tag:blogger.com,1999:blog-63385809836948052992024-03-13T11:07:03.802+00:00Total Boffin's BlogBoffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.comBlogger126125tag:blogger.com,1999:blog-6338580983694805299.post-69889492612944669932013-01-23T17:06:00.000+00:002013-01-23T17:06:19.815+00:00Uprising 1.09 UpdatesA few more updates...<br />
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When a square on the map containing buildings is free from enemy soldiers it goes green.<br />
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When you respawn, you keep your previous gear before you died and your old body is removed.<br />
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Added a few more ambient building tweaks.Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com3tag:blogger.com,1999:blog-6338580983694805299.post-32032653081514173042013-01-07T23:39:00.002+00:002013-01-07T23:46:37.360+00:00JSRS 1.5 is now out!<br />
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The next version of JSRS is now out, I've only had a brief look at it, but seems that many of the weapons have been updated. <br />
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One of the nice features in 1.5 is that there are now different sounds when firing from within a building or in a enclosed space.<br />
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<a href="http://www.armaholic.com/page.php?id=11550" target="_blank">http://www.armaholic.com/page.php?id=11550</a><br />
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I will add 1.5 to the servers tomorrow (Tuesday) hopefully the server should be able to handle both the old and new setups so people can switch and see which they prefer.Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com2tag:blogger.com,1999:blog-6338580983694805299.post-22437611228654458822013-01-07T19:47:00.001+00:002013-01-07T19:53:08.455+00:00Uprising : Version 1.06After today's test game, I've added a few more changes and fixes.<br />
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<strong>Sabotage Radio Tower</strong> : The Engineer role can now Sabotage radio towers and stop them jamming the satellite phone as an alternative to the demolitions role destroying the radio tower. Engineer needs to climb the radio tower in order to sabotage.<br />
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<strong>Backpacks</strong> : I've added empty backpacks for the initial spawning of the team. So remember, if you respawn to go find your backpack.<br />
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<strong>Wirecutters</strong> : I've added the ability for both Medic and Engineer to now use wirecutters to cut down wire fences.<br />
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Several bug fixes applied including one regarding night vision also added.<br />
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There is now a development server running a version of Uprising to test on, its password protected at the moment, if you would like to try it just contact me. <br />
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If you are playing on Uprising and think of a feature/idea/change or notice something odd let me know.<br />
<br />Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com1tag:blogger.com,1999:blog-6338580983694805299.post-2374817601661922682012-12-27T19:58:00.001+00:002013-01-04T17:49:42.181+00:00Uprising : SpawningI've updated the way the mobile spawning works in Uprising. <br />
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By default the spawning point is where you start on the island/map. The team leader carries a satellite phone, which when deployed acts as a mobile spawn point for the team (as well as a way to communicate to outside intelligence etc.)<br />
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When the satellite phone is deployed another team member can now pack up the phone and take possesion of it. <br />
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If a player is killed whilst carrying the phone, the phone will be dropped and can be picked up by another player. So it is important to let your team know if you are the one with the satellite phone so as they can retrieve it.<br />
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If you make contact with the resistance fighters on the island, they may offer you a safehouse. This then becomes the default spawn point for the team. However the satellite phone will always take priority over the safehouse.Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com1tag:blogger.com,1999:blog-6338580983694805299.post-53731491739981990522012-12-24T15:40:00.001+00:002012-12-24T15:40:24.078+00:00Merry Chrismas!<div class="separator" style="clear: both; text-align: center;">
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It's that time again. Merry Christmas.</div>
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-43595081013950735682012-12-19T15:26:00.001+00:002012-12-19T15:27:01.230+00:00Loading ScreenI forgot to include the new loading screen on the previous post (thanks Sean for this). The new gamemode's working title is "Uprising". More updates on the progress soon!<br />
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-88853435788265738812012-12-16T20:35:00.000+00:002012-12-16T20:35:24.209+00:00Sunday Coding UpdatesI've been doing some work on the new gamemode today, after our last play test during the week, it was clear that we needed to increase the number of AI opposition. I've tweaked some of the settings to help improve this, I've increased the number of land patrols and adjusted a few more settings. It's work in progress to find the right balance.<br />
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I've now setup so that radio towers are fortified and should have a few soldiers guarding them if the tower is operational. To save cpu time, only towers nearby get guards.<br />
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If a radio tower is taken out, this will attract the attention of enemy force engineers who will attempt to repair the site. I've used the same code for the electrical power station areas, if you take out a power station transformer, engineers will be sent to fix the power.<br />
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I've used the same code from the radio towers to implement random roadblocks across the island, like the towers, nearby roadblocks should have guards present.<br />
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Sean has made a lovely loading screen image so have updated that onto the current version (v1.03).<br />
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The next idea I would like to look at is the ability to attract the soldiers attention (a flare/loud sound/etc). If the enemy force come across a dead soldier they will now fire a flare into the air and start to look for you. It would be nice if you could fool the soldiers into an ambush by using a flare to attract their attention.Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-6025844949212891962012-12-05T19:58:00.000+00:002012-12-05T19:59:01.615+00:00Getting there with the new gamemode.On Saturday, I reworked the AI for the new gamemode, after watching my little teaser CHILLRA mentioned that it would be nice if the insurgent soldiers would react if you made too much noise when approaching them, which I thought was a nice idea.
Now if you move too quickly near a soldier they will hear you, so if you are planning a stealthy takedown, make sure you are are doing a slow walk to them. Stealth really works best at night, especially if the Insurgent soldier doesn't have night vision.
Whilst adding the above code, I also added the ability for the Insurgents to hear you if you are using the ACRE radio nearby, at the moment this is talking or broadcasting near, unfortunately the ACRE API system doesn't have the ability to judge volume. So for the moment it is just if you are within approximately 20-25m of a soldier they may hear you.
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On Sunday, I started work a new mission system, the ground work for which is quite complicated but the end result should mean that new missions/tasks are generated dynamically as you play based on a whole series of factors... more on this soon!Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-19115546341664717542012-11-26T16:45:00.001+00:002012-11-26T16:47:01.306+00:00a little teaser videoI've been working with Badger on a vehicle simulator prototype in Unity3D recently so have not had much time to do any work on the new Arma game mode. This weekend managed to get quite a few things added (things I really wanted to test out). Here is a very short video of two things. Melee attack and adjustable Night Vision. (no addons needed, works with standard Arma 2 Operation Arrowhead).<br />
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<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/irHcstxsZ_Q" width="500"></iframe><br />Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-40906740848539631262012-10-29T10:30:00.000+00:002012-10-29T10:30:08.623+00:00Working on a new game mode...Sorry for the lack of updates, I've been busy the last few days working on a new game/mission mode for Arma. More details to follow!<br />
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com4tag:blogger.com,1999:blog-6338580983694805299.post-60794965705804861742012-10-24T12:12:00.001+01:002012-10-24T12:12:39.885+01:00ACRE gets updated to v1.4.10 - Servers now up-to-dateThe Advanced Combat Radio Environment mod (ACRE) has now been updated to v1.4.10 as TeamSpeak released its new stable version 3.0.9.<br />
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The dedicated servers are now up-to-date.Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-83076573610199165872012-10-18T13:45:00.002+01:002012-10-18T13:45:18.930+01:00Dedicated Linux Servers Updated with Arma 2 OA Beta 1.62.98099I've just updated both the linux arma 2 oa dedicated servers with the latest Linux Beta v1.62.98099 which should bring them upto the current Windows server release.<br />
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-31782972320726812752012-10-17T11:51:00.003+01:002012-10-17T11:56:27.272+01:00Doors, Dragging and Darkness<b>Wednesday's Update</b><br />
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After Tuesdays gameplay noticed a few issues and had a few more ideas for Insurgency Simulator on Lingor.<br />
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<li><strong>Doors</strong> - <em>Winters</em> mentioned closing doors on the map in the last post, I thought this might be interesting so I've setup that about 30% of the doors on buildings maybe closed now.</li>
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<li><strong>Dragging Bodies</strong> - There were a few bugs with dragging dead bodies in the last update, mostly due to multiplayer/dedicated oddness, hopefully I've corrected these, although I've not tested with anyone on the public server yet.</li>
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<li><strong>Darkness</strong> - Having enabled the ambient house lights onto the map, it works well, illuminating many of the houses with a variety of lights and colours. The only problem now is that with nightvision googles, it's really bright in some areas. So that maybe be think....<br /><br />I've now created a simple power station system using the three existing areas on Lingor. If you destroy one of the power stations (namely the power transformers pictured below), the street lights and ambient houses lights will be cut to the island. However as long as there is an active power station still alive, the <strong><em>Lingor Power Company</em></strong> will attempt to re-route circuits and restore power to the island (which takes approximately 30 minutes).</li>
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The above ideas all need testing, but hopefully a few more interesting things for the island.<br />
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-VecI6R43eI8/UH6NiFAURxI/AAAAAAAAAJk/9v_6NbSrpqA/s1600/2012-10-17_00004.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="http://4.bp.blogspot.com/-VecI6R43eI8/UH6NiFAURxI/AAAAAAAAAJk/9v_6NbSrpqA/s400/2012-10-17_00004.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: small;"><strong>The Lingor Power Company</strong></span><br />
<span style="font-size: small;"><em>Central power station located to the west of Maruko</em></span></td></tr>
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-21969370699596747352012-10-15T23:21:00.000+01:002012-10-16T01:39:56.584+01:00Let there be light!<strong>Updates for Monday:</strong><br />
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I've made a few more changes to the Lingor version of Insurgency Simulator this evening.<br />
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<li><strong>No more injury text messages</strong> - If you get hit and wounded you need to let your squad know.</li>
<li><strong>Drag Body option</strong> - If you should need to drag a dead body out of sight/danger now you can. (Thanks Viper for suggesting this)</li>
<li><strong>Ambient house lights</strong> - Many people have suggested this idea, I <strong><em>think</em></strong> I've now implemented this for the dedicated server. However I've not actually tested with anyone let. Hopefully at night time you should need small lights and glow in some houses around Lingor.<br />I may need to tweak the settings on this one, as I'm not sure about the performance hit having many light sources will cause.</li>
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I didn't have time to make a nice screenshot, so I've included a video showing the ambient lights in Takistan so you get the idea...</div>
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com2tag:blogger.com,1999:blog-6338580983694805299.post-44155923260796659642012-10-12T15:27:00.001+01:002012-10-12T15:28:42.097+01:00Vehicle resources get limited<strong>Friday's update:</strong><br />
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Another good game session yesterday brought up some more ideas and suggested changes.<br />
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The thinking behind today's changes is that by limiting the resources available to the squads means new challenges and situations are created. Hopefully we can improve teamplay, look after vehicles and make wise decisions about your resources.<br />
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In the Lingor version of Insurgency Simulator I've made a few changes:<br />
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<li><strong>Land Vehicle Restriction</strong> : The number of vehicles at the base. New default is that vehicles are in limited supply!</li>
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<li>The number of land vehicles is restricted to 4 plus the repair truck. </li>
<li>The respawn time on base vehicles is much longer now. If you take the helicopter or a humvee from the HQ, look after it. If it gets destroyed, it won't respawn for over an hour!</li>
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<li><strong>Support Helicopter Restriction </strong>: Support hellicopters which can be called in by pilot or squad leader are now restricted. A10, Apache and Support helicopters are now seen as single resource which is available approximately every 45 minutes. So make your choice wisely when requesting additional support.</li>
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All comments are very welcome on these changes, do you think this is a good or bad idea?Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-74723511219950008212012-10-10T17:16:00.000+01:002012-10-11T00:30:02.221+01:00Civilians<strong>Mid-week update:</strong><br />
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Civilians have been adjusted so as to leave towns when danger is present, normally this would been fighting between BLUEFOR and OPFOR, once the fighting dies down, civilians would come back to an area. I plan to do more work on this area of the Insurgency Simulator.<br />
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I've added another custom verbal command "Move, Go Home" (makes the Civilians run off from their current location away to safety). This command is bound to your <strong>Custom Key 19</strong> (key mapping set in Options > Controls > Custom). This is in addition to the "Stop, Lie Down" command bound to <strong>Custom Key 20</strong>.<br />
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For Lingor, I've adjusted the civilian responses to questioning to fit more with the environment.<br />
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For gameplay testing, I've adjusted the default respawn time to <strong>4 minutes</strong> now! I'm keen on people slowing down, taking time and not dying ;-) Also if you do die, its a good opportunity to stand up from the computer and have a quick break.<br />
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As always, comments about the changes are very welcome. If you have other gameplay or modification ideas, put a comment or use the <a href="http://totalboffin-s-forum.2313639.n4.nabble.com/" target="_blank">forums</a>Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com2tag:blogger.com,1999:blog-6338580983694805299.post-31868761952440294022012-10-09T15:19:00.000+01:002012-10-09T15:19:14.673+01:00Squares? Where we're going we don't need squares.Further gameplay development on the Lingor map of Insurgency Simulator.<br />
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To add to the realism factor, I've now added a further parameter to the mission to hide all grid squares. (Previously Insurgent held squares were shown as red and when cleared went green - this is still available as a parameter option if required).<br />
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In this test version, there are no longer any grid squares for Team Leaders or Squad Members. The ideas is that the team leaders should instruct the squad to scout out and clear an area as best they can. <br />
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Once the squad has swept an area, no further Insurgents will spawn in that area. It will be upto the Team Leader to use an appropriate map marker to indicate that an area is clear.<br />
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Going forward, I'm planning to add further ambient features to towns so help players get an indication of if an area is clear. For example, Civilians + Ambient Music would indicate a clear zone, silence would indicate danger, insurgents present.<br />
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I'm interested in getting feedback on this change. Overall development for this mission is to make a tactical and engaging gameplay with a real focus on teamwork.<br />
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<strong>Minor note:</strong> On Server #2 Arma Voice-Over-Network has been disabled, again to help with realism. Communication should be direct chat or over ACRE radios (using TeamSpeak server). If possible avoid any text chat.<br />
Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com3tag:blogger.com,1999:blog-6338580983694805299.post-51874558105786570222012-10-07T14:20:00.000+01:002012-10-07T14:20:09.804+01:00Arma 2 and Arma 2 OA?Badger had a few problems with his installation of Arma 2 OA, the problem we had was that we couldn't hear his gun firing (no matter what weapon was picked) and he couldn't hear our weapons. For those with Arma 2 and Arma 2 OA. With the latest version of Arma 2 OA v1.62 as long as you have started/played the original Arma 2 (which is also up-to-date) when you then start Arma 2 OA it should automatically connect the Arma 2 content.<br />
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The reason I mention this, on the Insurgency Simulator, we use content from both Arma 2 OA and Arma 2 so if you don't have both products you will miss out on some items (ambient cars, weapons etc). I've added a few more of the Arma 2 Weapons into the loadout on Insurgency Simulator Lingor map as I noticed a few were missing (my personal favourite at the moment is the black G36c rifle with iron sights, mainly for the transparent magazines).Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-54440088730363669252012-10-03T14:22:00.001+01:002012-10-03T14:22:28.930+01:00Taksian gets Suppression system too!After yesterday's game on Takistan, I've added the Suppression System to the AI OPFOR so feel free to engage contacts. You should see that Insurgents will react to enemy fire near them.Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-72192439254806398842012-09-28T23:56:00.002+01:002012-09-29T00:31:24.512+01:00Now you see it, now you don't - Spot the differenceA good game tonight on Insurgency Simulator. We had three caches close together and two squads working together.<br />
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We tested out the suppression system, and I think it was working. Laying down fire in the general direction of the insurgent forces seemed to have some impact, however need to do a bit more testing.<br />
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Took a few screenshots at the last cache (Winters, Apollo, Blinky, Xander and Drxi with me taking the photo. We were also joined by Pocc, Speedy, Dagger, 1066Wolf and others )<br />
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<em>(Editor's note: Maybe we need to talk about the number of AT weapons you guys carry...)</em><br />
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<tr><td class="tr-caption" style="text-align: center;"><strong><span style="font-size: small;">Now you see it...</span></strong></td></tr>
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<tr><td class="tr-caption" style="text-align: center;"><strong><span style="font-size: small;">And now you don't!</span></strong></td></tr>
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com1tag:blogger.com,1999:blog-6338580983694805299.post-67112469539878908502012-09-28T17:56:00.002+01:002012-09-28T19:21:16.764+01:00Under pressure... with suppression (TPWCAS)Friday's update!<br />
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As you may have noticed enemy AI by default tend not to react to bullets passing near them, they will only go prone, take evasive action if they actually get hit.<br />
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I've just updated Insurgency Simulator on Lingor with the TPWCAS AI suppression system to give it a test. This extra scripting will work with the current AI setup and just mean that firing in the general direction of the AI will cause them go prone/crawl away should enough suppressive fire come there way, it will also alter the AI's skill level if they are under fire.<br />
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Should be interesting to see if this changes gameplay. As always comment here or let me know what you think on the <a href="http://totalboffin-s-forum.2313639.n4.nabble.com/" target="_blank">forums</a> to the right.<br />
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-6P774-KQPSs/UGXYNcDX4sI/AAAAAAAAAIU/qDtTI9qEa5s/s1600/2012-09-28_00003.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="http://4.bp.blogspot.com/-6P774-KQPSs/UGXYNcDX4sI/AAAAAAAAAIU/qDtTI9qEa5s/s400/2012-09-28_00003.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><strong><span style="font-size: small;">British solider takes cover in Lingor.</span></strong></td></tr>
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-57612794954665423232012-09-27T14:16:00.001+01:002012-09-28T17:57:28.445+01:00We are sailing...Today I've now added a little bit more ambience to Lingor with the addition of some boats to the jetties, moorings and harbours around the map, some small boats and fishing boats.<br />
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I've also include the ability for team leaders to request the inflatable Zodiac which is paradropped by a hercules. I've revised the delivery system so it should land roughly where you ask.<br />
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-nZz2oat0Mek/UGRRpwoiAOI/AAAAAAAAAH0/H6WFDF4TZZQ/s1600/lingor_boat.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://4.bp.blogspot.com/-nZz2oat0Mek/UGRRpwoiAOI/AAAAAAAAAH0/H6WFDF4TZZQ/s400/lingor_boat.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><strong><span style="font-size: small;">Boat trip!</span></strong></td></tr>
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I've also tweaked the civilians again, so as civilians will be more fearful in the evenings/nighttime.</div>
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I'm starting to build out a few more areas on the Lingor map, much like how I added new villages and buildings to Takistan. Hopefully just expand our area of gameplay even further.</div>
Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-65684267127142321092012-09-26T23:21:00.002+01:002012-09-26T23:21:16.461+01:00Bugs in LingorI've been trying to fix a few more issues in Insurgency Simulator on the Lingor map.<br />
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Thanks for reporting bug with the new PMC slots, this has now been corrected.<br />
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There is still an outstanding bug, relating to when the server is restarted and BLUEFOR not spawning at the base, but instead in the sean. Aborting out and rejoining the game is the short term fix for this. I will try to correct this, once I can work out what is going on.Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-31039890992418482252012-09-25T21:37:00.001+01:002012-09-25T21:37:44.972+01:00ACRE Updated on ServersHi folks, just to say ACRE has been updated on the server. You can get the latest install from <a href="http://www.armaholic.com/page.php?id=11339" target="_blank">Armaholic</a> or Six-Updater<br />
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Don't think there are any real changes just minor fixes.<br />
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You will need to update to the latest version of ACRE to connect.Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0tag:blogger.com,1999:blog-6338580983694805299.post-24139384700796889522012-09-25T17:08:00.001+01:002012-09-25T17:08:49.888+01:00Lingor - Civs and SoldiersA few more adjustments to Lingor today, noticed I had made a mistakes with recent tweaks to the OPFOR soldier setup. <br />
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Today's changes:<br />
<ul>
<li>Insurgency and Guerilla forces now in the OPFOR mix (need to see how this works out and if they fit into landscape)</li>
<li>Revised the civilian population (temporarily coded in Lingor Civilians, some Chernarus civilians and some special civilians from Takistan).</li>
<li>Fixed random date/time on restart of map (time/date can be fixed if required in parameters)</li>
<li>Minor adjustment to AI skill sets.</li>
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Boffinhttp://www.blogger.com/profile/12552211124351093223noreply@blogger.com0