Server allowed modifications

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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Goshawk » 12 Jan 12, 11:02 pm

Multiple sound mods does work but you have to load them in an order which gives priority to your favourite.
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Woodsy.org » 15 Jan 12, 1:55 pm

Wishlist: Maintained and compiled addons directory on mirror.internode.on.net for the game server.
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Ball0fire » 15 Jan 12, 2:40 pm

Woodsy.org wrote:Wishlist: Maintained and compiled addons directory on mirror.internode.on.net for the game server.


be my guest

however all the links on the first page are still live and all updated at armaholics
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby sp0rk » 23 Jan 12, 5:04 pm

http://forums.bistudio.com/showthread.php?t=129434

Another mod for your consideration Ball0, adds extra functionality to AI pilots, mostly in regards to their ability to land.

"Ability to create a LZ for the helicopter
Commands to land the helicopter
Commands to fly at different heights"

It creates a helipad symbol with a click on the map, making it easier for ai pilots to land.

Thoughts?
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Freeborne » 25 Jan 12, 1:35 pm

HA! That's actually a mod I approve of, after having my AI crash choppers close to a dozen times in recent months.
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby sp0rk » 30 Jan 12, 4:50 pm

Here's another mod i found, don't know if it can be implemented on the GoN arma server though...

http://forums.bistudio.com/showthread.php?t=84673

Basically it overhauls the tank damage system, making it much more realistic.

"This system introduces a new damage model, based on penetration rather than hitpoints. Kinetic munitions now penetrate less efectively over 1000m and more effectively under 1000m. Different armor values are used against KE and CE as well as for side, rear and top hits.

- code rewritten, the system now runs independent of the addon config
- KE munitions are less effective over long distances
- different armor values for KE and CE
- damage accumulation abandoned
- randomization depending on the munition used
- runs independent of config values, everything is script based now"

It always annoyed me how simplified the tank damage system was in arma. i'm no expect, but i'm guessing tanks don't always explode in real life...
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Goshawk » 30 Jan 12, 6:14 pm

Does it run server side or do all clients need to run the mod as well?
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby sp0rk » 30 Jan 12, 6:19 pm

Don't know, probably server side. you can download it as a @mod folder
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Freeborne » 31 Jan 12, 9:28 am

GON doesn't run any server side mods (correct me if I'm wrong) as it requires ALL players to run that mod, thereby cutting out most of the players who play on GON.

1. Does the mod have to be run on server, and by all players?
Answer = Yes, then mod not allowed

2. Does the mod offer significant advantage to those that use it.
Answer = Yes, then mod not allowed.

I think they've become the established guidelines in this thread, or is GON#2 except from this?
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Ball0fire » 31 Jan 12, 10:10 am

some mods can be run server side only

if thats the case then we can look into it

but yes as just said if clients need to run it too then no

withthe exception of the map on server2 but, well noone uses that anyhoo
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Sky Monster » 31 Jan 12, 10:15 am

Guideline number 2 is a bit iffy because of TGW.

OPFOR get an incredibly good gun (thermal FAL) at gear 2 if you have TGW thermal mod. You can even zero it up to 1km with TGW zeroing addon. Being on the receiving end of that thing is not pretty. Also newbies who decide to play OPFOR are at a HUGE disadvantage because of the TGW mod that OPFOR regs/vets have.

That's why you see so many newbies on BLUFOR, because they know most of OPFOR gear doesn't have thermals. That's ma theory anyways.

I think TGW zeroing also makes some tanks/APCs zero up to much higher distances than vanilla (I think.. had it installed for ages so I can't remember).

That said, it's not hard to go install basic addons like TGW, so a lazy newb is a dead newb.

Ball0fire wrote:noone uses that anyhoo


These days people seem to be using #2 for Warfare and #1 for the occasional co-op on weekends. They say #2 is "more stable" but I fail to see how that is at all true. Surely they both have exactly the same resources and are on the same box?
8-)

Freeborne wrote:Well said. I agree with Baskerville!


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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby PlacidBox » 31 Jan 12, 10:53 am

Don't forget thermals on the rangefinder :P
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Sky Monster » 31 Jan 12, 11:30 am

SHHHH NOBODY CAN KNOW ABOUT THAT!!!
8-)

Freeborne wrote:Well said. I agree with Baskerville!


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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby Goshawk » 31 Jan 12, 12:35 pm

Placid, I didnt teally test it too kuch but did the latest betas fix up the AI use of Arkan/Reflex?
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Re: Mods that are allowed on the server ****LOOK HERE***

Unread postby PlacidBox » 31 Jan 12, 12:44 pm

No, they still seem to aim them in to the ground. Oh well, more power to players ;)
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