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Thread: arma 3 talk about the hacking

  1. Registered TeamPlayer AgentRev's Avatar
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    #31

    Re: arma 3 talk about the hacking

    Here it is : 404Wasteland_ArmA3_TPG.Stratis.zip

    In addition to bug fixes, I made some minor tweaks which I believe will improve gameplay for many. Here are the full changes:

    Bugfixes

    • Vehicles now spawn again.
    • Moving objects like crates or barriers no longer eats primary weapons' attachments and magazines.
    • The Ifrit (OPFOR armored truck) now spawns properly; the vehicle name was misspelled in the old version, so the game would leave empty the vehicle spawns assigned to Ifrits during the mission setup.
    • A copy of the Air Station Mike radar dome has been placed on the northern island (Xiros) to contain and protect placeholder units while players are on the spawn selection screen (it was the only closed building that could contain all of them, and that didn't tilt on the side due to the island's slope).
    • Supply crates containing an MXM now carry 6.5mm 30Rnd STANAG mags (temporary fix for Bug #7522)
    • Vehicles now spawn 1m above ground (and fall back down), in order to reduce the occurences of wheels stuck in the ground.

    Tweaks

    • All units have been converted to medics and repair specialists so that everyone can at least use either a medkit or a toolkit.
    • 8 additional vehicle spawnpoints have been added to the map, especially at dead-ends.
    • Gunstore prices for rifle magazines have been adjusted, based on ammo capacity and caliber. Original price were somewhat too random (ex. 30Rnd STANAG for $30, yet 200Rnd Belt for $10).
    • The Scuba Diving Assault Rifle (SDAR) and pistols have been removed from vehicle inventory possibilities. The SDAR inflicts twice less damage as the pistols, and pistols themselves are genuinely disappointing to find in place of a proper rifle, especially late game when vehicles become scarce.
    • BLUFOR and OPFOR units all have the same uniform for their respective team. It ensures everyone has the same storage capacity.
    • Indies are now properly dressed as soldiers; the uniform is randomly generated from BLUFOR and OPFOR uniform parts on each spawn.
    • Glasses and sunshades are now removed on spawn, to minimize replication glitches that cause dozens of them to be dropped on the ground.
    • Removed wooden pallets, campfires, and obstacle course mini-bridge from barricade spawning possibilities.
    • The "running too fast" prone-dive animation when moving objects now lasts shorter.
    • It is now possible to tow 2 vehicles at the same time.
    • Yellow and red chemlights have been added to vehicle inventory possibilities.

    Notes

    • I didn't implement a "cancel bandaging" option yet, I will first see if it's actually feasible.
    • It is impossible to fix indy teamkills as the scoreboard can't be edited via scripts (and there doesn't seem to be a playable "enemy to everyone" faction).


    If you wanna look at the differences in the code, you can go check out the GitHub repository I made for it: http://github.com/AgentRev/Arma3-404...nd-Stratis-TPG

    If anyone has anything to say against any of the tweaks I made, please do so, especially admins. I am open to any suggestion.
    Last edited by AgentRev; 05-01-13 at 12:10 PM.
    Likes BigHub, SgtRazor, Kill8ox, Ace22, dreaddman liked this post

  2. Administrator Kanati's Avatar
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    arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking
    #32

    Re: arma 3 talk about the hacking

    Installed and server restarted.

    Krakkens and shit. stop tempting them.
    -- Bigdog

  3. Registered TeamPlayer SgtRazor's Avatar
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    arma 3 talk about the hacking arma 3 talk about the hacking
    #33

    Re: arma 3 talk about the hacking

    Wow. Many thanks!

    Sent from my Galaxy Nexus using Tapatalk 2

  4. Registered TeamPlayer
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    Steam ID: NOSIRIDONTLIKEIT SgtZ's Originid: gooch3008
    #34

    Re: arma 3 talk about the hacking

    awesome! i dont know anything about hosting an arma 3 server, but I have been on servers where attack boats were spawned. Would that be something hard to make spawn? and Helicopter spawns, could someone explain how those work? Also, I think it is really cool how everyone can repair/heal now!

  5. Registered TeamPlayer AgentRev's Avatar
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    #35

    Re: arma 3 talk about the hacking

    I just edited my previous post with the full changelog. There are two bugs I still need to rework, as well as adding the cancel bandaging option.

    Quote Originally Posted by SgtZ View Post
    awesome! i dont know anything about hosting an arma 3 server, but I have been on servers where attack boats were spawned. Would that be something hard to make spawn? and Helicopter spawns, could someone explain how those work? Also, I think it is really cool how everyone can repair/heal now!

    Boats are easy to add. About helicopters, for 404 Wasteland, there are a total of 24 possible spawns scattered throughout valleys and hills, and 8 unarmed helis are spawned randomly at some of those during mission setup.
    Last edited by AgentRev; 05-01-13 at 11:05 AM.

  6. Registered TeamPlayer dreaddman's Avatar
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    arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking
    #36

    Re: arma 3 talk about the hacking

    Remember to change to Dev build to run this as a player:

    How to change between stable Arma 3 Alpha versions & release candidates @STEAM client

    Last I knew, they were going to try and implement the script removals in the default build this week (Thursday?).
    Sent from an undisclosed location.

  7. Registered TeamPlayer SgtRazor's Avatar
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    #37

    Re: arma 3 talk about the hacking

    Played last night. Excellent work Rev, we definitely appreciate the time it took to get this up and running!

  8. Administrator Kanati's Avatar
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    arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking
    #38

    Re: arma 3 talk about the hacking

    What I'm curious of is... Can that mission be used as-is on the non-dev version or will that hack still hit it? I'm unclear as to whether the hack is mission dependent or whether it's just the fact that it's a non-dev server that allows them to do it.

    Krakkens and shit. stop tempting them.
    -- Bigdog

  9. Registered TeamPlayer SgtRazor's Avatar
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    arma 3 talk about the hacking arma 3 talk about the hacking
    #39

    Re: arma 3 talk about the hacking

    Shouldn't matter as the Stable version should be updated today to include the fixes in the Dev version then we can all revert back. If they stick to their timeline.
    Likes SmokenScion liked this post

  10. Registered TeamPlayer dreaddman's Avatar
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    arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking arma 3 talk about the hacking
    #40

    Re: arma 3 talk about the hacking

    Hopefully so. Looks like the current hack can't be spread with the Dev, and soon, Default builds.

    The issue was that the hacker was using some ArmA3 scripts (mostly vehicle) that had been around for a while to spread the virus. BIS themselves didn't use them; initially intended to use them way back (ArmA 1/2?), but never implemented. Legacy code, per se. After the hacker hit, BIS removed them in the Dev build as a security measure.

    Well, Wasteland (and a lot of other missions) used these scripts for initial vehicle spawns and during-game respawns. So when we switched to the new Dev Build, there were no vehicles. In Wasteland; vehicles spawn with weapons in their inventory and are the initial major source of weapons. Pretty vital. Plus, walkings a btich.

    AgentRev used other scripts (and associated code) to perform the same vehicle spawn functions. He also made other changes to fix known issues and personal tweaks.

    If the default build is exactly as the dev build, no prob. If they drop in some of the dev build code, but not all, then I guess it's a wait and see.
    Last edited by dreaddman; 05-02-13 at 11:03 AM.
    Sent from an undisclosed location.

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