Author: Tonic
Author Website: http://www.iamtonic.co/

Requirements: Arma 2
Island(s): Chernarus
Playable options: N/A

Version: 1.db
Date: 2013-02-01 08:32
Submitted by: Tonic


Comments: (0)
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Wasteland

by
Tonic


Description:
Wasteland is a post apocalyptic sandbox that evolved from Dynamic Zombies Sandbox by Craig/bobtom. Wasteland is a game mode that gives players a more PVP feel on the large map Chernarus.
The main objective of Wasteland is to scavenge for supplies, weapons vehicles and defend yourself against other factions. There are four factions in Wasteland (Blufor,Opfor,Civilian,Raiders).
Civilians are given a choice if they want to work as a team with other civilians or go 'rogue' and become a blood thirsty raider leaving no survivors and taking what they want. While Wasteland is TVT focused there are AI factions called 'Raiders' that spawn at side missions and will roam the wastes searching for targets. These AI are deadly and will kill you in a heart beat!


Features:
  • Scavenging system: Scavenge for food, water, and guns
  • Dynamic Vehicles & Objects to build bases with
  • real-time base building capabilities by using R3F Logistics with modifications
  • Survival like system: Enables hunger and dehydration
  • Gun stores
  • Spawn beacons for a mobile spawn for yourself
  • Dynamic Environment
  • Anti Teleport for cheaters (read notes)


  • Installation:
    Extract the .pbo file(s) to your ArmA2\Missions folder.

    Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\Missions folder.

    As we always recommend use modfolders to separate the custom content from the official game content to prevent problems.


    Known issues:
    Side missions: Side some side missions sometime bugs out, side missions weren't the primary focus of this version but in the upcoming versions I hope to revise them.
    Player Menu: Every now an then (rarely) the player menu will bug out for JIP clients preventing them from opening the menu, for a fix just rejoin.
    FPS Lag: Every now an then when the server starts with a lot of players (30+) most suffer from frame lag, can be fixed by using left shift + minus via numpad and typing F L U S H.


    Notes:
    Player Menu: The player menu is a virtual gear menu which can be accessed by using the ~ key next your 1 key on your keyboard. This menu is very important, if it doesn't pull up then try reconnecting, some users experience issues with this.

    Wasteland virtually works the same as Dynamic Zombie Sandbox by Craig/bobtom, it can work dynamically on any map although currently there are a few things preventing it from going from island-to-island by not editing it via the mission editor which is the gun stores and AEG markers, in the upcoming releases I plan to have a preset for various different islands where a user can play Wasteland on. Please note that wasteland is not intended to be ran as a 'listen' server as this was mainly built for team vs team but does have some AI encounters to liven the mood so its main purpose is dedicated servers. Also within Wasteland virtually any addon based vehicle or weapon will work with Wasteland just by loading the server with the mod and the clients.

    With the coming updates I want to expand upon the side missions and improve upon them. Along with that I want to make the roaming AI more fluenent and dynamic along with various
    dynamic skill changes upon each AI and have certain groups of AI for various rolls and also expand upon the hunger system and add more effects for the more hungerier you get and dehydrated.

    Wasteland has a built in anti-teleport script which will report players to the server's RPT log with the syntax: TP-LOG: playername:uid:distance:isvehicle, now this isn't always 100% accurate due to player-to-player desync but usually if the distance is greater then 300 meters then you may have a cheater, use your judgement as a server admin, but either way that person will teleport back to their previous position.


    Changelog:
    v1db
  • Fixed: Players were able to rapidly use the gut action on animals resulting in a dupe.
  • Fixed: Players would spawn in the debug lands.
  • Fixed: AI should no longer travel into a gun store area (approx 350m).
  • Fixed: AI should no longer attack near a gun store.
  • Changed: Gun prices at the gun store have changed to add rarity.
  • Added: Cool down for placing a spawn beacon, implaced to stop people from bypassing the limitor.
  • Changed: Roaming AI are now controlled by the server.
  • Changed: AI should now attack civilians and rogue players while in cars.
  • Changed: Backpacks are removed on player spawn to prevent units with backpacks spawning with mines, etc.
  • Added: HUD system for food/water.
  • Changed: Various civilian units were changed to PMC units to enable civilians to use backpacks.
  • Fixed: Animals stopped spawning for some reason only rabbits would spawn.
  • Added: Weight System, the player inventory is now a weight like system.
  • Fixed: Spawn beacons will no longer injure a unit when placed.
  • Changed: Gutting system revamped and rabbits can be gutted again.
  • Added: JIP System, players can no longer team swap in a 30 minute time period and can no longer regain food when reconnecting.
  • Changed: Player Inventory menu - You can now drop multiple times of the selected item and menu updates.
  • Changed: Military Offroad Ambulances are now considered military and won't spawn in a ridiculous number.

  • v1da
  • Fixed: JIP issues which include sidemission markers and in-game briefing
  • Fixed: Player Menu not working (Related to display being null).


  • Credits & thanks:
    R3F Logistics - R3F Team
    Tire Fix Script (TFS) - _neo_
    DynamicWeatherEffects.sqf - Engima of Ostgota Ops
    AEG (ArmA Electrical Grids) - Loyalguard
    Xeno for giving some beginner tips in the beginning to help optimize it
    Craig/bobtom for creating DZS (Dynamic Zombie Sandbox) which gave birth to this sandbox and his scripts for the base template.


    Forum topic:
    - BI forums



    - Arma 2




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