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#21 | |
![]() Join Date: Mar 2010
Location: Perth
Posts: 123
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Quote:
It would be a very good idea for some standardisation across the servers as it would make joining them a lot easier. Basically what would happen is that the servers that conform to the guides would get the most players.. | |
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#22 |
![]() Join Date: Jul 2008
Posts: 950
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It should be possible to "lock down" the mission from being downloaded and used on other servers, by making the mission rely on server addons that only the official PR servers has. I think that Chernarus-life does this.
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Yes, I do want games to be more ambitious, to over-reach spectacularly,
to be more open and vibrant and mad. -Jim R. Rock, Paper, Shotgun. |
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#23 |
![]() Join Date: Mar 2010
Location: Perth
Posts: 123
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it's quite easy to edit the mission file to remove the dependancies.
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#24 |
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It's simple guys:
DEVs put clause in EULA, if a server uses modified maps they will never get any Mod files anymore, they'll be stuck with the last release they got a license for. |
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#25 |
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Registered User
![]() Join Date: Nov 2007
Location: The Snowy Northeast
Posts: 7,406
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The PR team has always openly controlled the servers that host PR:BF2. PR is the intellectual property of its developers, the server license contract is binding upon server administrators, and it requires them to play the game the way it is meant to be played except on locked servers. I highly doubt this will change with ArmA II.
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[R-CON]creepin - "because on the internet 0=1" |
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#26 |
![]() Join Date: Mar 2010
Location: Amsterdam
Posts: 706
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You can't just forbdid us to not edit missions with a EULA. You can only forbid is to not edit the Islands/Maps. But i think in your sentence you mean a map is a mission. But a map in ARMA is a whole island with all it's objects. The gameplay/scripting/objectives and rules are all free editable by evryone. Or they should forbid us to use the editor. But the editor and setting up waypoints placing units and the commands you put in the init files are still Bohemia's ownership. The only thing they can forbid us is editing the PR:ARMA mod in its core. So editing Units/vehicels/objects and Islands they made and also included gameplay changes they hardcoded in their mod's. The only thing you should not do is edit their mission and put it on websites like this or Armaholic without their permissions.
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#27 |
![]() Join Date: Mar 2007
Posts: 584
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@winchester
You can edit what ever you want but you can't use it on a unpassworded PR-Server. |
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#28 | |
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From what I have seen Uk_Force said on the Arma2 forums there will be official servers who will not change a shit in the mod then you will have those who prefer to tailor it for themself in a locked community.
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Just join these "official" servers and you will play it how the mod was intended. | |
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People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
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#29 |
![]() Join Date: Mar 2010
Location: Perth
Posts: 123
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Exactly:
Things that cannot be changed: models and islands Things that canbe changed: everything else Having server keys stops people from joining who have altered the mod, so it's not a huge issue really. Besides, I doubt people will want to change it anyway.Missions on the other hand can be edited by anyone. actually, the way that would work is the client would just download the mission that's on the server rather than trying to run the edited version. So yes we can edit it until our hearts are content, but it's not going to change what is played on the server. |
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#30 |
![]() Join Date: Mar 2010
Location: Amsterdam
Posts: 706
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Offcourse you can... Otherwise they have to forbid you also to run other mods next to PR:ARMA mod. Even that it doesn't physicly change the PR:ARMA mod itself but changes gameplay mechanics. And i even heard some people say they allready played ARMA:PR Beta and ACE Mod together. That than would probably also be a violation if you ran a dedicated server like that unpassworded. Only if a official PR dev or other importend person tell's us that in these offical forums i willl believe it.
It's like Zimmer stated... If you want to play PR without any mission changes (not map/island changes) (map and island are the same) you play on the PR official servers. If you want to make your own host with cople mods loaded inlcuded PR you will be able to join them to. Passworded or not. In ARMA 2 alot of servers are allready running edited missions from other people. And they all have the desency to not provide them on ARMAHOLIC or wichever website. They do that because sometimes they want to add a extra ammo crate or add NV Googles in a mission they where not in. Or even fix a simple bug or typo in the mission they find anoying. And most of the time they even tell the mission maker so he can make a official fix. They only thing you need to do to create a custom map in ARMA2 is editing a line in the init field of a unit in the editor, that looks like this: this addWeapon "M16". Thats how simple it is to edit a mission in ARMA2. Every 12 year old kid can do it. I msyelf never ever seen a mission maker join a server and tell those people to pasword their servers because they are playing a edited domination or AAS. I think if a EULA like that would be viable there would be hundreds of missions out there with such a EULA. P.S. They can do it like the berzerk guy. He scripted his missions so complicated nobody understanded how he did it |
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