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#Post#: 133--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: john101299
Date: March 3, 2015, 8:32 am
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Hemp, weed bomb traps
#Post#: 134--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: randall421
Date: March 3, 2015, 9:44 am
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I'd say, NOS, harvestable hemp, smokable weed
#Post#: 135--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: Chappers
Date: March 3, 2015, 9:55 am
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wtf is NOS
#Post#: 136--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: john101299
Date: March 3, 2015, 9:57 am
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I had the same question, and Randall told me it was nitrous
#Post#: 137--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: stressinout
Date: March 3, 2015, 5:24 pm
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Right on, cant wait!
#Post#: 138--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: randall421
Date: March 3, 2015, 11:24 pm
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Spent some time on "A Plot 4 Life" tonight. I was originally
planning on using version 2.5 but they mentioned something about
"build vectors" needing to be updated for v2.5 so I rolled it
back to v2.35 and tried installing that. I just finished editing
the scripts and in my honest opinion I will really be surprised
if this works on the first try. The instructions basically say,
"Copy this folder here, reroute your game to use these files
now". Well it's not that simple when you already have like 5
other mods using each of those files they want you to replace
or reroute. For example they want me to move
"server_functions.sqf" from the server.pbo to the mission.pbo
and replace mine with theirs. Well my server_functions.sqf is
already being used in the server.pbo for the antihack/admin
tools, spawn selection, loadout selection, vectors, custom
crates for array island and the castles, and a few other things.
So i can't simply move it and replace it.
That was the main issue I was running into when trying to
install this mod. I did my best to edit the mod so it will
function with my files and i read each of their files, compared
it with mine, and added what was different in their files to
ours to attempt to add this and keep our other mods running.
Hopefully this will work but I'm definitely having doubts. I'm
loading it up to the test server right now so I'll post back if
it's working. Just wanted to keep yous in the loop so you know
what's going on.
#Post#: 139--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: randall421
Date: March 3, 2015, 11:43 pm
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Yea, not only did it not work but it broke a lot of normal
server functions like locking/unlocking vehicles, removing
buildables, etc. :( I'll try again tomorrow and spend a little
more time on it and see if I can find where the issues are. Just
a heads up, this may take me a little while to get in. I'll see
if I can squeeze in some other mods in the mean time so yous
aren't without updates and I'll keep posting my progress on the
plot 4 life. Thanks for your patience
#Post#: 140--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: Moonman
Date: March 4, 2015, 6:00 am
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Thanks for the updates
#Post#: 143--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: randall421
Date: March 5, 2015, 2:49 am
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I didn't say anything last night but I did a small update to the
ikea crate & bomb drops to fix a couple minor errors and try to
make it function a little better. Well today nothing spawned so
i went back a looked at it and I couldn't believe how bad I
messed up on the ikea script. I felt so stupid for some of the
mistakes I made and how many there were. So tonight I breezed
thru that and fixed the mistakes I made and hopefully those few
errors were the only thing keeping the events from spawning.
Now that I told you my little surprise I guess I should explain
what exactly was done to those scripts. The ikea crates weren't
changed much. I just edited the amounts of items in each crate
and added a few new ones in with some of the same items, just
different variations of the amounts. As for the bomb drops,
that's a little different. I changed that quite a bit. Actually
I totally deleted their script and rewrote my own. Now instead
of one bomb falling randomly it will drop 5 different sets of 6
bombs, 30 altogether, with a 5 second delay between each set. So
it will definitely do a little more damage but if everything I
did works, it will also put a marker on the map and flash a
warning across your screen 15 seconds before any bombs start
falling. So unless it's falling right on top of your base (which
i highly doubt is going to happen) you will have some time to
move your ass.
While I was in there messing with those scripts I did fix a few
other bugs. The MH60S will work as an evac chopper again. The
version used ingame was missing from the "allowed choppers" list
so that's fixed now. I edited the starting loadouts a bit and
added some new ones in. The highest level is over 30k humanity
for each side now. I will be adding a 50k loadout soon as well,
just didn't have time tonight. I also got "Hero Island" in
tonight. There is no AI or loot there yet but the base itself is
in so I can start getting locations for where I'm going to put
everything. I should have it finished and fulled added by the
end of the weekend.
Well that about covers it. Enjoy.
#Post#: 145--------------------------------------------------
Re: ArmA 2 Overpoch Origins Server
DIR By: Zippo
Date: March 5, 2015, 7:17 am
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Sweet can't wait for the Hero base, its gonna be awesome!
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