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Doug Jumper

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Everything posted by Doug Jumper

  1. Main server goes down 2 weeks before 6.5 and Takistan goes up just to shake things up a bit, was really successful before 6.0
  2. Applications will be put out around middle of April, a requirement is to of played FiveM before.
  3. It will be completely under wraps bar testers until the trailer.
  4. Hey everyone, I just wanted to make this thread to let everyone know our plans this year. There is a lot of talk about FiveM and what that means for ARMA 3 so I wanted to make a thread to make it clear what the plan is. 6.3 is planned to come out around 1st of April 6.4 is planned to come out around 6th of May FiveM is planned to come out late June FiveM will be whitelisted only and is serious 18+ RP People with a history of rule breaks on ANZUS will not be accepted on whitelist The development team of FiveM is currently 80% new developers so the ARMA development team will not be greatly affected once it is released. Some developers will do both, some will do one or the other. Out of our 25 active developers, 4 of them are FiveM only developers, 5 of them are both ARMA and FiveM, the rest are ARMA only just to put it into perspective. Expressions of interest for Staff, PD and EMS will be put out in May. Takistan Popup is planned to come out around 1st of July for 2 weeks 6.5 Florida Life is planned to come out around 15th of July Updates after this will be planned with 1 month apart in mind, exactly the same as how we've done things before 6.5 and FiveM have been released. If there is any concern about ARMA 3, you are not to worry. It will still be developed, it will still be focused on. We have already started development of the 7.0 map and money has been paid to developers working on it so its locked in. You can be assured we're committed to making sure ARMA 3 is given the attention it deserves to thrive. If there are any questions, queries or comments feel free to ask them I will try to reply to as many as I can.
  5. Hey everyone, just to keep conflict fresh we want to do a quality of life update for conflict on 6.3 which includes changing everything up map wise, making it rebel weapons only, changing up the leaderboard a bit and changing the car despawn stuff. Feel free to suggest other stuff to improve conflict here https://www.anzus.life/forum/497-suggestions/ Now for the competition: Each prize is for the best creation, you can do multiple. 1st place: 500k cash 2nd place: 300k cash 3rd place 200k cash How to enter: (You must load these on their own and not with ANZUS mods) Load these mods by themselves: https://steamcommunity.com/sharedfiles/filedetails/?id=2943499586 Go into eden editor and hide a current location and build it up how you like it Tips: Use this menu found on the screenshot to hide objects Make sure you save your mission.sqm and have it ready to send, we will end up using multiple zones even if they're not winners. Fill out this form: We want people to really go into detail and think about the combat in these locations, have specific uniquely made spots perfect for certain types of combat etc. (e.g. a wall is just high enough to shoot over from a certain angle or something.
  6. Google Drive New Mods: https://drive.google.com/file/d/1dYSoxiiNw1F3NSWuS2tjDSR8eEd6xDqx/view?usp=sharing (Click here for guide on how to update with Google Drive)Google Drive Full: will be added soonArma 3 Sync: ftp://51.79.66.23/.a3s/autoconfig (Click here for guide on how to update with Arma 3 Sync) Car Boosting System Obtain the vehicle laptop from rebel You can also use a testing laptop to practice the shapes/numbers minigame Requires a partner to do the boost Started via computer in your house New Bank Simple major (hit and go) $100,000 payout Located in Melbourne (New city near NASA) Dark Chat Ability to turn on notifications(so dark chat messages show on twitter) Ability to private message people Requires a microchip which is obtained at rebel Slot machines Map Changes Turned I-95 into a six lane highway New City of Melbourne Multiple map optimisations Dirt texture added to terrain Changed the western exit of Orlando to be more simple Added Furniture to Car Major Added More Gang Hideouts Updated Cartel Boat Dock Fixed Penthouses Revamped CG Base Cloverleaf intersection changed National Bank moved to Jacksonville Minor Orlando changes Orlando Police Station moved to old National Bank location Added Camry & CTS-V for Highway Sheriff Vice DOC Patrol CG SWAT FFR New Cars Niva 2329 Spyker D8 10 Silvia s15 02 Niva Urban Yoyota Ute Economy Rework All illegal runs buffed by 20% All legal runs nerfed by -20% Tobacco Is now a triple process run, meaning the longer you do the run, the more money you make from it, Guide can be found here HERE Cigars Cuban Cigars Laced Cuban Cigars Crafting Rework Craftable Furniture which can be sold to a store THIS IS NOT PLACEABLE FURNITURE ITS PURELY FOR CRAFTERS TO LEVEL UP WITHOUT MAKING EXCESS GUNS Entire recipe overhaul Gang challenges Ability for gangs to do group daily/weekly/monthly challenges Must have over 5 people in your gang New Clothing New mafia uniform New gangster uniform New biker uniform Several new clothings in donator New judge uniform New gang stuff Stripes vest OTS vest Logan Nalatones goggles La Muerte vest/uni/hat Combine Harvester Farming added Bought from truck store Cop paychecks doubled SWAT Uniform retextured New crop dusting (Duster) Fixed sign on from door of Jewelry Store Moved ladder on the back of the Prison block. Added additional corridors to the Mayan temple. Added mailbox to beach villas. Added doors to Emotion Casino stairwell. Geo fixed on airport fences. Reworked lockpicking minigame to accept all FOVS Fixed gang logs for taking/storing virtual items in gang hideout Fixed house spawns Fixed warning message when storing vehicle with items in the trunk Fixed race tracks Added windows to the biker bar. Added Casino EXP and Casino Levelling, viewable on the H menu Added company name to Company Bank menu. Added Open/Closed status to business markers on map. Added various billboards across the map. Added Rural Fire Truck for FFR Fixed Coast Guard hellcat stats. Fixed Ninja H2R speed issues. Fixed KD Stockade offroad speed. Fixed KD Sierra handling issues. Fixed stretchers for EMS. Fixed hoseless fire trucks. Fixed handling of Police Interceptor. Fixed slicktop Interceptor stats. Fixed onebeast
  7. Google Drive New Mods: Here -- Back Up Link (Click here for guide on how to update with google drive)Google Drive Full:Arma 3 Sync: ftp://51.79.66.23/.a3s/autoconfig (Click here for guide on how to update with Arma 3 Sync) Mayan temple major Requires 12 cops and is +9 $230,000 reward 30% major dip Police MDT Conviction Logs Ticket Lookup Warrants Vehicle Plate Lookup Citizen Lookup Radar Logs Activity Dispatch Theme selector Rideable horses Obtain horses from the stable west of Orlando Note: These are in beta stage, if you die on them you will need to relog Hunting Rework Use the hunting knife to spawn yourself a local animal Map changes Separated Interstate 4 into 2 distinct roads with a large median between the two. Decreased the dip between Interstate 4 Orlando and East Interstate 4 heading into Daytona. Flipped the hospital 180 degrees allowing for front facing access to the Orlando square and removing the garage from the congested area. Connected the roads previously intentionally separated at the hospital parking lot. Moved the modshop parallel with the Orlando square Moved the Casino to Tampa from Orlando for performance purposes. Moved the national bank to the other side of Orlando and added auxillary bildings for combat. Added detailing and vegetation to the Orlando suburbs. Added a large graveyard and church to south Miami, much larger graveyard ideal for grave robberies. Filled in the blank space at Miami casino major with detailing and auxillary buildings for combat. Added detailing to the Lakeland roundabouts. Added the Calosaahatchee river coming from Lake Okeechobee to the Gulf of Mexico. Added 2 new populated island to the Florida keys. Added parking lot and detail to the Arcadia Museum. Added objects to the tracetrack. Added a gas station to Interstate 4, Alligatory Alley (I75), Interstate 75, Clewiston Farms (x2) and The Florida Keys. Added Fort De Soto National Park to St Petersburg. Added Treasure Island Barrier Islands to St Petersburg. Moved the small art gallery to Treasure Island, this should change the dynamic of the major entirely. Added the St Pete Pier (WIP). Added the Sunshine Skyway Bridge connecting St Petersburg and Bradenton. Added a tow yard, police station, port and residential area to Tampa. Increased the depth of the Tampa bay to support the new port. Added a lake off of Interstate 75 north of Bradenton. Removed the roads attaching to Orlando square and made all acess onto the Orlando square a parking lot. Major modfication and facelift to the Clewiston Farms on Lake Okeechobee. Lots of sharp/jagged/pixelations on the sattelite imagery have been modified. Removed the sand lakes in Cuba. Significantly brightened the sand around the keys and Miami for a more tropical ocean/beach look. Added noise to the sand border and added noise to the sand texture on the sattelite image. Modified the ground concrete texture to better blend with the sattelite image colors and better quality, this is a work in progress. Removed all the tress at the end of the St Pete, Miami and Orlando runways. Added floral areas to the map, more to come. Removed a significantly large amount of vegetation and objects in and around Orlando for perfomance purposes. Added a bunch more factories and gang hideouts. Added a small rural road into the deepest parts of the south florida jungle. Added new ATM’s across the map. Flatened the scrapyard capture point. Other changes across the map such as road smoothening, bug fixes and more that may not have been included in the log. Search vehicles function Seize illegal items from inventories (Right click item in storage) Finishing a race now rewards EXP based off length of race and number of racers (Need at least 3 racers) The 3 penthouses inside casino can now be purchased You will now respawn with your virtual items that don’t normally drop (Meds, Water, Doritos) when you die if in conflict. Added a craft max button to crafting menu Rewrote dispatch script Attending/leaving should work a lot smoother now Reduced the time for being able to show dispatch location Made a dispatch with the same name and near the same location as another active dispatch not create a new dispatch Made dispatches auto delete if noone attends after some time Fixed/rewrote hunting Using the hunting knife to search the ground will spawn an animal near you Fixed unable to complete Snows "prep work" quest Fixed planting seeds on/near roads and in buildings Fixed making meth in gang hideout not going into hideout storage Florida Terrain Changes You no longer lose ANY y menu at conflict Separated Interstate 4 into 2 distinct roads with a large median between the two. Class 3 Added back to traders Casino Mansions added($2,000,000) Russian Clothing names renamed to English ones Fixed shadows of that one Suit (Redburger, Resurge, etc.) New FSP and Sheriff ZR1 Pursuit Interceptor New Color for Academy Uniform Alt Hoodie for DTU DTU Unmarked Explorer 19 & Denali Yukon Fixed Denali Yukon handling issues. Fixed Explorer 19 & 20 handling issues. Normac uni levi smokes full vice uni Governor Escort Cars Government Employee cars Senate car Government Hat PDO Hat PDO Suit DAO Hat DAO Suit Judge Suit PD Formal Uniforms PD Female Uniforms FFR Bike FFR Mobile Command Center Civ and Gang New Thugs Uniform Jeff’s R34 Skyline livery Jeffrey's M8 GTR livery Mark Pierce gun CG Crown Victoria added Los zetas gang clothing fixes‌ BAS clothing fixes Kingsmen mc clothing fixes Richard Baer cowboy hat Cuba vest Enzo uni/vest/car END uni/vest/glasses/hat CC uni/retexture/balaclava/alt/car Plus uni/vest/glasses/hat 2x Bluking truck Thugs uni/vest/glasses/hat KD stockade & the KD Sierras KD Security uniform/vest Iron Wolf uni/vest/cap/glasses Vantage beret Jeffrey's M8 GTR livery Doors on dolphin fixed Armoured Tahoe for SWAT(Similar to Suburban) Vice Hummingbird Vice Bearcat Vice LD uniform Motorbikes balanced Vice and SWAT mustangs added Camaros added to captain shops Transport Truck armour increase 10,000 to 15,000 Sheriff hoodie added Fixed Vice suit
  8. Hello everyone, as we discussed at gang wars we will be doing a vote on how the community want to implement class 3s. The reason I have chosen these options as I want the roleplayers to stay, combat players might not like it but both roleplayers and combat players are equally important. The server can't survive long term without both so we have to find a middle ground. 4.0 was too much RP, 5.5 was too much combat and killed the server A LOT more than the 4.0 player drop. We want 6.0 to be different. I believe personally believe option 1 is the best way to find that middle ground, but I've been wrong before so really think about it before you vote to make sure you make the right decision. Option 1: Class 3s can only be obtained via crafting, sequence missions or major crime robberies. No use restrictions apart from the generic etiquette ones. (Not robbing gas stations with multiple class 3s etc) Class 3s will eventually be added back to rebel within a month or two at a high price and slowly lowered as the update goes on. Option 2: Add class 3s in shops for $12,000 minimum. No use restrictions apart from the generic etiquette ones. (Not robbing gas stations with multiple class 3s etc) Class 3s will not be lowered from this price unless SMT see fit in the future. Option 3: Add class 3s in shops for $20,000 minimum. No use restrictions apart from the generic etiquette ones (Not robbing gas stations with multiple class 3s etc) Class 3s price will be lowered once a week until we find a nice price which allows for roleplay and combat to work together, this maybe $5,000 it might be $15,000 MUST READ I do need to say this and people need to take it VERY seriously, when we add class 3s back, if server goes into chaos we will be handing out heavy punishments (2 weeks minimum) to anyone ruining the current meta of the server. Combat players have promised that they want class 3s just to be able to enjoy class 3s and the meta will not change so I am holding them to do that. Do not go hands up or dying cops for no reason, do not go into Orlando with class 3s period, do not have them on your back freely and not care. All of these things are now fail rp and are not acceptable. My suggestion is to stay north with class 3s unless you have a roleplay reason to go south e.g. going to a major, gang war or fighting for a turf. No matter the vote, the release of class 3s will be crafting/sequence only for 1 WEEK to allow the mass crafted weapons in the past month to be sunk a bit. We will be assisting KD guns to keep up with demand if it runs out before this week is up. Happy will be posting a gun buyback/crafting changes thread later today. If all crafters are willing to give up all the weapons they've crafted we don't need to do this but I assume that is unlikely.
  9. This is completely silly, rules should only be accidentally broken. Most players are 18+ following the rules is easy as long as you don't have an ADHD breakdown you can follow them.
  10. 4.0 was still sustaining 70+ players all the way up until 4.5 (check web archive), at the time that was REALLY low considering we just had a year of 125 players the whole time. 5.5 went down to 50-60 players at times, it was definitely a lot worse. They whole point was that it was easier than 4.0 and its a lot easier than 5.0 as well due to the run distance being easier in most cases due to the road layout and no hills. It is clear that both FULL combat and FULL roleplay do not work. We have to find a middleground.
  11. People need to stop ignoring the following and I suggest re-posting their suggestion. This is impossible establish a proper vote because every single option from both sides is pretending like facts don't exist and people are eating up without considering it. - No matter what the vote is, we will end up with affordable class 3s in rebel, this vote is for a temporary change to see how it will go and so we don't kill roleplay off. - Cheap class 3s and easy economy on 5.5 killed the server to the same level as the 4.0 economy changes did if not worse due to where ARMA 3 is now, so there has to be a middle ground where the roleplayers have a place no matter what. - On 4.0 crafting only class 3s did affect the player base but so did the fact COVID ended, the map sucked, the economy was VERY grindy including crafting. Crafting is now 10x easier so they technically can do 10x the demand and the economy is probably 4-5x easier now as well. You can argue the fact you couldn't access class 3s was the biggest factor but stop ignoring the fact the other things were big reasons for a lot of people. This is not a matter of opinion, all of these things did contribute. If we had guns in rebel all those issues would of persisted and the player base likely may of tanked ending in the same result of changes on 4.5. For combat players to pretend like 4.0 would of been fine with class 3s are just not considering the facts. - We can't stay on no class 3s forever, so roleplayers should take this into consideration with their suggestions.
  12. @Anton Tikhonovich@Alex Hinkley@Raphael Mephistopheles @Kaladin Sulzberger Can you not handle the demand?
  13. Another point is gangs finished last wipe with 10s of millions in their gang banks. That wasn't sinkable and they had unlimited guns so rebel weapons being higher won't affect big gangs much as they can still buy with gang funds. Although conflict won't pay out as much it will still be a decent amount with fees, turfs and cap points. Then the non-gang people who don't have gang funds can go through crafters but they probably prefer that anyway.
  14. I feel like auction house defeats the purpose of roleplay and people are just roleplaying with a sign. What are your thoughts given that statement?
  15. I think this is a bad representation of reality. 4.0 was completely different when it comes to crafting levels and crafting guns. It is probably 10x easier now then it was back then. We've made it so people can easily sell guns at 4k-10k and still make a profit. If guns were 10-20k in rebel they would still be obtainable but cheaper from crafters. A lot of the reason 4.0 died was because it was hard across the board, and covid ended.. not just because of class 3s. 5.5 died A LOT more than 4.0 did when we were too focused on combat. You haven't played 6.0 so you don't know that Conflict you don't even lose your gear. I really want this conversation to be a good one but people blindlessly agreeing with people ignoring context will only hurt your cause. In reality the safest way to do this is to put class 3s in the shop for 10-17.5k (ish) and make crafters be the forefront of the market and slowly lower the prices until its at a point where its balanced. If that means increasing majors to make it better, sure we can consider that. All respect Ryan, you know I got you homie just needed to say this.
  16. I think its important to note crafting was extremely hard along with runs on 4.0 so I don't believe that is a good representation of what it could be and it would only be in crafting to begin with then eventually added back to rebel. Just so we can slowly drip it in.
  17. As stated in the thread, this is just to begin with an the end result will be this. Is this still your response given that?
  18. Anyone who is toxic in this thread/causes drama will be given a lengthy in-game ban so act like adults please, it's ok to have different opinions.
  19. Hello everyone, I hope you're enjoying 6.0. Player wise it's officially the most successful release even topping 3.0 playtime, big ups to everyone who made it possible. For those who are new Class 3 = assault/automatic rifles. Class 3s have been a hot topic this week after Lewis millers thread popped off a bit. We always said pistol only will be for 2 weeks then we will look at discussing how we want to release class 3s and that time is here. 6.0 has had a completely different vibe and there is worry from SMT that class 3's could effects this, we want to implement class 3's in a way where it will not effect the vibe whatsoever. We understand we need to start sinking the economy and that a lot of the combat andies are getting a bit bored. This transition has to be done right though. My question to the community is, what way do you think we should implement class 3s? Noteable recommendations from Lewis millers thread: Note - These are beginning recommendations, the end situation will always result in class 3s in rebel for an affordable price based on the economy. Option 1: (From me) - Bring back class 3s in rebel at 20-30k (or a a high number) to begin with - Add class 2s in rebel for a affordable price - Allow class 3s to be bought from crafters (Note crafting is A LOT easier in 6.0, some people are already level 70+ and have a big stock of C3S. They will be affordable regardless of rebel price) - Class 3s can only be used in the baron land(Rebel and above) and Majors. Option 2: - Only add back class 2s to rebel - Allow crafters to run the class 3 market - Allow class 3s to be used at majors/red zones Option 3: - Go back to normal straight away (Class 3s in rebel for cheap and allowed to use anywhere) These are just 3 different ideas, doesn't have to be this way I am 100% open to hear what the community thinks. To achieve what I want from this thread short +1 responses are not wanted, we want well thought out responses. Important things to add in your response How much you believe class 3s are worth How you believe they should be accessed Where they should be used This thread is very important for the future of ANZUS, we won't have an opportunity to re-do this until 7.0 at the latest.
  20. This is what took 2 hours to fix and realise it was stopping the server from starting so we canned it for this one, we're looking for some options.
  21. Note a lot more stuff was fixed just not in the changelog, please note we've fixed as much as we can. Development team is still a bit burnt out from the 6.0 grind so its not everything. The plan is to release another non-modpack hotfix on 1st of Feb then release 6.1 mid-feb.
  22. Google Drive New Mods: https://drive.google.com/file/d/1YfeJc1L2lti4BXF0jVCyBNTMhituLUtj/view?usp=share_link (Click here for guide on how to update with google drive) Google Drive Full:Arma 3 Sync: ftp://51.79.66.23/.a3s/autoconfig (Click here for guide on how to update with Arma 3 Sync) List of fixed bugs: Economy Changes Rubber 20 Coal 28 Ruby 26 Iron 28 Earth 30 Steel 32 Tobacco 34 FFR Fixed Female Uniform Fixed Firefighter Uniform Updated Badges on Medic Uniform New textures for Diver Gang Clothing Baja Blast uni/hat/vest/bandana fix Playboy uni fix Jamal Crime Family uni/vest HMT vest/uni/bandana/backcap Vantage Towing Raptor Jens Bruning mask Kingsmen MC missing items Kingsmen MC texture fixes KONG uni/vest/mask Clueless uni/vest/mask Los Zetas 3x uni/1x vest/ 4x mask/8x hat Cuba 3x uni/2x hat Modshop uni texture updates Castro uni/vest/hat/mask Mafia missing hats/uni/vest Modshop New Donator Modshop Materials Screenshot Screenshot 2 (BRONZE PREMIUM+) SRT seats fixed Longfin eject issue fixed Bridges are now indestructible Car shop geometry (falling through) fixed Bike animations fixed ATM Textures fixed DEA hats fixed Several PD fixes (glass/texturing) Fixed reflectors on several cars Fire geometry collision fixed in restaurants Red Burger/BluKing employees can now lock the door Courthouse logo fixed Several map changes Biker clothing fixed Mod shop unis fixed DOC tower texture fixed Highway helmet fixed Dolphin issues fixed Gang uniforms added Blackjack changes Implemented face cards (King, Jack, Queen) This should alleviate some of the mass low card handouts too. The game will now translate 1 to Ace in the message log, along with the face cards to their appropriate names. When you reach a blackjack on the first two cards, you will automatically win and will no longer have the chance to hit or stand later on. Decreased certain wait times between certain actions that would be slow when there are many players. Changed the sound for when its your turn. Added sound for when you connect to the game or when your bet is rejected. Disabled table 1 and re-enabled table 2 due to positioning. Different deck suites each game Decreased the maximum bet to $7,500, if all of these changes are working well then I will increase to $15,000 tomorrow. Map changes Gameplay change: Modified the terrain around DOC, made it harder to ramp into but more offensive covered fighting positions for any assaults on the facility General addition: Added church/chapels to Okeechobee and Lakeland (Including a nice sniper tower) General addition: Added fences to the Miami Airport General change: Removed the Oval racetrack at the Daytona Speedway, this plot of land will be used for something else in the future General change: Replaced the city of Orlando, moved the Emotion Casino to Orlando, moved the St Pete Casino to Miami. Added pedestrian only roleplay zone in Orlando. The city has been completely rebuilt from the ground up. Road flow: Added a rural paved road to bypass Okeechobee when driving South from Orlando or North from Arcadia. Road flow: Extended the South East road entering Arcadia through and out of Arcadia allowing for unhindered passage through Arcadia. Road flow: Smoothened and leveled certain regions of the interstates that caused issues when driving. There are probably still uneven areas remaining Road network upgrade: Added Stack Interchange at I4 w/ I95 allowing legal northbound and transfer to I95 and Southbound transfer to I95 Road network upgrade: Separated the Highway from Bradenton Trailer Park to FSP Orlando into 2 distinct roads with a larger median. Road network upgrade: Sign posted the interstates Visual upgrade: Increased the lighting of the satellite image in the Map screen by 30 percent Bug fix: Added trees around the cartel base Bug fix: Fixed a large spike in the terrain just south of Cartel base. Bug fix: Fixed some missing concrete in key west and jacksonville Bug fix: Fixed a variety of bugs around the map Bug fix: Replaced the DOC front gate barriers Bug fix: Removed ground stop stickers, these stickers should have been stop signs but imported incorrectly. Bug fix: Set the keypoint for the West Palm Beach to the correct type, marking it on the map properly. Graffiti Changes Can no longer graffiti doors Graffiti is now able to be cleaned up by both cops and civs If civs clean up your graffiti you will lose rep, however there is a chance a marker will be put on them If you own the turf it is more likely for the person to be marked, and it also follows them until they exit your turf If you don't own the turf it is less likely and you only get one position Added inventory help menu that explains keybinds and features such as splitting stacks and combining ("crafting") items. The menu will only force appear the first time you open your inventory after the restart. To open again you can click the yellow ? in the top left. Number plate pressing fixed in DOC (Collect scrap from heap, press inside the factory) DOC trader quests now give cash instead of going to bank DOC trader quests money/exp rewards updated Jail job stealing fixed Hooch brewing fixed (For now you can make hooch in trash can) "Smashed" quest for Phoenix fixed Many more quests fixed NOTE: Hunting is not fixed yet, it will be fixed before the weekend. Sorry about this.
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