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migel_b

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About migel_b

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    On the Coast
  1. Unfortunately it's an arma 2 thing that you remove from the server instantly. If it's not 10 seconds is not a lot of time with all the different kinds of bleeding statuses and 2 long would bug with the JIP script on startup when a new player picks that slot.
  2. I never had trouble dropping gear before doing anything dangerous. Like not bringing my whole equipment when repairing a boat, climbing a ladder with only a handgun or when refilling my water bottles. In all fair sense the natural water sources are a bit daft anyway. Drinking from a small still lake or from the sea isn't actual survival guide material, though the pumps are nice addition.
  3. Hi there, Big fan of the zombie franchise throughout ofp to arma2, but this really hits the right spot as an apocalyptic fan. There is one thing that I think needs to be removed immediately to keep a bunch of fellas interested and I read the other topics on the subject but they are all old. I feel it's still a very big and high priority problem that people are able to disconnect when coming into a serious situation. The suggestion I have for a decent part of the problem ( like 40% ) is so ingenious that it deserves it's own topic. ( Or maybe not, I'll let the forum admin judge and hopefully he'll just add it to the right topic and offer my apologies in advance. ) Though my scripting knowledge in arma is limited my suggestion is the following: Clientside: If player receives damage of any kind ( zombie hit, gunshot, bleeding, falling) he get's the "Critical" status. It's an blinking status on the GUID and the script will send a message to server side script each time this occurs. The status disappears after server gives the Ok sign back. Then the critical status is gone. Now it's safe again to wait for save and disco. Serverside: When the server receives message that the player is hurt. It will start a timer with a X amount of time ( the more time the better, within reason of course ). This timer resets whenever the hurt status is send again, so technically the timer starts after last impact on player ). When the timer runs out it checks if player id can still be found on server. If not the player is gone and he can be written off as dead on the master server ( he disconnected while in danger ). If he is found on server, then the server can send the Ok sign to player and his "Critical" status ends. Something like this would stop the majority of the exploits around the death disco. Sure a guy can still disconnect when he feels in danger but now his chance to disconnect while in danger is gone. So that's half the battle won. And even if a better solution about saving and disconnecting comes in future handling more situations like disconnecting when a zombie spots you etc it will stay a good step in the right direction meanwhile.
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