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lukee

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Posts posted by lukee

  1. 6 hours ago, Mitch said:

    Hotfix #2

    • Snow ❄
    • Retribution Case (store listing coming soon)
    • New Asylum Plus skins
    • Changed the Menace achievements title text
    • Christmas tree fixes
      • missing texture on the boxes
      • grenades not being given properly
    • Fixed client side doors on the new cartels
    • Santa event Blackfish fixes
      • Locked the vehicle (-_-)
      • Made the crew invulnerable
      • Crate no longer moves when pushed

    GAWW DAMNNN WHO MADE THOSE SKINS

    Rhymezilla likes this
  2. Should items such as:

    Axe's, Crowbars, Drills, Pliers / (Lockpicks because there is no lockpick model ingame), or maybe more be visible on your character while you have it on you? This gives opportunities for purely aesthetic and or gives a visual sign that you have an item such as those on you. (The items have 0 collision and will not cause any issues like killing people when you touch them)

    (Visual items on character can be disabled through phone maybe?, however this defeats the purpose of knowing if someone has one of these items in their inventory)

    (Please give feedback whether or not you think some items should be visible or not, or if they are too big and should appear smaller on the character)


    Here is what that would look like:

    Axe

    Spoiler

    image.png

    Crowbar

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    image.png

    Drill

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    image.png

    Pliers / Lockpicks (Only visible with some vests)

    Spoiler

    image.png

    Video of running around with all of them attached:
    https://streamable.com/ye8l5i

    Heres the scripts I wrote for this for anyone who cares:

    axe addAction ["Pick up axe", "axepickup.sqf"];
    crowbar addAction ["Pick up crowbar", "crowbarpickup.sqf"];
    drill addAction ["Pick up drill", "drillpickup.sqf"];
    lockpicks addAction ["Pick up lockpicks", "plierpickup.sqf"];

    axe attachTo [rifleman, [-0.15, -0.15, -0.13], "Spine3", true];
    axe setVectorDirAndUp [[150, -130.68, 3.621], [-10, 1, 0]];

    crowbar attachTo [rifleman, [0.12, -0.18, -0.13], "Spine3", true];
    crowbar setVectorDirAndUp [[10, -28.68, 108.621], [-60, 1, -25]];

    drill attachTo [rifleman, [0.12, 0.05, -0.2], "rfemur", true];
    drill setVectorDirAndUp [[-5, -123.68, 38.621], [0, 0, 0]];

    lockpicks attachTo [rifleman, [0.08, 0.18, 0.04], "Spine3", true];
    lockpicks setVectorDirAndUp [[0, -0.68, 3.621], [-10, 1, 120]];

    GravL likes this
  3. 43 minutes ago, operatorjohnny^ said:

    The event would be 30 minutes, whoever can hold the cartel the longest wins. The event would happen once per restart, as long as there are above 40 players in the server. 

    The event would rotate through various mainland cartel locations:

    - Church

    - OG Arms

    - House Cap

    - The new location next to OG Arms

    Reward(s) for winning:

    - Vehicle Drop or Weapons Drop

    By doing these events, it gives players the incentive to actually fight at the various cartel locations. 

     

    approved

  4. Overview

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    Callouts

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    More Screenshots
     

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    There's nothing really wrong with the current Mental Asylum. However, this design introduces a more enjoyable less cancer experience to anyone playing it, it's more organized and easier to traverse with its simple shape.

  5. 1 hour ago, Don Julio said:

    Your talking to someone who grinded over 100m doing diamond runs, and weed runs. I could care less about making money the whole server is rich. I would like to see more of the city active, nobody is in kavala running drugs or anything anymore. There has to be a reason olympus is still pulling 130+ plus while asylum can barely get 100. Not trying to hate just want asylum #1 again.

    only reason the whole server is rich is because they dont fight, give more reasons to fight and less ways of making money, half of the current run options to make money should be removed anyways

  6. 36 minutes ago, operatorjohnny^ said:

    A large issue with gang fort is rebel camping. The whole idea of gang fort is to fight at the gang fort, not kill nakeds at rebel. It is hard to create a rule that prohibits all rebel camping so I propose a second option. 

    Create a rebel that is only active during the time that gang fort is up

    - This rebel would either be a green zone or a safe zone during the 1 hour time limit of the gang fort

    - Only active during gang fort

    This allows more gangs to fight gang fort and gives smaller gangs more of a chance to gear during gang fort. 

    +1

    operatorjohnny^ likes this
  7. On 12/9/2022 at 7:53 PM, KrazyKnight said:

    In game name:KrazyKnight

     Age:24
    Location/Timezone:USA EST
    Arma 3 hours(screenshot):https://i.gyazo.com/0de515df56c032edfbdfe94d5ba4f183.png
    Asylum hours: Same amount of time, if not less. I've only play KOTH and asylum. Hell made my start in asylum.
    Previous gangs:Black Spades,Uninvited,Independent Slayers
    Do you have sufficient cartel experience?: I love me some dildo rock. And yes.
    Why do you want to join us?:For the memes and for the lolz. And be in a good well known gang.
    What can you bring to the FSA?:More memes, and some good CQC combat. I suck at long rang, sorry bois.
    Do you know any current members who can vouch for you:? @Alec-I

    accepted through invitation

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