The teleport to friendly is fixed for now, this is why I hate using other peoples scripts and rushing things, I am reworking it completely to avoid further frustration. Ammo issues should be solved.
Planning for a deployable MHQ, for additional spawn point (similar to original Insurgency).
I am really debating myself about the red squares bullshit as well… I might just have some missions instead. Might prove more interesting… I like the conquering hostile area's idea. Would require more work. I do like the certain placed to cap thing! I could make like a bunch of preset objectives and then have the game select one and spawn the things needed for it in. Would be cool to have a task to capture a roadblock and then hold it. And maybe rounding up civilians to exchange for equipment or vehicles. It's great if you got more ideas. And yeah a few roadblocks, here and there would make the place more of a war-zone.
Sure I'll put the serber back up.
Gabriel Morgan
That sounds good. Yea the squares.. humm.. I don't mind them in villages etc, its just a bit stupid to have them on just lone Hunting towers like 2km away from anything. It's ok to have that sometimes (like an insurgent "camp") but its just too many atm I feel. (which kinda sucks i guess bcs i'd guess its script bound)
I mean yea, you could just give every tiny place it's own preset of things to spawn when you close in … but that'd be quite some work (i could help if you'd wanna do that though all i could really do is place objects and send you the mission file … im shit at anything with scripts (zeus ftw)) and it'd just clog up the mission file i think.
You could maybe spawn in some civ's (2-5) in each village to urge people to watch their fire.. killign them should just count as teamkill.. teammates would blame you enuth, no need for punishment i think. but saving them (they join your group when you get within 3m vicinity?) and just take them to base and for each X civ's you saved you get something added to your arsenal.. like pistols, different mags (tracer /AP) up to new guns (AK 103, SA 21 nothing really "new" but so people get satisfied with beeing different than everyone else but still staying within reason)
For the teleporting, theres stuff like the BRDM 2 UM or the GAZ66 R 142 N, you could just make it so you can drive these somewhere and have a "deploy outpost" thing where it just spawns 1 big tent and 2-3 small ones and some ambient shit around, gets "unplayable" untill "move outpost" is selectet and then just have that as a "temporary" teleport option. For a mobile spawn you could use the PRP-3 and just give it no ammo or disable the artillery comp. Just tleport the players into the back. Shouldnt be op as it has no offensive guns, is slow but still somewhat armored.. perfect to have 1-2 guys in it to drive with the attack crew, then leave it behind as a mobile spawn in case of a wipe or as mortar support.
also you could just place some minefields around, permanently ofc. could spice things up and once they are found could just be marked on the map. (like NWAF, balota, around checkpoints heading to elekrto cherno) (really, dont make minefields that are not permanent, that sucks sooo fucking bad)
Adam Clark
I wouldnt have every village and whatnot be a mission. Ofc for autism reasons it'd be realistic to have the task "cap xy village today" but the square system gives somewhat of a "freedom" to choose your target. also the map markers would annoy me after some time. the squares are rather subtle. maybe a mission is okay in addition to the squares … like more civ's beeing around so it should be prioritised and after x hours they get executet and you fail but dont base capping villages solely on missions. (for example: if you are just 3-4 ppl online and you HAVE TO take that 1 village and you fail a few times you just get mad and leave..)
Also, there was some lack of enemy vehicles i felt yesterday, we were 3 guys and took 2 villages but there were 0 enemy vehicles.
Zachary Bailey
6 bases = 11 KB. So yeah… Can't have too much. I've already added some shitty non-enterable buildings to exclusions.
I really like your idea for the civies. Very good! We got zip-ties to take them in :D. How about also. War crimes will eventually cause less logistical support and enemy attacks on the player bases.
Outposts and camps are great. I really like that idea.
Mines are definitely something to look into as well. great post :D
Hmm, yes hostages. Sounds interesting, also maybe a chance to take enemies as hostages and interrogate for extra intel.
Yes, the vehicles was my fault. Made a mistake on the cleanup script :D. fixed now. I'll let you know when the server is up!
Ayden Nelson
Serber is back up. modlist; arma3.faith (NOW WITH MEGA.NZ LINK) A3; arma3.faith 2302 TS3; arma3.faith 9987
Unless there are critical bugs or updates, the server will stay up until the next big mission update. Enjoy.
Changelog: -Enemy vehicles now work. So bring AT -Optional tasks are now acquired from a computer in the Air Control Tower in the base ( on the ground floor ). Just scroll your mouse. -Marksman Ammo now in create. -Some backpacks in the spawn. -The teleport to teammates script can now be closed via "ESC" key. -Added the teleport flag as a teleport as a workaround to allow for spawn when teammates die. -Cache missions now have correct gear -Night Equipment Optional mission (via computer in ATC). Make sure you get it before it gets dark :D
Ryan Thomas
Well, get on negroes.
Lincoln Price
Is a revive system going to be added at any point or is there some autistic reason not to have it?
Parker Brown
It's there. If your patient has no heart-rate, you have to get somone with defibrillators (found in medical create or on medics). Stop bleeding > CPR > Defibrillate = Revived.
Owen Cooper
I noticed though ANY time anyone goes down, they automatically have no heartrate. I only need a PAK to get them up and that's it.
Cameron Richardson
to jenkins: are you running broma ace or normal ace? use broma ace