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01-03-2010, 04:12 PM #61
Re: Fallout Mission Critiques
Two things I need to post. I played fallout for the first time last night, and while on TS with a squaddie, I found out that our day/night cycles were opposite one another, and our rock placements were completely different. This is huge, since that negates all cover in the wasteland, and really disadvantages anybody playing "at night."
"The only thing necessary for the triumph of evil is for good men to do nothing" - Edmund Burke
"They who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety." - Benjamin Franklin
"Duty is the sublimest word in our language. Do your duty in all things. You cannot do more. You should never wish to do less." - R. E. Lee
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01-03-2010, 04:25 PM #62
Re: Fallout Mission Critiques
I think that is becaue, and Mikee correct me if I'm wrong, there is no day/night cycle in the mission. I think we tried to artificially create it with server settings and that is probably not the best way to go about it.
The Don Abides...
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01-03-2010, 05:03 PM #63
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01-03-2010, 05:49 PM #64
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01-03-2010, 07:00 PM #65
Re: Fallout Mission Critiques
Are the faction caches the only ones that are localized? People kept stealing my stuff from my Megaton hidey-hole!
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01-03-2010, 08:44 PM #66
Re: Fallout Mission Critiques
Yes, they are the only ons localized. You would have to keep someone to guard it.

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01-04-2010, 05:06 AM #67
Re: Fallout Mission Critiques
Is there any way to localize weapon caches to a faction, instead of to individual players? There were some major problems tonight with regards to ammunition deposited in the Enclave ammo crate, that nobody could access!
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01-04-2010, 12:21 PM #68
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01-07-2010, 03:24 AM #69
Re: Fallout Mission Critiques
Hi guys..
Just to let you know that we have a dedi fallout server running it persistently to try it out .. @Kellys GJ.
Please enter hour value to the mission intel which fixes the day(night issue. It is missing.
I've edited and added some colorcorrection scheme to the init.sqf copied from Moricky's EW mission that came with 1.05 Patch.. It gave a nice post apocalyptic feel.Code:hour=08;
Into init.sqf top
edit..mission is not broken..server is up againCode:"colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; //"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 5;

Good Job..
CrossLast edited by CROSS; 01-07-2010 at 06:50 AM.

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01-08-2010, 04:22 PM #70
Re: Fallout Mission Critiques
Hey CROSS, that's good news! I popped on your server last night to check out the changes you made and it was night time for me. When we play that mission here we always have it set to permanent daytime. There is no night vision of any kind in the game so it is basically unplayable as is.
The Don Abides...
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01-08-2010, 08:19 PM #71
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01-09-2010, 01:04 AM #72
Re: Fallout Mission Critiques
The island is the one in Six-Network and gets updated thru six-updater so I assume its gotta be the latest version.
I believe it was actually night when Donegal joined because we run it on persistent mode.
Day/night issue is AA2 bug which effects couple of other missions I know. IIRC there is a scripted fix for it. If I can find it I'll post here in case the author wishes to implement.
Cheers
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01-09-2010, 09:41 AM #73
Re: Fallout Mission Critiques
There is no day/night "bug" other than early versions of Aiktalik. Then it might be that the mission maker haven't thought of the need to syncronize time in some missions, but that's not ArmA2's fault ^^





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01-20-2010, 02:54 AM #74
Re: Fallout Mission Critiques
Is this being played anywhere? I would love to try it out.
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01-20-2010, 08:36 AM #75
Re: Fallout Mission Critiques
Well, I'm working on a mission heavily based on my Fallout one. However, there is going to be only 3 playable sides, excluding civilians. It is going to be something for people who complained about lack of tactics and deathmatch.

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