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D007  



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#1 Posted at 2008-07-30 00:03        
     
Revised 9-25-08

Special thanks to:

Ofpecforum. Spooner for SPON_Money+core scripts. Doolittle for dynamic time and weather. 5133p39 for Yomies addon. Sigma for the Sigma6 vehicles pack. General_NS for Sports vehicles pack. Mando for the hitch script.FFS Frizy and Faust for the FFS vehicles pack. Gnat for the V22 osprey and the Piper Warrior II. Robert Hammer for the Rh weapons pack. 6th sense for the editor expansion. Solus for the extended event handlers. Mondkalb for the Cessna182. Ebud for the Ebu Socom Mercenaries. Whoever made the Remmington shotgun "Tr_obj", Armatech for the original Halo script "now modified". And all who made the OFPEC COMREF and BIKI.
Another special thanks to: D.Murphy man A.K.A. Shell Shock for the original mission (Version2.5)

Remake, bug fixes, beta testing, and revised scripting by: David.B and Bishop.
So special thanks to us too :).

Mission file @ Filefront

http://files.filefront.com/Quarantine+Unleashed+238rar/;11890803;/fileinfo.html

Addon pack now @ filefront

http://files.filefront.com/Quarantinerar/;11540558;/fileinfo.html

230ish mb in size.
You need Winrar and arma upbo, or an equivalent software to unpack the files.
These softwares are very small and very simple..
here they are.

here is pbo view.

http://www.armaholic.com/page.php?id=1434

here is winrar

http://www.download.com/WinRAR/3000-2250_4-10007677.html


first you need to use winrar to unpack the addon pack.
then you need to unpbo the pbo file inside there with pboview.

inside that pbo are the files you want to put inside your
program files\atari\arma\"your folder name"\addons folder. My folder name is quarantine.

Just a quicker way of compressing the files to reduce the size from 732 to 230ish mb. :)..
A lot easier for everyone and a much smaller download time, by about an hour or so.
takes about 10-15 mins tops now.

Addons Required:

dodge vipers,shelby cobra, extended event handlers, editor update 102, trj_obj which is in sharani life its the remington 590 shotgun,rh_pistol pack, ffs felicia, sigma six vehciles, nim_weather, the yomies addon, v22 osprey, piper warrior II, Ebu mercenaries and the MBG_Cessna.

If you want to play the mission, you will need all of these addons.. Enjoy and happy hunting everyone.. ^^
////////////////////////////////////////////////////////////////////////////////////////////////////////
Change log:
V 2.38

Fixed JIP problem with bodies stalling again... Thanks Spon.. XD

Change log:
V 2.37

Fixed: Enemy Hq not paying out after first payment.
Fixed: Vehicles respawning with players in them. (Each vehicle will now verify no one is gunning or driving the vehicle before it respawns. The vehicle also has to be damaged.)
Added: another random tower location to enemy base.

Change log:
V 2.36

Minor: adjustments made to smoothen out some things.
Fixed: cosmetic issue were players numbers are out of order in player list while joining.
Fixed: Issue where a players body may sometimes stall once he disconnects and that players body would become unplayable. (Still verifying) please let us know if anything happens.


Change log:
V 2.35

Added: new enemy HQ. there is an area bonus for clearing the present forces of $60000, but it is much more difficult than the bandit base.
Added: An entire new array of enemy units, all of which have bounties on their heads.
Added: An obtainable mi17 at the enemy HQ, if you can manage to steal it. (It cannot be sold)
Added: M113 RACS to vehicle buy array in the Black market.
Added: randomly locating towers for enemy gunners.. now you never know where the tower gunners will be until the mission starts.
Changed: Moved all east type vehicles to the Black market flag and all west type vehicles, to the Military base and the main base buy flags.
Removed: the piperww2 AI that was flying around because he kept setting off missions.. Added a new civilian unit in his place on the ground.
Modified: some payout bonuses.. The bonus for clearing the entire map of east units is now $100000.
Modified: spawn areas to allow for the potential of combat, against both opfor units and zombies at the same time, when near the enemy HQ.

Change log:
V 2.34

Fixed: Crash sites not restarting.. (Remade the scripts and checked it 4 times, all seems well)
Fixed: Some vehicles weren't rearming with the ammo kit.

Change log:
V 2.33

Fixed: Random Crash site not relocating after a while.
Fixed: Military base was spawning zombies even when no one was there.
Added: MH6 RACS to airvehicle buy arrays.

Modified: Some buy and sell flag locations, due to vehicles rarely spawning in on peoples heads.
Modified: All sell flags to include all land and air vehicles. Now you can sell an air or land vehicle, anywhere there is a sell vehicle flag.
Fixed: Added all vehicles that were missing from the sell arrays. now you can sell all vehicles XD..

Change log:
V 2.32

Fixed: Full zombie spawn array now. East,West,Resistance and Civilian types wll spawn in, depending
on where you are or what is happening.
Fixed: Refuel cans not filling up vehicles because they had no damage. XD
Added: New Flare white Reammo-kit.. now you can rearm your vehicles on the spot.. but you must be
outside of them.
Added: New Lasik center. where you can gaint he ability to increase your view distance to a maximum of
1500 meters, for a cost of $1000.
Added: Halo capability from all 3 Gear buying locations, for a cost of $2500.
Added: A more diverse array of military vehicles to purchase. (More power).
Added: Glock 18, 33rnd to all Gear buy flags.
Modified: Spawn rates and areas. "More difficult in general and in missions"
Modified: yomie script to make each yomie a colonel and gave them a very low "knows about" level.
If they blink in your direction, they will detect you now and stay on you for quite sometime.

And other various adjustments.


Change log:
V 2.31

Fixed: Civilians had not been randomly spawning into towns in small numbers.. They will now..
Chaged: Spawn types are civilian and resistance.
Will rework it in the near future likely, to reincorperate the original zombie spawn in system.
which allowed the use of all sides of zombies and not just resistance and civilian.
The original script was modified and it removed that possibility.
won't take to long to rearrange we think though.


Change log:
V 2.3

Increased: spawn rates particularly around police bases.
Diversified: spawn types, adding east, west,and resistance type zombies, to spawns near those types of units.
Changed: the smuggler boat payout. Increased the trigger area and fenced it in, so it's more obvious where you need to be to get paid. (do not get out of the boat, it will eject you.)
Changed: the merc Brdm's patrol route, as they seemd to get stuck occasionally,
Added: few markers to give a "general idea" of the enemy patrol zone.
Fixed: Bodies piling up at main base.

Change log:
V 2.29

Fixed: Made some minor adjustments and fixed some minor issues that were annoyances.
Fixed: Marker color for the enemy base wasnt going back to green after the area was clear..
Fixed: one mission was rewarding after only one kill.
Fixed: enemy base guard was stuck on stupid inside a house.
Fixed: a few missions were saying they rewarded differently than they actually did.



Change log:
V 2.28

Fixed: the bandits not getting into their Uaz. They were just running around on foot..
Fixed: One of the 3 Rhib 2 turrets at the enemy coastline was deleting.. leaving only 2.
3 will be there from now on.

Change log:
V 2.27

Fixed: The oops we made with the lock script and stats script on vehicles XD..
Fixed: The lag some vehicles were causing when spawning in. they will have to remain on the map but some extra cars have been removed to make it even.
Fixed: Respawn cutscene hidebody animation. hopefully..lol.. No way to truly tell until 10 people die at the same time.
but went to a lot of lengths this time, to make sure each individual man, is given the hidebody command after death.
Fixed: some issues we found with the brdms waypoints at the merc base and one of the enemy RHIB's.


Change log:
V 2.26
Fixed vehicles and player bodies not deleting, that had been placed on the map during the mission.
Moved: empty ammo crates closer to buy flags so people have easier access to drop off magazines rather
Than drop them on the ground untiil we can sell them.
Also made the crates self empty every now and then to keep them from overflowing.
Spon helped us out with this vehicle remover and we tested it on the server.. it worked.. let's
hope it keeps working..lol
Changed the way playes bodies hide again.. tested it and it worked on my pc/server...
though we're not trusting that anymore for everything..

fyi we forgot to remove the merc buy flag.. you cant buy mercs anymore.. they were thrown into spon money and didn't belong there..
their implementation made it so we couldn't remove their bodies if they died.. couldn't figure out how to anyway..

Change log:
V 2.25
Fixed vehicles and player bodies not deleting, that had been placed on the map during the mission.
Fixed: Changed the way the hidebody command is executed when players die and added individual event handlers to the men, to make sure if the hidebody command doesnt get them.. the delete will..

Change log:
V 2.24
adjusted zombie kill ratings to remove the issue where blufor kills players for killing zombies once in a long while.
If this doesn't work ( and we have tested it with good results) then we wil manually change all fo their types in the mission sqm to absolutely solve the issue.


Change log:
V 2.2
Removed markers due to mass sucking...
Changed the way the boat convoy and the truck convoy trigger the reward events and how they respawn.
Aded some fail safes.
The convoys will always return to their original places..

if there is an AI driving the convoy it will not allow it.
The AI's will be ejected apon return to the original location..

the convoy back to the original starting location..
So no cheesy using AI's to move the convoys.

Change log:
V 2.1
changed markes again.. seemed when people would disconnect and reconnect one fo the 4 makers would choose not to update randomly.
set to setmarkerposlocal.. should he;p.. was just setmarkerpos.

Change log:
V 2.01

fixed tr_obj error. (The shotgun managed to remove it's self from the mission sqm.. dang arma...)


Change log:
V 2.0

Fixed: We finally tracked down and fixed the bugs we thought we fixed a million times before..lol..
Fixed: Made the respawn area an area now so players dead bodies shouldn't stak like they would before deletion.
Fixed: All the convoys in more than one way. IE. no more jumpy convy that might just decide to hop back to the respawn with u driving it. etc etc etc..
Fixed: All the markers not updating on servers.. using our own pc as a temp server now for testing so we can be sure all things in the future will be server compatible.
This version has been server tested and true ...
I'm sure theres more little tweeks and so forth, but We need sleep badly.. XD.. enjoy..

Known Issues: Remember.. We still cannot pay the second gunner in the uh60... So do not be in that spot, if you want to be paid for anything.

Change log:
V 1.9
fixed random issues
Finally pretty sure we figured out the bandit problem.. they were always spawning in.. just the markers werent showing it.. they should update on the server like the convoy marker now.
added some nice new suprises to the bandit base as well. good luck. your gonna need it ..
reworked some minor details to take out some more triggers and merge scripts for less lag.
Fixed Hitch script. tested it on non server. should work. updated hitch script to Mandos new 1.5 version with new menu capabilities.
Added the V22 osprey to the Military base.
Added a starting/respawn weapon loadout handgun, 45 cal M1911.
enjoy.


Change log:
V1.7 and 1.8

fixes: Enemy respawns..Bandits and boat patrols are good to go.
Added atm at smuggler base

Change log:
V 1.6

Fixed: Eliminate mission paying out after one kill.
Fixed. Being able to jump out of the convoy and get cheesy double payments etc..
Removed: NIM "Dyanmic" weather.. Because it wasn't dynamic at all.

Known Issues: none.

Change log:
V 1.5

Fixed: Random pay problems and hint problems with missions.
Fixed: General at bandit base will pay out reward everytime now.
Fixed: Random death. (Seems it was an issue with usint mutliple units of a different type as players.) please let us know if anything happens.
Fixed: The markers that weren't updating corrclty, are now.
Fixed: Players being randomly ejected from vehicles. (Was an issue in the reward script with the convoy ejection sequence.)
Fixed: Bandits weren't always respawning.
Fixed: Eliminate failing when players were in vehicles. (unfortunately that meant civilian ambience can now trigger events. But they will continue as normal.)
Added: 2 free boats near the Island of San Tomas in South Sahrani. To get to the missions. (non sellable)
Added: A new spawn zone that follows the area missions. Making them more difficult than they previously were.

Removed: Lethal biohazard zone from San Tomas. It exists but is off the map.. Turn around if you enter it or you will die.
Removed: Flying palletts.
Changed: Payout at black market has been increased for selling stolen goods, from 60% of normal price to 80% of normal price.
Changed: Rewrote and condensed large portions of scripts and triggers. Drastically reduced the file size and increased the frame rates.

Likely more I'm missing that you'll be happy we did, but you get the idea. Enjoy.

(Added new missions and payouts.)
1: Smugglers convoy run. You can now infiltrate the enemy coastline and steal their supply boat. Take it to the Mercenary base for a reward of $25000.
The coastline is now patrolled by enemy boats as well though. The supply boat is also well guarded so it is no easy task, but may even be completed without confrontation.
All new enemy infantry have rewards on their heads as well.
2: New payout for breaching the enemy mansion and holding position for 60 seconds inside. A reward of $10000.
3: Added new area mission and crash site mission to the Island of San Tomas. Lots of flat land and lots of zombie spawns, with no where to hide..
4: If all Opfor units are eliminated in Sahrani at any given time, everyone playing the mission will be rewarded $30000.


Change log:
V 1.4
Fixed: error host would see in yomies.
fixed: Crash site mission.
Fixed: Area missions will start and complete for people in vehicles.
Removed: Random radiation. (as it is believed it was causing the random death in MP).
Random death also seems fixed. tested for hours. please let us know if any problems arise.
made another rather large adjustment for lag reduction. Noticable improvement in frame rates.
Added: Roadrunner to the car buy flag the main base
Change log:
V 1.3
Fixed: wont spawn in dead anymore.. shouldt be any more random deaths either and the zombie grpnull error should also be gone.
removed a vehicle from the sell list that was causing issues. uralcivil2 blue.
Condensed a few more triggers for lag reduction. Removed a few.
Fixed: a player type was missing from an array.

Change log:
V 1.2

Removed a few stray ammo boxes.
made a rather large adjustment for lag reduction.

V 1.1:

Fixed: All payouts and bonuses. Now you will get paid correctly for everything no matter what you are in.. Except the "second gunner", shooting zombies on an individual basis, in the UH60. He/she will still be rewarded for everything else..
fixed: Random typos and various extras.
fixed: Ammo boxes appearing and disappearing.
Fixed: Rewrote large amounts of scripts to make them multiplayer compatible and fully functional.
Fixed: Everything that was broken before, isn't now..Everything respawns. Everything works.. we think.. XD
Sell prices have been redone as well as some minor pricing details. We found an issue where you could make just to much money.
The games bonus system has been much more balanced now so no matter what you do. the pay/time/danger ratio will always equal out.
There are a lot of things I'm sure you'll see that I haven't mentioned.
We hope you enjoy .. we will..
won't be updating it for a bit..lol.. need a rest. XD

version notes:
Added a heavily armed bandit base with multiple ways to make money from it.
Added New random area missions "Civilian search and rescue". Groups of civilians in random locations.
Changed some more weapon loadouts at the flags and added some 4 wheel trucks to buy flags.
changed up playable units.
Added more Atmosphere to the game..Now Units will patrol the bases, main and secondary,etc.

V1
Version Info:


1. new crash site area and eliminate missions at the small islands north east of Cayo and other
places.
2. Added quality addons, with no known issues, after extensive, individual, beta testing.
3. We beefed up the main base signifigantly including 3 sniper towers all that respawn on the convoy
redelivery and their ammo
is refilled by the same method as well.
4. Recreated the smugglers area, AKA "black Market". They have 3 flags, one for stolen vehicles "the
addon ones".
Modified the original one to sell guns. but now you buy and sell guns there for full price..
There is a boat buying flag there as well now.
5. you make 100 bucks a head per zombie kill instead of 50.
6. you will be penalized if you kill any any m2 gunner/sniper etc with the standard penalization fee,
even after they respawn.
7. Made the mission playable by 20 players instead of 12.
8. everyone in the truck gets paid for delivering the convoy truck now.
9. Moved the entire map to sahrani lite for lag reduction.
10.set all the addon vehicles on the map then deleted them to reduce lag since there were like 30 of
them or so.
had to have em on the map to spawn them in with no lag.
11.Adjusted prices.
12.Added a hitch script for the V22 only.
13.added a body and vehicle clean up script that cleans the map after about 5 minutes. only
despawns damaged vehicles at like .8 or
worse,and not cars left alone.
14.AI's are on now because we couldn't figure out how to make the JIP players stop spawning in as
seagulls lol..But the AI's bodies are removed immdeiately.
I'm sure you know about that issue, but doing this has solved it and being on the sahrani lite
map has helped lag enough to allow it np.
15.you respawn with half your money, but if you build up a negative of -100,000 for being a
jerkoff, then you keep that penalty too.
16.We cosmetically adjusted the military base, adding trees and what not, to conceal the zombie
spawns and add a creepy feeling at
night with some back lit fires. very few fires but the eery orangle glow is pretty freaky.
17.We changed the moonless night, to a moon lit night.. if you turn up your gamma (with no NV on),
it looks a like a full moon lit night
and it's nice and creepy..
18.Added several abondened police bases where munitions have been abandoned.
Those locations are the only ones where the shotgun is available.
19.Fixed error when buying certain vehicles IE: "you cannot play this mission because" error.
20.Fixed gunners and guns for the M2's not respawning if they were killed. Added penalties to them
for tk's after respawn as well.
21.Changed weather and dynamic effects.
22.Created the Cemetery. A very large Structure, custom built for this mission.
23.Adjusted scripts and triggers to allow for more versailty.
24.Lowered radiation levels in rad zones, modified rad zones and removed geiger sounds.
25.Completely redesigned the main base, military base and the smugglers den (AKA black market).
26.Optimized Yomie spawn times and areas, giving the scripts more time to complete each cycle and
less chance of being triggered so often.
27.Fixed multiple actions showing up in action menus for rads, meds and repair kits.
28.Added vehicle lock, unlock and stats script. So no one can steal your 250k Osprey XD..
29.Added Ebu Socom mercenaries as playable units.
30.Added multiple buy and sell locations for boats,planes and cars.
31.Theres more..I'm sure.. but you get the idea.. The game has been radically changed.

This post was edited by D007 (2008-09-25 19:20, ago)

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#2 Posted at 2008-07-30 09:58        
     
And is this mission already released or is this just a wip update? Cause I can't find any link.


I understand correct this is a rework of someone elses mission? Please understand Armaholic can not host it if the original creator does not allow you to re-release it or if you do not ask permission to do so ;)

Visit my family webshop desteigerhoutshop.nl.

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D007  



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#3 Posted at 2008-07-30 15:12        
     
Will be released soon.. we got an itch last night to add abandoned cop bases, where you can get some gears and so forth. :P
very soon.

We got permission from D.Murphy Man to make this version and post it. :)

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Jay85  



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#4 Posted at 2008-07-31 12:07        
     
ha its probally much better than my quarintine but i pretty much just modded the hell out of it but i added a few bases 1 at the house at ortego and i made a russian base somewhere and i made a independant survivor party in 1 of the airport hangers but i replased the mercs with dren's swat but you should put people and a boat at the smugglers place i just put them outside of the yomie spawn you should also put a civ at the civilian shops at the border and a soldier at the shops at the mil base


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#5 Posted at 2008-08-05 23:51        
     
quarantine_v2_4+sl... myself and my brother Bishop are almost done with the bug fixes and many addons done to quarantine. our version of quarantine is a multiplayer 20 with many addons.. check it out when u see it . will be quarantine_v2_4+sl. its been a lot of work and time we hope everyone enjoys it as much as we do. :).. addons used = dodge vipers,shelby cobra,the extended event handlers, editor update 102, trj_obj which is in sharani life its the remington 590 shotgun,rh_pistol pack, ffs felicia, sigma six vehciles,piper warrior II,cessna,EBU mercenaries, nim_weather and the yomies addon. also added the v22 osprey :) and lots of fun new things to explore and do. see you all there ^^. and yes we got permissions from the orignal maker of quarantine before modding this and posting on it.

This post was edited by David.B (2008-08-19 03:30, ago)


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#6 Posted at 2008-08-19 01:44        
     
"Quarantine Unleashed" is released. its been months of bug fixes and additions on mr.murphys "quarantinev2_4 and v2_5" maps but we are finally done. keep an eye out for "Quarantine Unleashed" all you zombie lovers.. its gonna be a blast. thanks to mr.murphy for the orignal version but just to say this much different and has been multiplayer tested every step of the way.. get your addons ready... so far these are the needed addons..


dodge vipers,shelby cobra, extended event handlers, editor update 102, trj_obj which is in sharani life its the remington 590 shotgun,rh_pistol pack, ffs felicia, sigma six vehciles, nim_weather, the yomies addon, v22 osprey, piper warrior II, Ebu mercenaries and the MBG_Cessna. if you wanna play the map you will need all these addons.. enjoy and happy hunting everyone.. ^^

This post was edited by David.B (2008-08-19 03:23, ago)


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#7 Posted at 2008-08-19 02:56        
     
David.B : all you zombie lovers..

na man without the proper animations and enemy speed its far from zombie lore... I love the mod don't get me wrong, and I will play it but 28days later is all I can come up with when playing this mod.

:edit:

Maybe Dawn of the Dead... maybe... :)

:edit2:

Do you'll have a dedicated server up? And what about MP saving scripts?


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#8 Posted at 2008-08-19 03:04        
     
CrazyAce : [quote]David.B :
all you zombie lovers..

na man without the proper animations and enemy speed its far from zombie lore... I love the mod don't get me wrong, and I will play it but 28days later is all I can come up with when playing this mod.

:edit:

Maybe Dawn of the Dead... maybe... :)

:edit2:

Do you'll have a dedicated server up? And what about MP saving scripts?
[/quote]

Sorry nope.
I will try to host it on my server but it's no solid dedicated server.
I'm trying to make an addon pack for the addon downloads.

I wish we could have slow zombies to but the truth is.. slow zombies are boring and easy to out manuvre :(.

This version of quarantine is nothing like the original..
We are completely different people with completely different agendas..
I don't knw anything about MP saving and all that..
I guess if somoene with that knowledge or resource wants to explain how to do it for me.
The I'll give it a shot on my system.

otherwise We're just mission makers.. not server hosters.
we like to make things people can use on their own.
but enjoy. :)

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#9 Posted at 2008-08-19 03:18        
     
Jay85 : ha its probally much better than my quarintine but i pretty much just modded the hell out of it but i added a few bases 1 at the house at ortego and i made a russian base somewhere and i made a independant survivor party in 1 of the airport hangers but i replased the mercs with dren's swat but you should put people and a boat at the smugglers place i just put them outside of the yomie spawn you should also put a civ at the civilian shops at the border and a soldier at the shops at the mil base

lol.. you should check out the mission..

We actually did put boats at the smugglers place.. and tons of more things.
check it out.. then tell us what we should do..lol..
odds are the things we "should do" are already done. :)

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#10 Posted at 2008-08-19 03:21        
     
We don`t know if a "multiplayer saving script" even exists XD.. I dont think so even.. Server hosts would know more of that than us. Hosts that would like to add that feel free.. There is nothing we can do about a mod for new zombies for animations.. This is for the people who enjoy the tough zoms and for them and us it was made.. Other zombies with better animations did not perform up to our expectations so yomies was used.. Someday someone may make a new zom mod and then we will use it.. Play the map and enjoy it.. The people who want to enjoy it will and the ones who want to complain will.. Cant make everYone happy but i think we did a decent job. :).

This post was edited by David.B (2008-08-19 03:55, ago)


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#11 Posted at 2008-08-19 03:37        
     
Take a look at Sharani life ask them if need be and on the OFPEC someone asked the question of how to... Can't find it as that topic splinted off in many different other topics heh, but hey for now without a dedicated server, a save script wouldn


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#12 Posted at 2008-08-19 03:45        
     
CrazyAce : Take a look at Sharani life ask them if need be and on the OFPEC someone asked the question of how to... Can't find it as that topic splinted off in many different other topics heh, but hey for now without a dedicated server, a save script wouldn

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#13 Posted at 2008-08-19 04:02        
     
Thank you. We hope you all enjoy it.. We do ^^.. Yes we both searched for a couple days and again after reading your post for a "mulitplayer saving script" but to no avail ; ;. Also have you ever tried to read Sharani Lifes scripts XD.. Its like binary to me :P.. I dont wish that madness on anyone XD.. I know a few of you that have and i enjoyed sharani life very much thanks for it. Every now and then you just need to have some wild fun and this hopefully fills that void a little ^^. Let us know about bugs, hopefully none exists we have done extensive testing but ya never know. Enjoy the game :)


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D007  



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#14 Posted at 2008-08-19 06:02        
     
Revised 8/18/08.

addon pack now@ filefront

http://files.filefront.com/Quarantinerar/;11540558;/fileinfo.html

mission pbo @ Filefront

http://files.filefront.com/RPG20+Quarantine+Unleasheepbo/;11542028;/fileinfo.html

This post was edited by D007 (2008-08-19 09:25, ago)

The only thing I claim to know, is that I know nothing...
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Big  

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#15 Posted at 2008-08-19 09:40        
     
Could u post a list of the addons used?

I mean a link to where to get each of them (preferable from armaholic).

I can't unpbo, since I'm not using windows, so i can not check them myself. Many people could have most of them already so downloading a huge pack to get 1 or 2 addons could make them stop checking this mission.

PS: using 7zip instead of winrar would have created a 200MB file instead of 241MB using winrar for the addon pack.