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Arma 3 Zargabad Life

Welcome back to Zargabad. Go back in time and relive the glory days of the fast-paced environment of Zargabad. With minimal rules you chose how you play.

Connect today using CUP mods (except CWA) - play as a civilian or as a UN peacekeeper.

Arma 3 DayZ Exile

It is the year 2018; the world has just experienced a devastating zombie apocalypse. It is the result of an intense American invasion of the Russian territory of Napf.

Two years earlier, you were exiled to the island after committing crimes against the Russian Government. Because of this, you were freed by the Americans from state prison after the invasion. The fallout from the war has mutated and irradiated most people beyond recognition... You must attempt to rebuild and restore old world values. Good luck survivor.

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  1. Earlier
  2. Tuesday, December 25th, 2018 - MERRY CHRISTMAS! Mission Update: Live on server v0.3 : Fixes since 0.2.5. I've been extremely busy since the last major update was pushed - finals came and went, and I've finally been able to start catching up on the work here. Apologies for that, but I hope you understand. I'd also like to take this opportunity to welcome @Justin Carter to the Exile administrative team. Added: - Added static AI hospital mission. Fight more than 30 AI holed up in an old military hospital. Reinforcements are flown in when less than a dozen bandits are left. The loot is definitely worth it. - Added more planes to air traders. - Added survivor and bandit AI heli and ground patrols. - Added parachutes to aircraft trader. - Added AI taxis that can ferry people from one Trader City to another. Changed / Fixed / Updated: - Updated game server to newest Arma version (1.88). - Updated CUP terrains to newest version 1.11.0 (21|Dec|2018) - Temporarily fixed issue with latest CUP Terrains update causing server to crash. It is a band-aid until the authors have resolved the issue. - Reworked some trader inventories to remove null items and vehicles. - Updated some chat messages. - Fixed Suhrenfeld Array text issue. - Fixed snow. - Adjusted seasonal temperatures to be more realistic. - Adjusted zombie spawn rates at crash sites to reduce difficulty. - Adjusted static MG AI skill levels to decrease their efficiency and accuracy. - Increased locker storage capacity from 10,000 caps to 25,000. - Changed and updated multiple smaller items. Removed: - Removed infiSTAR trader city protections. Testing still underway. Known Issues in this build: - Loot positions in some buildings are glitchy and will cause loot to float. This is a large time-consuming task and will slowly be resolved.
  3. ZKB1325

    Admin Config

    Zargabad Life framework offers a basic admin menu but with a lot of functionality. All the configuration can be done in AdminCommandConfig.hpp found in "Configs\AdminCommandConfig.hpp". To add a player to the list of admins you can do so here. class Admins { class playerUID {adminLevel = level;}; class 7656123456789 {adminLevel = 5;}; }; Zargabad Life framework offers a few commands for admins with more to come. You can add more commands as you want but note it can be tricky if it requires a UI. class AdminAbility //Unique command class { //Name in the list/command name displayName = "Name in list"; //Description that is displayed as a tooltip description = ""; //required admin level to see in list. Acts as minimum level so level 4 can see if required level is 2. All players are at least 0 reqAdminLevel = 5; //Function to run when option is selected. function is called. Passes selected player object (_this select 0) List control (_this select 1) and command index from the list menu (_this select 2). function = ""; //IDC's of menu. This is important so it can hide and show the correct menu's. -1, 50001, and 50002 are reserved. menuIDC[] = {}; //Additional condition on top of needing reqAdminLevel condition = ""; }; All default commands
  4. ZKB1325

    Factories

    The Factories.sqf file found in "Configs\Factories.sqf" is where you can find everything needed to set up Factories. //Cost to buy each worker ZKB_WorkerCost = 3000; //Max number of workers ZKB_MaxWorkers = 15; //True/False if when exporting an item from the factory to a shop if you are allowed to export items with unlimited stock ZKB_IgnoreUnlimitedStock = true; //Array of virtual items allowed to be added to factories storage ZKB_FactoryResources = ["Iron","Copper","Coal","Silicon","DiamondRock","Platinum","Silver","Gold","Oil","Sand","Sulfer","Steel","BlackPowder","Glass","Plastic","ElectronicComponents"]; //List of items allowed to be put into the factory storage //Default variable for factories owned by a player, should be ignored ZKB_OwnedFactories = []; Near the top of the file you will notice variables like the one below, this is to help organize the items in factories. _ResourceFactory = [ "Steel", "BlackPowder", "Glass", "Plastic", "ElectronicComponents" ]; //Array of factories ZKB_FactoryDefines = [ [factory_object, "Factory Name", factorycost, Box_For_Gear_To_Spawn, GameLogic_For_Vehicles_To_Spawn, [Item Array], "Variable"] ]; factory_object: The map object for the factory "Factory Name": The name of the factory factorycost: How much the factory cost to buy Box_For_Gear_To_Spawn: Where created gear will spawn use objNull for no weapon crate and gear will be created at players feet GameLogic_For_Vehicles_To_Spawn: Where created vehicles will spawn, use objNull for no vehicle spawn [Item Array]: Array of items defined in Item_Config.hpp to appear for production in the factory "Variable": Base Variable used for factory variables (queue,workers,storage) At the bottom of the file is where the factories are set up and map markers are created. You can add a factory object to the following to prevent a map marker from being created. if !(_facobject in [TerrorGearFactory,TerrorVehicleFactory])then
  5. ZKB1325

    Shops

    The Shops.sqf file found in "Configs\Shops.sqf" is where you can find everything needed to set up shops. Near the top of the file you will notice variables like the one below, this is to help organize the items in shops. _StationShop = [ "Bread", "SiphonFuelKit", "RefuelCan", "RepairKit" ]; [Station1Shop, "STR_Shop_Station1Shop", objNull, objNull, _StationShop, _StationShop, true, "true", _StationShop apply {-1}, _StationShop apply {-1}, true, 0], You might also notice (_StationShop apply {-1}) This is to quickly set the stock of each item in the shop. What it's doing is for every item in the _StationShop array it's setting it to a -1. So it will end up with [-1,-1,-1,-1] //Array of shops ZKB_ShopDefines = [ [shop_Object, "Shop Name", Box_For_Gear_To_Spawn, GameLogic_For_Vehicles_To_Spawn, [buyables array], [sellables array], CheckForLicense, "allowed to use condition", [array of starting stock], [array of max stock], ExportTo, stockBleedRate] ]; shop_Object: The map object for the shop "Shop Name": The name of the shop Box_For_Gear_To_Spawn: The gear box gear will go into when gear is bought use objNull for no gear box GameLogic_For_Vehicles_To_Spawn: The location a bought vehicle will spawn use objNull for no vehicle spawn [buyables array]: List of buyable items that are defined in the Item_Config.hpp [sellables array]: List of sellable items that are defined in the Item_Config.hpp CheckForLicense: True or False if buying an item from the shop requires any licenses "allowed to use condition": Condition in order to access shop, should at least be "true" [array of starting stock]: Array of numbers defining the starting stock for the shop items, MUST be a number for each item that is in the buy array use -1 for unlimited stock. If there is no items to buy then sell array is used. [array of max stock]: Array of numbers defining the max stock an item can have in the shop, MUST be a number for each item that is in the buy array use -1 for unlimited stock. If there is no items to buy then sell array is used. ExportTo: True/False If the player is allowed to export items from a factory to the shop stockBleedRate: How often in minutes 1 stock is removed from each item in the shop if item has limited stock. 0 = no bleed Below where you set up the shop data you will find an array of shops that will not be affected by Taxes. This is mainly used for gang and terror shops. //Array of shops that wont have tax calculated when buying an item ZKB_NonTaxedShops = [GangArea1,GangArea2,GangArea3,TerrorGearShop,TerrorVehicleShop]; At the very bottom of the file is where the markers are created for each shop. There you can add exceptions for markers to not be created for a shop or the marker color. //Put shop objects in array to not auto create marker if !((_x select 0) in [MainBank,CopShop,CopPatrolShop,CopResponseShop,CopSobrShop,GangArea1,GangArea2,GangArea3,TerrorGearShop,TerrorVehicleShop]) then //Red marker color if ((_x select 0) in [CocaineShop,MarijuanaShop,LSDShop,HeroinShop]) then
  6. ZKB1325

    Item Configs

    The Item configs can be found in file "Configs\Item_Config.hpp". There you can find all the item configuration for shops, factories, and inventories. You might also notice some includes files that are used to help sort the item config. #include "ItemConfig_Weapons.hpp" #include "ItemConfig_Magazines.hpp" #include "ItemConfig_Attachments.hpp" #include "ItemConfig_Uniforms.hpp" #include "ItemConfig_Gear.hpp" #include "ItemConfig_Vehicles.hpp" Every item that is in a shop, factory, or that can appear in the players virtual inventory needs to be defined. class className //className used for shops and factories { className = "className used for spawning weapons/gear/vehicles"; Note: class className AND className = ""; should ALWWAYS be the same for virtual items. Gear and Vehicles can be different but not recommended. dropClass = ""; //For virtual items only will be the physical object the drops on the ground Condition = ""; //Condition that must return true in order to buy the item. Leave "" or don't define to always return true. This is checked every time someone tries to buy the item. displayName = "item name"; picture = ""; //File path to an image.paa for virtual items only itemType = "item type for tax"; //"Item", "Vehicle", "Magazine", "Weapon" or "" for not affected by tax Function = "function for usable item" //"" for not usable buyPrice = buy price, Set to -1 to add up the buy price of all the required materials to make in a factory. Be careful of loops for example. Item1 requires Item2 and Item3 to make but Item3 requires Item1 sellPrice = sell price -1 for half of buy price Weight = item weight for inventory and trunkSpace turnkSpace = how much trunk space for vehicles civLicense = "needed license as civ" copLicense = "needed license as cop" sharedLicense = "needed license for any side" canDrop = true/false if item can be dropped canGive = true/false if item can be given isIllegal = true/false if the item is illegal Description = "Item description can be localized string"; reqResources[] = {array of required resources to make in factory {"item1",amount},{"item2",amount},...} };
  7. ZKB1325

    Variables

    The variables file found in "Configs\Variables.sqf" contains additional configuration that's not found in the Setting.hpp File along with predefined variables needed for the framework. //Array of string where each string is a new line in the intro menu ZKB_IntroMessage = ["Intro menu text"]; //Array of content for the rules category. ZKB_Rules = [["Category","Content"],...]; //Cop base loadout array in getUnitLoadout format https://community.bistudio.com/wiki/Unit_Loadout_Array ZKB_RespawnLoadOut = [[],[],["CUP_hgun_Makarov","","","",["CUP_8Rnd_9x18_MakarovSD_M",8],[],""],["CUP_U_B_USArmy_Base",[["CUP_8Rnd_9x18_MakarovSD_M",5,8],["SmokeShellYellow",2,1]]],[],[],"CUP_H_CDF_OfficerCap_UN","",["Binocular","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch",""]]; //True/False if the dynamic text along the left side of the screen should appear along with group chat messages or if just the group chat messages. The player can change this in settings ZKB_EnableDynamicText = true;
  8. December 19th, 2018 Rules updated. Please ensure you follow them - they're quite straight forward.
  9. ZKB1325

    Settings

    The settings file found in "Configs\Settings.hpp" Is where you can easily configure the main aspects of the Zargabad Life mission. //True/False if stats should save over restarts Default: false //Required the server to be running INIDBI2 ZKB_StatSaveEnabled = false; //True/False if the players position should be saved so they login where they last were Default: true ZKB_SavePlayerPos = true; //Start date (servers local timezone) for stat wipes. All future stat wipes will be based off this date as well the first stat wipe will not happen until this date ZKB_StatWipeStartDate[] = {2018,12,1,24,0}; //Delay between each stat wipe {years,months,days,hours,minutes} ZKB_StatWipeDelay[] = {0,0,7,0,0}; //Time acceleration during the day Default: 7 ZKB_DayTimeAcc = 7; //Time acceleration during the night Default: 15 ZKB_NightTimeAcc = 15; //True/False if cops will only lose weapons on respawn Default: true ZKB_CopsOnlyLoseWeapons = true; //True/False if cops lose no gear when killed. ZKB_CopsOnlyLoseWeapons must equal false in order for cops to lose nothing Default: false ZKB_CopsLoseNothing = false; //Array of head gear/helmet/hat classNames the player could start with as civ ZKB_StartingHeadGear[] = {"className"}; //Array of uniform classNames the player could start with as civ ZKB_StartingUniforms[] = {"className"}; //Array of gear classNames that the player starts with as civ (NVG, Map, GPS, Watch, radio) ZKB_StartingGear[] = {"ItemMap","ItemWatch","ItemCompass","ItemRadio"}; //Starting inventory for new players ZKB_StartingInventory[] = {{"KeyChain",1}}; //Default max amount of weight a player can hold for virtual items Default: 60 ZKB_MaxINVWeight = 60; //Array of ATM's Should be an array of string object names from the 3D editor ZKB_ATMArray[] = {"CopBaseATM","CivSpawnATM","TerrorATM","ATM_1","ATM_2","ATM_3","ATM_4","ATM_5"}; //How much new players start with in their bank account Default: 25000 ZKB_StartingBankAccount = 25000; //Cop base paycheck Default: 5000 ZKB_CopPayCheck = 5000; //Police chief paycheck bonus Default: 15000 ZKB_ChiefPayCheck = 15000; //Civs base paycheck Default: 2500 ZKB_CivPayCheck = 2500; //Mayor paycheck bonus Default: 10000 ZKB_MayorPayCheck = 10000; //Max amount of money a player can have in their account Default: 5000000 ZKB_MaxBankAccount = 5000000; //Max amount that can be robbed from a gas station Default: 25000 ZKB_MaxStationMoney = 25000; //Max amount that can be robbed from a bank vault Default: 300000 ZKB_MaxVaultMoney = 300000; //Minimum number of votes needed to be considered for mayor Default: 1 ZKB_MinMayorVotes = 1; //Minimum number of votes needed to be considered for police chief Default: 1 ZKB_MinChiefVotes = 1; //Base/min respawn time a cop gets before punishments added. Players respawn time resets to this + ZKB_SuicidePenalty once the player dies. Default: 15 ZKB_CopRespawnTimeBase = 15; //Base/min respawn time a civ gets before punishments added. Players respawn time resets to this + ZKB_SuicidePenalty once the player dies. Default: 25 ZKB_CivRespawnTimeBase = 25; //Time added to respawn time for killing a cop Default 20 ZKB_KillCopPenalty = 20; //Time added to respawn time for killing a civ Default: 10 ZKB_KillCivPenalty = 10; //Time added to respawn time for suicide Default: 60 ZKB_SuicidePenalty = 60; //Max respawn time Default: 300 ZKB_MaxRespawnTime = 300; //Penalty for cop killing a fellow cop money removed from killers bank account Default: 20000 ZKB_CopKillCopPenalty = 20000; //Amount of money a player gets for patrolling where the pay is this * distance in meters. Default: 5 ZKB_PatrolPointBonus = 5; //Amount of money a player gets per second for being in a workplace, money added to account when player gets paycheck. Default: 10 ZKB_InWorkPlaceBonus = 10; //Array of workplaces {{"WorkplaceAreaMarker",buyCost,PaycheckBonus},...} ZKB_WorkPlaces[] = {{"WorkPlace_1",75000,3000},{"WorkPlace_2",100000,4500},{"WorkPlace_3",150000,6000}}; //Cost to buy a slave Default: 50000 ZKB_SlaveCost = 50000; //Max number of slaves a player can own Default: 3 ZKB_MaxSlaves = 3; //How much the slave makes per minute Default: 5000 ZKB_SlaveBonus = 5000; //How much the player (Cop) gets for freeing a slave Default: 15000 ZKB_SlaveFreeReward = 15000; //Unit className to spawn as the slave unit ZKB_SlaveClass = "CUP_C_TK_Man_02"; //Array of delivery point objects, objects should be in array as a string ZKB_DeliveryPoints[] = {"DP_1","DP_2","DP_3","DP_4","DP_5","DP_6","DP_7","DP_8","DP_9","DP_10","DP_11","DP_12"}; //Amount of money a player gets for delivery the package. this * distance = pay. Default: 3.5; ZKB_DeliveryBonus = 3.5; //Cost to create a gang from players inventory Default: 100000 ZKB_GangCreateCost = 100000; //Paycheck bonus for each gang area the players gang owns. The paycheck bonus is this multiplied number of gang areas owned divided by number of gang members online Default: 5000 ZKB_GangAreaBonus = 5000; //Array of gang areas. Should be string of the gangArea object ZKB_GangAreas[] = {"GangArea1","GangArea2","GangArea3"}; //Cost to unImpound a vehicle Default: 2500 ZKB_UnImpoundCost = 2500; //Array of virtual items not allowed in vehicle trunk ZKB_VehicleTrunkBlacklist[] = {"Money"}; //{"LicenseName", "LicenseDisplayName", Cost, {AddAction_Objects (objects to add the license action to)}, "condition for the action to show"} //The AddAction_Objects should be a string of the map object Variable ZKB_LicenseArray[] = { {"Car_License", "Car License", 3000, {"CivSpawnATM"}, "IsCiv"}, {"Truck_License", "Truck License", 20000, {"CivSpawnATM"}, "IsCiv"}, {"Air_License", "Air License", 100000, {"CivSpawnATM"}, "IsCiv"}, {"Oil_Processors_License", "Oil Processor's License", 30000, {"MiningShop"}, "IsCiv"}, {"GA1_Cocaine_Drug_Processors_License", "GA1 Cocaine Drug Processor's License", 20000, {"GangArea1"}, "IsCiv"}, {"GA1_LSD_Drug_Processors_License", "GA1 LSD Drug Processor's License", 35000, {"GangArea1"}, "IsCiv"}, {"GA2_Heroin_Drug_Processors_License", "GA2 Heroin Drug Processor's License", 30000, {"GangArea2"}, "IsCiv"}, {"GA2_LSD_Drug_Processors_License", "GA2 LSD Drug Processor's License", 35000, {"GangArea2"}, "IsCiv"}, {"GA3_Heroin_Drug_Processors_License", "GA3 Heroin Drug Processor's License", 30000, {"GangArea3"}, "IsCiv"}, {"GA3_Marijuana_Drug_Processors_License", "GA3 Marijuana Drug Processor's License", 15000, {"GangArea3"}, "IsCiv"}, {"Pistol_License", "Pistol License", 12000, {"GunShop"}, "IsCiv"}, {"Rifle_License", "Rifle License", 22000, {"GunShop"}, "IsCiv"}, //{"Engineer_License", "Engineer License", 25000, {"CivSpawnATM"}, "IsCiv"}, //Not used currently because speed upgrades are removed {"Terror_Training", "Terror Training", 850000, {"TerrorATM"}, "IsCiv"}, {"Civ_Shop_License", "Civ Shop License", 10000, {"CopBaseATM"}, "IsCop"}, {"Patrol_Officer_Training", "Patrol-Officer Training", 15000, {"CopBaseATM"}, "IsCop"}, {"Armed_Response_Officer_Training", "Armed Response-Officer Training", 150000, {"CopBaseATM"}, "IsCop"}, {"SOBR_Training", "SOBR Training", 300000, {"CopBaseATM"}, "IsCop"}, {"Air_Support_Officer_Training", "Air Support-Officer Training", 250000, {"CopBaseATM"}, "IsCop"} }; //Required number of cops online to rob a gas station Default: 0 ZKB_StationRobReqCops = 0; //Required number of cops online to rob the bank Default: 5 ZKB_BankRobReqCops = 5; //Array of game logic for the government convoy and Assassin mission to spawn at, should be array of stringed object names ZKB_MissionStartPositions[] = {"GovConvoySpawn_1","GovConvoySpawn_2","GovConvoySpawn_3","GovConvoySpawn_4"}; //Required number of cops that need to be online in order for the government convoy to start Default: 2 ZKB_GovConvoyReqCops = 2; //Time in minutes between the government convoy Default: 45 ZKB_GovConvoyLoopTime = 45; //Reward cops get when government convoy makes it to PD Default: 40000 ZKB_GovConvoyCopReward = 40000; //Reward for the civ that steals the money. The reward is multiplied by the number of cops online Default: 20000 ZKB_GovConvoyStealReward = 20000; //Required number of cops that need to be online in order for the vip mission to start Default: 2 ZKB_VipReqCops = 2; //Time in minutes between the assassin/VIP mission Default: 55 ZKB_VipLoopTime = 55; //Reward cops get when the VIP makes it to PD Default: 50000 ZKB_VipReward = 50000; //Reward for the civ that kills the vip. The reward is multiplied by the number of cops online Default: 20000 ZKB_VipKilledReward = 20000; //Required number of cops online to take a hostage Default: 5 ZKB_HostageReqCops = 5; //Time in minutes the hostage taker has to defend the hostage Default: 20 ZKB_HostageTime = 20; //Reward cops get when the hostage is freed or the hostage taker fails Default: 100000 ZKB_HostageSafeReward = 100000; //Reward to the civ that took the hostage and held it for the required amount of time Default: 350000 ZKB_HostageCivReward = 350000; //How much does each Cop lose if the hostage was killed Default: 15000 ZKB_HostageKilledLoss = 15000; //How much does the civ that kills the hostage get wanted for, the amount is this multiplied by the number of cops online Default: 20000 ZKB_HostageKilledBounty = 20000;
  10. Version 1.0.0

    3 downloads

    INIDBI2 Stat Save addon used to save stats in Zargabad Life
  11. Version 1.0.0

    10 downloads

    Release Version of Zargabad Life Framework for Arma 3 Included Files: ZargabadLife.zargabad Included Folders: ZargabadLife.zargabad
  12. INTERNATIONAL GAMERS FEDERATION - DAYZ EXILE RULES FEEDBACK WRITTEN DECEMBER 11, 2018 by @Otto Rosmarus (Walrus) LAST UPDATED: 12/11/2018 [MM/DD/YYYY] Hello everyone, As many of you probably know, IGF is a community for the players, by the players. Therefore, we strongly encourage everyone to make their voice heard. This thread is explicitly for suggesting new exile rules or amending old ones. Please do your best to reference the specific rule (or set of rules) you're talking about. This thread is for: Suggesting new rules. Suggesting amends or providing constructive feedback. Highlighting mistakes or shortfalls of a rule. This thread is not for: Non-rule related suggestions. Feedback on rules for other IGF services. We seriously appreciate everyone's feedback & look forward to engaging in productive discussions.
  13. INTERNATIONAL GAMERS FEDERATION - DAYZ EXILE RULES CHANGELOG WRITTEN DECEMBER 11, 2018 by @Otto Rosmarus (Walrus) LAST UPDATED: 12/11/2018 [MM/DD/YYYY] Hello everyone, The purpose of this thread is for notifying our players what rules have changed and when. It is worth mentioning that this is not a rule feedback thread; that should be listed above this in the forum section. We will do our best to keep this up to date. Thanks for your understanding.
  14. Hello everyone, Recently, some of you have asked for "templates" you can use for inviting friends to IGF. We appreciate it a lot, and we're happy to help. These just touch on what we have to offer, it's up to you to describe IGF to them. Write whatever comes to mind, IE: do you enjoy your experience? If yes, tell them why. Is IGF special to you? If yes, why? Switch the roles, if your friend played here, would you want them to invite you? Why? Your honest view of our community will likely be what matters to them, not my point of view. Anyway, here's an example of part of a message... Here's another example... Here's what I'd send to an old friend. Use it - of course - if you want, but it makes it a lot better if it's more personal. This is personal to me and it's not what I'd send to each of my friends; this is tailored specifically towards Gamerz: Hopefully that can give you some ideas if you're looking for some. I guess the best advice I can give is make it your own. That's all I've got. If you have your own "template" you use, feel free to leave it in the comments below - it might just help someone. Thanks guys, have a good one.
  15. WRITTEN DECEMBER 10, 2018 by @Otto Rosmarus (Walrus) and @gamerz971 LAST EDITED: 12/11/2018 [MM/DD/YYYY] Thank you for your interest and continued support of the International Gamers Federation! Please note that this article only includes information about the application process for the Department of Infrastructure team. The link to the actual application is at the bottom of this page. SECTION #1: BACKGROUND INFORMATION We do our best to continually maintain a strong, consistent, informative, and fair staff team. We hold our staff to the highest standards around, and therefore we have a rigorous application process. We encourage all members to - at some point - apply to become a staff member if they meet the requirements listed below. This guide will walk you through the application process, benefits of being a staff member, and more. If you ever have any questions, comments, or concerns, please PM @gamerz971 with DOINF APP at the start of the title. We have a six tier structure (with multiple divisions) for our DoINF team (listed in descending order below). All successful applicants start off as a Junior Developer and with enough experience, can work their way up the ladder - we do our best to create and maintain a dynamic atmosphere for our staff, and we recognize and reward those who work hard. Board of Governors Department Head of Infrastructure (aka the 'lead developer of IGF') Assistant Dept Head of INF. [currently unoccupied] Senior Developer Developer Junior Developer Guest Developer (not officially assigned a tag at this time). Our developers are responsible for the maintenance of our current services and development of new scripts and features. SECTION #2: REQUIREMENTS This section outlines the requirements applicants must meet before applying. Exemptions may be made at the discretion of the Department Head of Infrastructure (@gamerz971) on a case-by-case basis. The outcome of one DoINF application should never be precedent for another. Applicants must be at least 16 years old at the time of application submission. Applicants are not required to be current IGF members but must be active on our services. Applicants must be able to speak fluently and write coherently in English. Applicants must have a working microphone and have basic understanding of how to use Teamspeak. Applicants must be willing if able to dedicate some of their free time to perform their duties and assist players. Applicants must display positive work ethic and patience. We strive on promoting and maintaining a professional, friendly discourse with our players. SECTION #3: THE APPLICATION PROCESS Once the outlined requirements have been checked off, you are encouraged to submit an application (link at the bottom). We wish you the very best of luck. Once our team has received your application, we will notify you that it is under review. You can now sit back and wait. Our management team and other support staff members will deliberate and ultimately vote on whether you application should be approved or not. Once a verdict is reached, the Department Head of Infrastructure will contact you and notify you of the outcome. If approved, we will setup a meeting with you to conduct an interview. If your application is declined, it will be archived and you will not be able to submit an application until we reset the module. This is typically done once or twice per month. Please do not contact staff questioning when the module will be reset. SECTION #4: SUCCESSFUL APPLICANTS ARE BRIEFLY INTERVIEWED If you are successful with the application, we will work with you to schedule a panel interview to go over the application once more, get to know you better, and ask some questions. A panel of staff from your division and at least one member from the Management team will field a wide variety of questions to assess your understanding of our rules, roleplay, and more. These questions include rule interpretations, assessment of experience, possible IGR situations, roleplay scenarios, and more. Interviews can last upwards of thirty (30) minutes, so please prepare accordingly. At the end of it, our panel will briefly debate and return with a verdict - if you're successful, you will immediately be offered a position on our staff team. SECTION #5: SOME THINGS TO REMEMBER Be yourself - don't pretend to be someone you're not, we seriously value honesty. If you're not successful, please do not take it personally. We are constantly working to ensure we have the strongest, fairest, most consistent staff team around, so standards are set very high. Participating in events, being engaged on the forums, and socializing is a great way to get noticed by a lot of people! Don't be shy, we're all friends here! We love it when people get involved! Referrals from active staff are by no means necessary. Be thorough and provide as many details as possible for all answers. I hope this gets you interested in considering a staff application. We are always looking to expand our talented team, and you might just be the newest addition. I sincerely hope you consider applying to join our staff team! I wish you the very best of luck Have a great day! CLICK HERE TO START YOUR APPLICATION
  16. WRITTEN DECEMBER 5, 2018 by @Otto Rosmarus (Walrus) LAST EDITED: 12/05/2018 [MM/DD/YYYY] Thank you for your interest and continued support of the International Gamers Federation! Please note that this article only includes information about the application process for the Department of Human Services team. The link to the actual application is at the bottom of this page. SECTION #1: BACKGROUND INFORMATION We do our best to continually maintain a strong, consistent, informative, and fair staff team. We hold our staff to the highest standards around, and therefore we have a rigorous application process. We encourage all members to - at some point - apply to become a staff member if they meet the requirements listed below. This guide will walk you through the application process, benefits of being a staff member, and more. If you ever have any questions, comments, or concerns, please PM @Otto Rosmarus (Walrus) with DOHS APP at the start of the title. We have a six tier structure (with multiple divisions) for our DoHS team (listed in descending order below). All successful applicants start off as a Junior Support Staff and with enough experience, can work their way up the ladder - we do our best to create and maintain a dynamic atmosphere for our staff, and we recognize and reward those who work hard. Board of Governors Department Head of Human Services (aka the 'lead support of IGF') Assistant Dept Head of H.S. [currently unoccupied] Senior Support Staff Support Staff Junior Support Staff SECTION #2: REQUIREMENTS This section outlines the requirements applicants must meet before applying. Exemptions may be made at the discretion of the Department Head of Human Services (@Otto Rosmarus (Walrus)) on a case-by-case basis. The outcome of one DoHS application should never be precedent for another. Applicants must be at least 15 years old at the time of application submission. Applicants are not required to be current IGF members but must be active on our services. Applicants must be able to speak fluently and write coherently in English. Applicants must have a working microphone and have basic understanding of how to use Teamspeak. Applicants must be willing if able to dedicate some of their free time to perform their duties and assist players. Applicants must display positive work ethic and patience. We strive on promoting and maintaining a professional, friendly discourse with our players. SECTION #3: THE APPLICATION PROCESS Once the outlined requirements have been checked off, you are encouraged to submit an application (link at the bottom). We wish you the very best of luck. Once our team has received your application, we will notify you that it is under review. You can now sit back and wait. Our management team and other support staff members will deliberate and ultimately vote on whether you application should be approved or not. Once a verdict is reached, the Department Head of Human Services will contact you and notify you of the outcome. If approved, we will setup a meeting with you to conduct an interview. If your app is declined, it will be archived and you will not be able to submit an application until we reset the module. This is typically done once or twice per month. Please do not contact staff questioning when the module will be reset. SECTION #4: SUCCESSFUL APPLICANTS ARE BRIEFLY INTERVIEWED If you are successful with the application, we will work with you to schedule a brief, informal interview to go over the application once more, get to know you better, and ask some questions. A panel of staff from your division and at least one member from the Management team will field a wide variety of questions to assess your understanding of our rules, roleplay, and more. These questions include rule interpretations, assessment of experience, possible IGR situations, roleplay scenarios, and more. Interviews can last upwards of thirty (30) minutes, so please prepare accordingly. Support Staff interviews are much more informal compared to either Developer or Administrative position interviews. SECTION #5: SOME THINGS TO REMEMBER Be yourself - don't pretend to be someone you're not, we seriously value honesty. If you're not successful, please do not take it personally. We are constantly working to ensure we have the strongest, fairest, most consistent staff team around, so standards are set very high. Participating in events, being engaged on the forums, and socializing is a great way to get noticed by a lot of people! Don't be shy, we're all friends here! We love it when people get involved! Prior support experience is NOT required, we can provide training to successful applicants. Referrals from active staff are by no means necessary. Be thorough and provide as many details as possible for all answers. I hope this gets you interested in considering a staff application. We are always looking to expand our talented team, and you might just be the newest addition. I sincerely hope you consider applying to join our staff team! I wish you the very best of luck Have a great day! CLICK HERE TO START YOUR APPLICATION
  17. Write soon. Link other FAQs.
  18. Thank you for your interest in helping IGF grow! We're excited to hear your idea, but first, please read the following guide on how to submit a proposal to the Board of Governors. STEP 1: GET A FEW FRIENDS TOGETHER & BRAINSTORM Get a few friends together and think of some new server or gamemode that you feel would be suitable and viable for IGF to pursue.
  19. In the simplest form: we are a growing community of gamers coming together from all over the globe. Founded in 2018, IGF Gaming prides itself on openness, transparency, providing an unparalleled experience, and most importantly, putting our players first. WE ARE A COMMUNITY FOR THE PLAYERS, BY THE PLAYERS This means we strive to put our players first. Without them, there simply is no International Gamers Federation. We started as a splinter off an older community that many of the founding members originated from. [TO BE CONTINUED...]
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Welcome to the International Gamers Federation! We are a growing community of gamers coming together from all over the globe. Founded in 2018, IGF Gaming prides itself on openness, transparency, providing an unparalleled experience, and most importantly, putting our players first.

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