Re: W.I.P. Arma 2 - s.t.a.l.k.e.r. Call of chernarus single player and multiplayer online
Posted by benevolentdevil on Dec 25, 2017; 5:16pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/W-I-P-Arma-2-s-t-a-l-k-e-r-Call-of-chernarus-single-player-and-multiplayer-online-tp12926p19053.html
Things I wish easily "solved" for Arma2 OA/CO "STALKER" :
1- lack of decent Mutants ... in Arma2 you can't "arm" the Zombified Stalkers ( you can, but they aimbot just like any AI ) ...
2- Blind dogs don't look mutated.
3- no Snorks ... ( I can't figure out how to port. )
4- No poltergist.
5- Bloodsucker is not ... as easy in Arma2 as they are in Stalker.
Artefacts spawning ... I'm sure if you are a command/scripting genius , not much of an issue ...
But there's no way to truly randomize artefact locations , and no good way to spawn artefacts in on markers preset, and only have a player pick up once ever. You either get one spawn period, or abusive continuous spawning.
Anomalies coded into Arma2 are not the same exactly as STALKER games, some are close , but artefact matching/protections are not the same, and takes alot of trial and error to figure out.
I'm irritated at Traders ,or lack of good decent traders ... one would think, with EPOCH/Overpoch advanced trading, and thos estupid "life" servers, someone would have a template that works for a better trader ( cleaner, non-intrusive or action menu spammy) , that doesn't work off a SQL database.
But nooo ...
that make it too easy for everyone.