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       #Post#: 101--------------------------------------------------
       Re: ArmA 2 Overpoch Origins Server
   DIR By: randall421
       Date: February 13, 2015, 10:33 am
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       right on! looking forward to it
       #Post#: 105--------------------------------------------------
       Re: Bandit/Hero Missions
   DIR By: randall421
       Date: February 16, 2015, 1:10 am
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       Very nice additions!
       #Post#: 107--------------------------------------------------
       Re: ArmA 2 Overpoch Origins Server
   DIR By: Moonman
       Date: February 16, 2015, 10:19 am
       ---------------------------------------------------------
       I like the way this sounds ;D
       #Post#: 118--------------------------------------------------
       Quick update
   DIR By: randall421
       Date: February 26, 2015, 11:37 pm
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       I would like to see advanced trading   ::)
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