Author: Sli
Author Website: http://www.getwrecked.info Requirements: Karts Island(s): Altis Playable options: Multiplayer compatible / Singleplayer compatible Version: 0.8.6i Alpha |
Downloads / Arma 3 / Scenarios / Multiplayer Gamemodes / Other / Get Wrecked [Vehicle Combat Sandbox] Co-xx
Description: This game mode challenges players to create, customize, drive, survive and destroy. Players build their ultimate vehicle using a range of parts, weapons and modules and then fight to the death in a race zone of choice. It's a prototype vehicle combat sandbox that's designed for small games of up to 12 players. This is an Alpha version released for the Make Arma Not War competition. Features: - Custom object manipulation system (rotation, snapping, lifting and moving) - Unique and original textures to put a finishing touch on your vehicle - Custom key-binding system that's specific to each vehicle - The ability to save/load your vehicle so you can play with it next time - Earn money from kills that you can then use to purchase higher tier weapons and vehicles - Persistent stats tracking (kills, deaths, mileage etc) - Five uniquely challenging custom race zones (Airfield, Swamp, Downtown, Salt flat & Wasteland) - A total of 8 different weapons, 14 tactical modules and 22 different building parts Installation / Usage: Binding these controls can be helpful, but isn't necessary. Use Esc Menu > Settings > Configure > Custom Controls Grab/Drop [User Action 1] Attach [User Action 2] Rotate CW [User Action 3] Rotate CCW [User Action 4] Open Vehicle Settings Menu [User Action 20] All other controls are handled by the settings menu (cog icon when scrolling on a vehicle). From that menu you can double click an item then press a key to bind it. Instructions: Quick start guide available at getwrecked.info. Known issues: Tempest cannot have textures applied to it. Make Arma Not War: If you like our work, please support us in the contest! Vote for us in MakeArmaNotWar. Steam Workshop: - Subscribe License / Disclaimer: This mod is licensed under a CC-BY-NC-ND 4.0 License Attribution-NonCommercial-NoDerivatives 4.0 International Permission must be sought from the Author for its commercial use or any modification Changelog: All changes can also be found on the Steam Workshop changelog. v0.8.6 - Added hud marker for dead players in current race - Added Prowler to unlockable vehicles - Changes to loading process to ensure welcome message doesn't appear while on loading screen - Race checkpoints now give 10% ammo on even points and 10% fuel on odd points - Updated and simplified supply box script to allow them to function on bridges/steeper terrain - Added Hunter Seeker Missile to supply crates (will be added to races at a later point) - Added service points to Port, Quarry - Lowered laser chance of burn, but increased raw damage output - Service points now use notification icon instead of screen alert - Invalid position icons for race editor - Removed squadRadar - Removed duplicate mouseHandler function - Reverted boundary spawn to server side only - Refactored HUD and playerLoop to run from same loop - Reduced setPos frequency on lift vehicle - Overall fire damage reduced - Slightly lowered GMG rate of fire - Removed zone boundaries from workshop - New 'hidden' icon to targetCursor while using cloak - Reduction in number of simulated objects in zones using makeSimpleObject - Melee weapons now do more damage, break more easily and no longer collide with buildings - Improved race editor usability (tooltips and changes to the way checkpoints are added to make it a bit more logical) - Race checkpoint trigger area is now 15m (10m previously) - Damage in race zones decreased slightly (it's now roughly 2x damage in a battle zone) - Last loaded vehicle is no longer loaded on player respawn to prevent terminals overflowing - Loading in a new vehicle will now clear other vehicles you own in the workshop - Reduced sound volume on GMG, HMG, Rocket Pods - Better handling of bad race data or ID when deploying to a race zone - Removed an unnecessary loop from the chat commands system - Improved angle of ramps at Terminal - Fixed Race library corruption when creating/deleting races on other maps - Fixed Race not correctly ending after at least one player has finished - Fixed "_newFuel" undefined variable error - Fixed Several outdated .wss file locations - Fixed isEqualType [] error related to lack of available vHud bar space - Fixed Race checkpoints couldn't be placed on bridges - Fixed Deploy point on plantation above flame pad (lol) - Fixed setVehicleTexture no longer called for blank paints - Fixed Closing settings menu too quickly causes corrupted keybinds - Fixed Melee weapons colliding with invisible objects on bridges - Fixed Potential HUD break related to getOut EH on vehicles - Fixed Objects placed below vehicle when lifted caused vehicle to explode - Fixed Param error when using Rocket Pods on opponents - Fixed Battleye kick when using too many lasers - Fixed Mines sitting above ground when deployed - Fixed Race progress bar stopping for remaining players after first player completes it - Fixed Player unable to return to workshop if all vehicle terminals are full - Fixed Crash when deploying to a zone with a chat channel open - Fixed Races not ending as intended when players killed outside their vehicles or DC - Fixed Out of bounds deploy point on Plantation - Fixed Workshop occasionally showed as an option when deploying to a battle - Fixed HUD progress bar was overlapping player locations in race - Fixed Renaming a race twice caused race library to break - Fixed No sound when shooting some weapons - Fixed Some actions (save, deploy) were running on multiple clients v0.8.2 - v0.8.5 [Closed alpha release] - Added Race editor and race mode - Added FlamePads to map - Added 'Loading' text to vehicle preview - Added 'Crash Test Dummy' texture for dev builds - Added 'Napalm Bomb' as droppable module - Race lobby menu and 'ready' threshold for race starting - Caltrops now more reliable and destroyed after first collision - Increased global damage scale by x2 (0.04 > 0.08) - Decreased ammo requirements of some weapons - Decreased breakage frequency for melee weapons - EM Fencing now only mitigates the speed reduction of an EMP, rather than removing effect entirely - Alert UI moved further upwards to reduce screen clutter - Halo effect now follows ground when vehicle is airborne - New system that uses server to determine empty setpos locations - Reduced particle effect drop frequency on verticalThruster to improve FPS - New method to dynamically spawn zone boundaries (client and local) on deploy to boost server FPS - Typename comparisons updated to new isEqualType command (faster) - Changed player proximity action refresh to a new lazy-update method - New vehicle save name method to avoid profileNameSpace conflicts - Renaming a vehicle now correctly deletes old named entry (no more cloning!) - Global keybinds (settings, rotate keys) can now be set in the vehicle settings menu - Changing keybinds no longer requires vehicle to be saved at the workshop - Sponsorship money now triggered by server side events check - Redesigned default vehicle 'Fresh Meat' to make it a bit more noob friendly - Unit/Vehicle stance info is now hidden from HUD - New command !boundary which toggles visible zone boundaries on/off (may improve Client FPS) - Removed a number of buildings in Downtown Kavala to improve FPS in that zone - Caching on entries in drawIcons to eliminate unnecessary repeat position finding per frame - Damage now differs between Battle / Race zones - Magnetic Coil now 50% less power/range in race zones - Group global keybind added (open settings menu to configure) - Mines can now be dropped while airborne - Warning icons for mines and caltrops, now only added for first item in the group - Snapping now aligns to axis of matching objects (rotation align currently disabled) - Progress saved on DEV versions of Get Wrecked is now isolated from live version - Emergency repair device now only repairs 50% damage - Updated targetCursor to better calculate shooting while on steep terrain - Fixed Issue with stats retrieval occuring too early on previewVehicle - Fixed Bug preventing local vehicle setup from properly occuring - Fixed Suspended vehicles no longer drop altitude when attaching/detaching objects - Fixed Death camera sometimes triggering multiple times consecutively - Fixed Settings menu keybind should now work for vehicles nearby the player - Fixed HUD not fading in correctly if deploying in first person - Fixed Incorrect offset on muzzle effect - Fixed Unsaved vehicle prompt should now correctly show only for edited or non-loaded vehicles - Fixed Hitting ESC/Enter should now correctly confirm or cancel dialog message boxes - Fixed You can no longer disassemble static weapons - Fixed Player going unconscious when hitting supply boxes or vehicles - Fixed Vehicle spawn protection status being applied twice on deploy - Fixed 'Beach' zone on Stratis with bad boundary detection - Fixed occasional missing items on vehicle load - Fixed 'Slytech' missing texture bug - Fixed some vehicle items tending not to load under low server fps - Fixed Items shifting position when saved multiple times - Fixed Purchasing multiple items should now correctly use nearby supply boxes owned by player - Fixed Filter list on deploy menu should now correctly update when arrows are used - Fixed Race menu should now correctly only show races valid on the current map v0.8.2c - Combined cleanup scripts into events loop to improve server fps - Guided missile, lock-on, railgun, mines and explosive damage now affected by target armor - Notifications and alerts should now fade a bit more smoothly - Updated several commands to avoid conflicts in 1.48 - Fixed - PreviewLocation defaulting to the sea - Fixed - Owner not being set on vehicle creation to lock terminal correctly - Fixed - Vehicle lock halo not showing - Removed - Tailored vehicle textures in favor of file size reduction - Removed - Respawn scoreboard flashing on death screen - Added - Auto height snapping of similar types to object manipulation - Added - Custom sound effects to attach/detach actions v0.8.2 - Stratis map support, with three new zones - Airbase, Peninsula and Beach - Weapon damage and armor rebalance - Vehicle melee weapons - Metal Spikes, Concrete Pylons and Wooden Battering Rams - First person is now enabled in both combat and the workshop - A number of script and network optimizations to improve FPS and stability - Fixed - Stats system now functioning correctly - Fixed - Game crashes involving HMG/GMGs and vehicle collisions while in zone - Added - Rocket Pods, Harpoon, Teleportation Pad, Electromagnet - Added - EMP Resistant Fencing, Military Grade Concrete, Chainlink Panel - Added - Box Truck, Fuel & Ammo Trucks, Tempest to available vehicles - Added - Vehicle name generator v0.8.0c - Fixed - Nuke not dealing any damage - Fixed - Magnetic coil script error - Fixed - Changed settings menu mouse bind back to double click to toggle - Fixed - Emergency parachutes can be deployed multiple times while active v0.8b - Fixed - Attached weapons should now be properly immune to damage - Fixed - Flamethrower consuming ammo in addition to fuel - Fixed - Invulnerability not working vs bag of explosives - Fixed - Attached static weapons disappearing after second save - Fixed - Hud failing to update after dropping explosives - Fixed - Explosives dropping all in one stack rather than individually - Added - Shockwave effects to some explosive weapons v0.8 - Optimized vehicle service terminal initialization script - Tweaked lock-on missiles slightly to improve accuracy - All items attached to a vehicle are now destroyed when the vehicle is blown up - Adjusted size of all battle zones slightly to account for more player slots - Bandwidth optimization to load vehicle system to improve responsiveness - Slowed HMG rate of fire, increased stock damage per round - Shield generator now correctly swaps textures for vehicles without a custom texture - Lowered chance of tyre pop on mortar impact and mortar rof reduced - Eject system is now an emergency parachute (WIP) - Optimized HUD loop to improve client fps - Vehicles with engines off now have lower radar signatures - Overcharge no longer affects weapons, only module cooldowns - Reduced overall number of items in workshop to improve fps - Tweaked eventHandler for karts to prevent wheels getting stuck - Lowered mass modifiers further to allow for more items on kart/quadbike/suv - Self destruct and Magnetic Coil no longer tags nearby players as killed by it - Reduced mine damage to 30% - Tweaked terminals to now use checkNearbyActions - Additional checks on save/deploy/clear to determine ownership and prevent griefing - AttachToRelative function thanks to KillzoneKid - Tweaks to vehicle name tag function and simulation manager to improve client fps - Reworked damage system to extend engagement times and reliance on service points - Magnetic Coil now has less power but a faster cooldown - Single mouse press (instead of double) to toggle mouse fire on weapons in settings menu - Getting hit or taking damage now prevents service point being triggered for 5 seconds - EMP timeout increased to 40 seconds and effect duration on source vehicle increased to 4 seconds - Fixed - Damage object causing action menu to bug out - Fixed - Lock ons causing excessive network traffic - Fixed - Key binds resetting on load vehicle - Fixed - Guided missile always exploding at 1000m - Fixed - Lock-on using front of vehicle instead of camera direction - Fixed - Mouse fire mode not defaulting to 'active' on newly attached weapons - Fixed - Laser not firing due to script error - Fixed - Bug causing player invulnerability to toggle on/off in the wrong areas - Fixed - Railgun should now correctly use indirect/direct fire mode after delay - Fixed - Lock on missile failing to launch to target and no minimum lock range - Fixed - Vehicle status monitor setHit spam causing desync/lag - Fixed - parseZones not correctly finding all markers - Fixed - Karts and vehicles shifting sideways with stuck wheels on deploy - Fixed - Bag of explosives should no longer bump source vehicle when detaching - Fixed - Meta data bug with default vehicles for new players - Fixed - Railgun, mortar blocking mouse fire for all weapons - Fixed - New players unable to get past 'loading screen' - Fixed - Older saved cars not using updated vehicle binds order on fresh load - Fixed - Jittery vehicles (due to excess weight) - Fixed - Flamethrower should no longer set light to source vehicle when firing ahead - Fixed - Teleport Supply crate putting vehicles below ground - Fixed - Cleanup should no longer remove attached objects on vehicles - Fixed - Weapon marking system not re-marking for same player with different weapon - Fixed - Weapons/modules activating while message dialog open - Temp Fix - Multiple vehicles loading on top of each other when multiple people spawn at same pad - Removed - Parachute vehicle drop as it causes desync and does not work properly - Removed - Long concrete wall, for balance purposes - Removed - Jammer supply crate in place of radar powerup - Added - Custom sounds to vehicle service points - Added - cleanup to remove excess actions from unnecessary items while in battle - Added - Nuke death camera focus mode - Added - 3D halo status effect for vehicle power ups (WIP) - Added - Supply drop crates with custom power ups/money/ammo etc - Added - New events system to handle random, condition based script execution - Added - New text notifications to show deploying players, weapon used to kill - Added - Charge up noise on railgun - Added - More taunts: batman, sparta, herewego, hax, headshot and horn icon for settings menu - Added - Beep sound effect to 'lock detected' - Added - Lights to temporary vehicle spawn areas so you can see them in preview at night - Added - More vehicle terminals and support for 12 players - Added - Support for destroyable attached building objects on vehicles (WIP) - Added - Key binds for modules now shown on vehicle hud - Added - !reset to allow for character profile resets - Added - Reintroduced simulation manager to increase overall fps - Added - Unflip vehicle option to vehicle scroll menu (when in zone) - Added - Status new health bars to vehicle tags - Added - Vehicle armor ratings to prolong time-to-kill - Added - New custom cleanup script for abandoned and destroyed vehicles Forum topic: - BI forums ![]() - Karts Enable javascript to be able to download from Armaholic please!
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Fantastic mission. You can view the mission in action
YOUTUBE VIDEO
The most fun we've had in a long time.
Great mission absolutly love it. like it that much i am running a dedicated server just for this mission and its been a great hit people like it alot.
Just Look for Apokalyptic Gaming Or the Ip is 188.227.181.106:3102
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