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       #Post#: 6--------------------------------------------------
       Arma 2 Style Loot
   DIR By: randall421
       Date: January 3, 2015, 8:30 am
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       Goodmorning OSSGamers,
       Early today we uploaded a small script on our test server that
       will spawn arma 2 style loot through out the map. This
       drastrically increases the amount of loot you will find
       throughout the map by added loot piles in EVERY building.
       Testing on our test server can only test if the scripts works
       and not really how much performance power is needed to run the
       script since only one to a few people are on it spawning loot
       but from that testing everything is working fine and it's ready
       to be uploaded to our gameservers.
       I will be toning it back a bit and increasing the chances for
       less valuable loot so we don't make too easy to kit up and take
       the fun out of the game but with how rare loot can be sometimes
       and how frustrating it is to walk into 20 buildings just to find
       a glowstick, i think this will increase the fun in looting towns
       and make it a little more interesting. Well I do hope you enjoy.
       Have fun!
       #Post#: 7--------------------------------------------------
       Re: Arma 2 Style Loot
   DIR By: randall421
       Date: January 4, 2015, 4:50 am
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       I rewrote the Arma 2 Style Loot Spawn script to call on my own
       list of items for each class instead of the default calls to the
       config file. To keep it simple the loot spawns have 4 different
       types of loot to choose from; civilian, military, industrial,
       and research. Each of those classes has a list of five classes
       to choose from; Weapons, magazines, ICV, Backpacks, and objects.
       Each of those 5 classes would call on the config file to spawn a
       specific type of loot but now it calls on my own custom list
       items instead.
       So now it's customized to where you will find realistic and
       useful loot instead of UAV bags and rocket launchers. It's been
       rewritten to spawn Epoch loot so there will be no errors with
       it's use but I also re-added a few new items. There are still
       rocket launchers but they will only spawn in "research" style
       loot which is only found in a few select buildings and has a
       rare chance of spawning. There is also building supplies that
       will commonly spawn in industrial areas like construction
       buildings, factories, etc. You will now see cinderblocks laying
       on the ground along with wood planks, lumber, scrap metal, etc.
       Military loot will spawn your LMG's, assault rifles,
       underbarrels, ammo, vests, carryalls, etc. Civilian loot which
       will be found in houses, office buildings, and similar will
       spawn your rollins rifles, handguns, smg's, etc. As far as
       clothes there are only a few vests but your hats, striped
       shirts, shorts, etc will be found in these areas as well. There
       are also random objects that will spawn instead of loot in some
       cases which only serves to add some extra scenery to buildings
       but can still be useful. There is a chance for each class that a
       rain barrel will spawn, extra trash (which is still lootable),
       etc.
       As for the status bar:
       I made a few edits to the order of everything and also made it
       slightly larger so it's easier to read but still small enough to
       where it doesn't catch your eye when you're playing the game and
       distract you. I also add some of my own scripts in there that
       adds variables for body tempature and soiled level. With all the
       current statuses on the new HUD you shouldn't ever have to open
       your debug monitor again to see any of your basic needs.
       There is also a new loading screen image with our brand =)
       The next change that is going to be made is welcome credits.
       When you log in it will play a song and flash a few welcome
       messages on the screen telling you our website, teamspeak,
       server ip's, admin names, etc. Something to add a little flash
       and get your interest when you fist join the server. Hopefully
       it'll give a good a first impression of the server.
       I hope you'll enjoy the new mods. I'm doing what I can to add
       some more fun to the game until the Epoch dev's do their part
       and add some actual building to their game so we can build a
       proper base. As always I'm interested to hear your questions,
       comments, concerns so leave a comment and let me know what you
       think. See you on the server.
       #Post#: 12--------------------------------------------------
       Re: Arma 2 Style Loot
   DIR By: Zippo
       Date: January 5, 2015, 4:54 pm
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       Very nice scripting work on the loot script.
       As for the HUD, it was already great but my only point of
       negativity was the size which was to small for me to read
       properly, as I understand now that has been "fixed".
       And for that I thank you.
       I'm also looking forward to the welcoming messages, this
       reminded me of the old days.
       #Post#: 14--------------------------------------------------
       Re: Arma 2 Style Loot
   DIR By: randall421
       Date: January 6, 2015, 12:40 am
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       By default the status bar is about 3x the size it is now and
       bright green so when I was testing it, it was always catching
       the corner of my eye. Like there was always a green line in my
       peripheral and it was distracting as hell. So I edited the code
       and changed the color from bright green to a really dark red and
       made it much smaller so you would have to focus on the status
       bar to see it. I don't want to add anything to the server that
       will take you out of your emersion.
       I did make it a little bit bigger from when I first added it. I
       changed it from 0.02 to 0.0225 so the letters appear a little
       crisper on the screen and its a little easier to read without
       making it too big to where it's always seen in your peripheral.
       Obviously if its still too small I will edit it again but from
       my perspective I think it's pretty good the way it is. Plus if
       it gets too much bigger it'll push the restart timer down to the
       next line which cuts it out of the screen. It actually happens
       already if your damage gets to a point like 0.012345678 but
       theres not much I can do about that. Just dont want to make the
       text too much bigger where it's happening all the time.
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