=red,left]DZMS[/shadow] missions have been made
slightly more difficult.
[*] [shadow=blue,left]WAI [/shadow]missions have also been made
slightly more difficult.
[*] [shadow=blue,left]WAI[/shadow] has a new mission called
"Bunny Ranch". If it spawns for Heros (B) you will have to kill
an abusive pimp and you will be rewarded 2500 humanity. If it
spawns for Bandits (H) then you will have to kill all the hoes
before they can kill their abusive pimp and you will lose -800
humanity for each hoe. This mission only has a 1% chance of
spawning and is strictly just for fun.
Now I would like you to tell me what you would like added to the
server next. Would you like me to add "A Plot 4 Life" or
"Advanced Trading" next? They will both get added at some point
but I would like you to tell me what you want first.
#Post#: 119--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: stressinout
Date: February 27, 2015, 2:16 am
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I like the plot pole idea :D and maybe a couple of those fancy
vehicles we talk about lol. maybe also look into the gold stash
missions, where a hidden crate spawns in a 1sq km or more in an
area and you have to try and find it :D I know people tend to
die at the greedy-ness of getting the gold lol
#Post#: 120--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: Moonman
Date: February 27, 2015, 6:25 am
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I would like to see advanced trading ::)
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