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Old 03-15-2010, 06:07 PM   #31
Blakeman
Default Re: High Command

Quote:
Originally Posted by winchesterdelta1 View Post
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 It was so diffecult to add a extra mod weapons in it (so you could choose it as the original mission from the berzerk menu) because than you had to change 30 other things, if i can remember correctly.
Unless they are able to make their own startup which only shows PR servers and if using the mod then only allows you to play on them or something. I wouldn't put it past the PR devs to be able to figure out a way in which they can keep what they have made in their own control. You don't see normal BF2 servers with BF2pr and perhaps they can work their python magic again... who knows at this point.

Honestly I wouldn't care to play anything that wasn't official since I've seen a lot of 'fixed' devastation/evolution/etc servers that are utter and complete crap.

"You don't hurt em if you don't hit em." - Chesty Puller
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Old 03-15-2010, 06:24 PM   #32
[R-DEV]Deadfast
PR: ArmA2 Lead Developer
PR Server License Moderator

[R-DEV]Deadfast's Avatar
Default Re: High Command

Quote:
Originally Posted by Blakeman View Post
...perhaps they can work their python magic again...
ARMA 2 doesn't use Python, it uses it's own scripting languages SQS and SQF. The actual UI is done using "config" which is a structured C++-like class file. I've had a look at the UI before (which has over 25k lines...) and while you can move the controls around it doesn't seem to be possible to inject your own filter settings.
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Old 03-15-2010, 06:26 PM   #33
Blakeman
Default Re: High Command

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Originally Posted by Deadfast View Post
ARMA 2 doesn't use Python, it uses it's own scripting languages SQS and SQF. The actual UI is done using "config" which is a structured C++-like class file. I've had a look at the UI before (which has over 25k lines...) and while you can move the controls around it doesn't seem to be possible to inject your own filter settings.
Well I learn something new every day. Either way (albeit without my technical flubbery) I am sure if the PR folks want it to remain 'pure' it will, especially on those servers that sign the license agreement.

"You don't hurt em if you don't hit em." - Chesty Puller
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