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Jakusch Lieb

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Everything posted by Jakusch Lieb

  1. Group Management System (cannot think of a better name) This is a simple app I wrote for my own group for DayZ. Essentially it comes with these features: - An interactive map that lets you place/edit/remove tent locations, you can easily mark all the tents you find on your journey. Multiple servers support Sample screenshots (not real tents): https://dl.dropbox.c...5/GMS/tents.png - A report section to communicate what had happened, when, on which server and when. Linked with the map tool Sample screenshots (keep in mind, this is not our actual DB, those are just random reports :P): https://dl.dropbox.c...GMS/reports.png https://dl.dropbox.c.../reportopen.png - A permission management system lets you specify who can access which parts of the application There isn't anything else besides it, if it's needed I can work on a couple of new features, especially since I will probably be doing that for my own group when the standalone comes out. If anyone finds this thing useful and needs some feature, post here and I might consider adding some of them. :) Also, currently there is a variant of the map, the "lite" version. It's purely the map part, uses an XML file to store the tents. Requires you to manually edit it, but you can put it on DB or on a web server with no MySQL/PHP support. Just make sure you obfuscate the name of the servers in case someone gains access to the XML file when it's online. ;) Bear in mind, I will probably not continue developing the lite version and it's got pretty clunky UI. Requirements for the GMS app: - MySQL 5.1 (might work with earlier, tested with 5.1) - PHP 5.3 minimum - ~150 MB of webserver space Requirements for the GMS lite app: - ~150 MB of space (webserver, Dropbox etc.) Standard version: https://dl.dropbox.c...GMS/gms-1-0.rar Lite (XML) version: https://dl.dropbox.c...MS/gmsl-1-0.rar Those downloads do not include the tiles needed for the map. They can be found seperately in the following download, put the "tiles" folder in "images" folder (needed for both regular and lite versions). Credit for the image file goes to telejunky, found on arma2base.de and cut into tiles: https://dl.dropbox.c...hernarusmap.rar Any further info (including install info) is in readme files that come in the rars. :) I hope somebody finds this useful, and if you've got any questions contact me here or via PM/E-mail (you can find the e-mail in the readme files). I do not guarantee this will work perfectly, it's been tested on one server, running Linux. However, I will try to resolve any issues if I can.
  2. Jakusch Lieb

    Script/Cheater on NL #500 Multiplay BE1337

    This is the video
  3. Jakusch Lieb

    Why are the AS50 and M107 in the game?

    Just a quick question to the OP. How do you know there were two guys on the roof of a building in ghillie suits that killed you, when you mentioned that there was no warning and you didn't know even they were there? :) Even if you saw them after respawning there's no telling if those had been the guys. And if you HAD seen them, then why you had stuck around? :)
  4. Jakusch Lieb

    The fireball that lit up Zub

    Quick info: We went to Zub with a friend and decided to loot Vyshnoye to finally find a camo for me. While there we heard a chopper, and I decided to be a hero and scare it off...Disclaimer: There was no hacking in the video, just desync (or basically an issue with the perspective), all my "is he hacking?" commentary is just me going bonkers and panicking. ;)
  5. The general idea behind a sanity system would be more about... making it more challenging the more you survive, it's NOT designed to combat the 'bandit problem'. The reasoning is simple - when put into a situation like this (a zombie apocalypse) it's quite possible for people to go completely bonkers, especially considering they might be already infected. This could be used to make the game more challenging the more you survive and underline the idea, that you will die eventually. Or that generally the more survive, the more sh*t you are in. ;) How it'd work? Let's say that every day there's a slight chance that our "bonkers rating" might go up. This indicates what symptoms we might have. The implementation is not really relevant, it might be roll to check, it might be some kind of points system that is tracked and influenced by events. Doesn't matter, although generally I'd be interesting if some events (long time with no food or water, trauma) could speed up the process. Once the symptoms escalate you might hear some zombie growls every now and then, see one running at you, hear gunfire etc.. The idea is to throw you off-guard, possibly making you alert some zombies, or just generally make a bit of noise (as well as spooking out teammates :P). This can add some potential tension, especially in groups, and every day you survive means the next one is gonna be tougher... and you should realise, that in the end you will either die or go mad, possibly killing other people. This could actually be interpreted as the infection slowly taking over, blurring the player's understanding of the world, turning them into the monsters they are hunting. Would give people a bit of a sense that all hope is truly lost, and your fight is futile. Possible effects: - Hearing growls of zombies/gunfire - Seeing zombies that are not there - The possibility to seeing survivors at long distances - Illusionary loot, clips that you never had, foot that had already been eaten - Mistaking survivors for zombies and vice versa - And so on and so on This combined can actually make the experience quite unique, actually give you increasing challenge as you progress and generally provide fun and amusement to groups, as well as lone players. Who doesn't love getting shot because a friend wanted to get rid of an imaginary zombie? :)
  6. Jakusch Lieb

    Sanity aka going bonkers system

    This actually forces a character on you as well, but as I responded already - if we make it so that everyone is infected (was there a backstory in making? I guess there actually was or is) and it's the infection killing you, then... well... it doesn't matter.
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