Development thread - PvE Napf Island

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Christhor
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Re: Coming Soon - PvE Napf Island

Post by Christhor »

Nice :D
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Re: Coming Soon - PvE Napf Island

Post by Christhor »

Another mod that works well is the tow rope mod, this is where you deploy then attached rope to the 2nd vehicle you are towing - looks good :0)

Thanks again for your hard work guys - looking forward to playing this one :0)
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Re: Coming Soon - PvE Napf Island

Post by red_ned »

i have already installed our usual lift/tow scripts as i could just reuse most of it but we can look at alternatives if its not what we want
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Re: Coming Soon - PvE Napf Island

Post by Christhor »

The last thing you want is some knob (me) adding to the pile of things to do while building a server LOL.

Not saying straight away, but all the mods I am suggesting seem to work on the server I presently use and they are fairly heavily modded and seem stable.

This one works well and adds to the RP of the game (no hovering cars welded on the back) [btw - you can limit the about to daisy chain].
https://youtu.be/Qvj6Ab6Z_MM
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Re: Coming Soon - PvE Napf Island

Post by red_ned »

Update:
1. Completely decoded explosives, handcuffs, flag stealing, lock pick and lock scanning on all items so we don't get any kind of shenanigans!
2. Finished SE Airbase trade outpost with mapping and with lighting for night time.
3. Added a couple of new traders hidden in the middle of nowhere, they buy almost anything but only sell food and drink.
4, Finished sell crate and contents.

still going and loads to do but it is a large task to make the most custom theme server possible for launch
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Re: Coming Soon - PvE Napf Island

Post by red_ned »

Updating RHS on server but decided to only use 2 of the 4 mods for now as we may use something else to help with them so you only need

RHS: AFRF and RHS: USAF ( @RHSAFRF;@RHSUSAF; )
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Re: Coming Soon - PvE Napf Island

Post by red_ned »

1. Adding massive amounts of crafting recipes so we can lower the amount in shops an people can build their own stuff, so far worked through flares and smokes so only white is available in shops and you need chemlights to craft other colours.
2. Adjusted tow and lift to include some missing vehicles
3. Adjusted trader scripts to match missing items and remove new craft-able items and also added a small price when selling crates to make sure people don't leave empty crates around the waste trader

10 flare recipes in.
19 smoke recipes in.
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Re: Coming Soon - PvE Napf Island

Post by red_ned »

1. Adjusted west airfield traders and mapping to make sure vehicles dont spawn in tough places to get them out
2. created 2 more of the trade zones
3. created some bespoke code for traders
4. tweaked tow scripts
5. added more mapping for DMS missions (thanks to Prad) but not dome mission code yet
6. adjusting loot code and also prize code.
7. big fail on crafting weapons atm, sorry Chris, need to look at client side over ride scripts to allow it but still growing recipes.
8. tweaked scavenging
9. took screenshots of Chris's base to show the vector building in action:
20171109205600_1.jpg
20171109205538_1.jpg
20171109205528_1.jpg
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Re: Coming Soon - PvE Napf Island

Post by Christhor »

No problem mate, Thanks for showing the pics.
No need to apologize, when we start pushing arma she sometimes pushes back lol.
Happy to do some more coding on suppressors and ammo once we convince the main code that a good idea :0)
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Re: Coming Soon - PvE Napf Island

Post by red_ned »

ok todays updates.
1. I finished 2 more trader towns.
2. tweaked the animations for traders so we get a little more variation.
3. created some custom traders for some of the trader towns so not everything is available everywhere.
4. removed one of the traders from an airport so we can get some drop missions going.
5. installed 2 lots of mapping for static missions and tweaked for nice night lighting - thanks again to Prad for the base code.
6. tweaking trader load outs for the basic stuff as crafting keeps growing.
7. adjusted lighting effects on some places to allow for better night time hunting AI.

loads of little bits and pieces of other stuff as i keep ploughing on through to try to produce a survival server which can keep the interest going.

mo' missions, mo' fun
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