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About =GEN=GoldenGlovez

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  1. I'd have to agree with all points made by Hodgy. Although, I do think an Xbox 360 controller or similar is a bare minimum, because keyboard and mouse will NOT cut it. Normally I race manual transmission with even the controller and go much faster than I do in that video. Some of the top racers in AC and pCars use controllers. I once read somewhere which I think is very true, a controller lets you race good, a wheel lets you consistently race good. As for the triple monitors.. the majority of the time they're just for immersion. Occasionally, it'll help me see who is on my left or right but its a fraction of the race time. There are also addons which anybody can use which'll show an indicator of a car position near you on your screen.
  2. Yea, the application is DashMeterPro, same as Hodgy (it's about $5 for Assetto Corsa). I use to use this one which is completely free, however its having some issues with the latest big update from AC.
  3. Here is my current setup. Sadly, no wheel, just using an Xbox360 controller.
  4. +1, I won't touch an EA title. Haven't in 6+ years. Not going to go into detail why, you can do your own research on them, but they're literally the bane of the gaming industry. Edit: I really recommend doing your due diligence before buying into this pre-order or even day 1.
  5. Here is another little script I put together that helps immensely with setting up missions. It'll give you a live feed of the following: PositionATL, Azimuth, Currently Velocity, What object is under your crosshair, In-game time, and total count of all alive units. It'll also set your player to receive no damage and never fatigue, good for testing fights. Updated: July 28th, 2013 Added ability to see current wind strength and direction, also added ability to see what target the AI you have under your crosshair is currently targeting. Save this code as debug.sqf and place a game logic in game with the following INIT: null = [] execVM "debug.sqf"; player enableFatigue false; player allowDamage false; while {true} do { mypos = getPosATL player; mydir = getDir player; myvelo = velocity player; unitcount = count allUnits; histarget = assignedTarget cursorTarget; hintSilent format ["PositionATL:\n%1\n\nAzimuth:\n%2\n\nCursorTarget:\n%3\n\nVelocity:\n%4\n\nTime:\n%5\n\nAliveUnitCount:\n%6\n\nAssignedTarget:\n%7\n\nWindStr/WindDir:\n%8/%9\n",mypos,mydir,cursortarget,myvelo,daytime,unitcount,histarget,windStr,windDir]; sleep 0.2; };
  6. Mu.. Mu.. Muhahaha. xD Now I need to actually put all this together one day for a mission.
  7. Hey guys, been awhile since I updated. I've still been working on learning the Arma 3 scripting system in my limited spare time. Here is a piece I've been working on... It'll spawn enemy groups dynamically once a specific condition has been met, it'll also assign them to 'Search and Destroy' a location after a period of time. It also includes a few other functions for demo purposes. I've been trying to utilize the BNS_fnc commands more often as they're better optimized for code. As always, if you have any questions feel free to ask away! //Check if this is the server side executing script - Necessary to prevent multiple spawns for each client if (isServer) then { //Assign variables _units = []; _group = floor(random 4); _assaultgroup1count = 0; _minunitscount = 0; //Randomize possible group spawns switch (_group) do { case 0: {_units = ["O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_M_F", "O_Soldier_AR_F", "O_Soldier_F", "O_Soldier_GL_F"];}; case 1: {_units = ["O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_M_F", "O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_M_F"];}; case 2: {_units = ["O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_M_F", "O_Soldier_AR_F"];}; case 3: {_units = ["O_Soldier_F", "O_Soldier_F", "O_Soldier_GL_F", "O_Soldier_M_F", "O_Soldier_AR_F", "O_Soldier_F"];}; }; /*Event Trigger - Removed and placed in the OnACT of a trigger in editor waitUntil { sleep 0.1; triggerActivated assault1; }; */ //Count how many units are in _group _minunitscount = (count _units); //Create first assault group _assaultgroup1 = [getMarkerPos "enemyspawn1", east, _units, [],[],[0.5,0.8],[],_minunitscount,250] call BIS_fnc_spawnGroup; //Assign first assault group to array _assaultarray1 = units _assaultgroup1; //Force first assault group into prone position and unable to move { _x setUnitPos "DOWN"; _x disableAI "MOVE"; } forEach _assaultarray1; //Wait and then enable movement and stance changes after 30 seconds sleep 30; { _x enableAI "MOVE"; _x setUnitPos "AUTO"; } forEach _assaultarray1; //Assign assault task for first assault group [_assaultgroup1, getMarkerPos "attack1"] call BIS_fnc_taskAttack; //Wait until first assault group has less than 4 units alive waitUntil { sleep 0.1; _assaultgroup1count = {alive _x} count _assaultarray1; _assaultgroup1count < 4; }; // Create second assault group _assaultgroup2 = [getMarkerPos "enemyspawn2", east, _units, [],[],[0.5,0.8],_minunitscount,180] call BIS_fnc_spawnGroup; //Assign second assault group to array _assaultarray2 = units _assaultgroup2; //Wait 5 seconds then assign assault task for second assault group sleep 5; [_assaultgroup2, getMarkerPos "attack1"] call BIS_fnc_taskAttack; };
  8. Great suggestions. I'll have a go at creating a nice training mission for us.
  9. As Hodgy already pointed out, some stuff can break if BI decides to update object names again in the future. For the scripts that don't rely on object names, the chances of them breaking are less likely as I doubt they'll make significant changes to the various scripting syntax's.
  10. Activating triggers based on z Axis of the current player This script I've been working on will cause different actions to happen based on the current players Z Axis (or Height) position. This is so I can execute multiple functions based on their height. Helpful if you want to activate a trigger underneath a player when they are freefalling/parachuting to the ground. Place the following code in "testdrop.sqf" disloop1 = "true"; while {(disloop1 == "true")} do { sleep 0.1; _zLevel = (getPosATL player) select 2; _zStatus = (assignedVehicleRole player) select 0; switch(true) do { case (_zLevel < 300 && isNil "_zStatus" && isNil "zLevel1"): { hint "Open your parachute, Soldier!"; zLevel1 = "false"; }; case (_zLevel < 300 && _zStatus == "Driver" && isNil "zLevel1"): { hint "Parachute is open!"; zLevel1 = "false"; }; case (_zLevel < 100 && isNil "zLevel2"): { hint "100 Meters till LZ"; zLevel2 = "false"; }; case (_zLevel < 1 && isNil "zLevel3"): { hint "Successful Landing!"; zLevel3 = "false"; disloop1 = "false"; }; }; }; Execute the script from a trigger using: testdrop = [] execVM "testdrop.sqf"; What this script will do is continually check a players height. At 300 meters it'll check if the player is still free falling, if so it'll give a hint saying "Open your parachute, Soldier!". However, if the parachute is already opened, it'll give a hint saying "Parachute is open!". Then it'll check once the player has reached 100m in height, then give a hint saying "100 Meters till LZ". Finally, it'll check once the player has reached the ground (or under 1 meter) and give a hint saying "Successful Landing!". The script/loop will then exit.
  11. Synchronizing Objectives for JIP Players !!! This is a work in progress !!! Updated July 5th, 2013 This is currently working, but I'm still tweaking this and learning how to best implement. The following tutorial will explain how to create objectives in game and synchronize which objectives have been completed and what the current objective is to players who join in late to the game. There are multiple parts to this, so follow along closely. Step #1: Defining the definitions for bis_fnc_showNotification; This is to define the template and styles for the notifications which appear when an objective has been completed. (This is a work in progress, more to come soon) Place the following code in "description.ext" in your mission folder. class CfgNotifications { class Default { title = ""; // Tile displayed as text on black background. Filled by arguments. iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments. iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments. description = ""; // Brief description displayed as structured text. Colored by "color", filled by arguments. color[] = {1,1,1,1}; // Icon and text color duration = 5; // How many seconds will the notification be displayed priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled }; // Examples class TaskAssigned { title = "TASK ASSIGNED"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "%1"; priority = 2; }; class TaskSucceeded { title = "%1"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa"; color[] = {0.600000,0.839215,0.466666,1}; description = "%2"; priority = 4; }; }; Step #2: Creating the Objectives via Script Next up is creating the objectives by script (I will explain in detail what to change and how)... Create the following code in "briefing.sqf" (this can be in any SQF but for posterity we'll use briefing) task1 = player createSimpleTask ["Approach the first Trigger"]; task1 setSimpleTaskDescription ["Today you have to approach the trigger.", "Test Mission 1", "The trigger is here!"]; task1 setSimpleTaskDestination (getMarkerPos "testtask1"); task1 setTaskState "Assigned"; player setCurrentTask task1; if (obj1 == "true") then {task1 setTaskState "Succeeded"}; if (obj1 == "true") then { task2 = player createSimpleTask ["taskName2"]; task2 setSimpleTaskDescription ["Another task has been issued...","Another Example Task","The Trigger is now here!"]; task2 setSimpleTaskDestination (getMarkerPos "testtask2"); task2 setTaskState "Assigned"; player setCurrentTask task2; }; if (obj2 == "true") then {task2 setTaskState "Succeeded"}; if (obj2 == "true") then { task3 = player createSimpleTask ["taskName3"]; task3 setSimpleTaskDescription ["Once again...","And Another Example Task","And now the trigger is here!"]; task3 setSimpleTaskDestination (getMarkerPos "testtask3"); task3 setTaskState "Assigned"; player setCurrentTask task3; }; if (obj3 == "true") then {task3 setTaskState "Succeeded"}; Step #3: Check when a new player has connected and execute briefing.sqf once that player has been verified This code will be placed in your "init.sqf". In a nutshell, when a player connects the init.sqf will check and wait until the player has fully joined the server, once this happens it'll execute the briefing.sqf on their machine. if ( (!isServer) && (player != player) ) then { waitUntil {player == player}; waitUntil {time > 10}; }; if !(isnull player) then { null = [] execvm "briefing.sqf"; }; Step #4: Create the objective destination markers Put down 3 markers named "testtask1", "testtask2", and "testtask3" on the map. These markers should be located near your triggers (or objective) which completes and activates the next part Step #5: Placing your objective activation trigger You will now need to create multiple triggers which will complete the current objective and assign the next objective. Here are the examples for the three objectives outline in "briefing.sqf". Trigger 1: if (isNil "obj1") then { task1 setTaskState "Succeeded"; ["TaskSucceeded",["Test Title","Test Description"]] call bis_fnc_showNotification; task2 = player createSimpleTask ["taskName2"]; task2 setSimpleTaskDescription ["Another task has been issued...","Another Example Task",""]; task2 setSimpleTaskDestination (getMarkerPos "testtask2"); task2 setTaskState "Assigned"; player setCurrentTask task2; obj1 = "true"; publicVariable "obj1"; }; Trigger 2: if (isNil "obj2") then { if (obj1 == "true") then { task2 setTaskState "Succeeded"; ["TaskSucceeded",["Test Title2","Test Description2"]] call bis_fnc_showNotification; task3 = player createSimpleTask ["taskName3"]; task3 setSimpleTaskDescription ["Once again...","And Another Example Task",""]; task3 setSimpleTaskDestination (getMarkerPos "testtask3"); task3 setTaskState "Assigned"; player setCurrentTask task3; obj2 = "true"; publicVariable "obj2"; }; }; Trigger 3: if (isNil "obj3") then { if (obj2 == "true") then { task3 setTaskState "Succeeded"; ["TaskSucceeded",["Test Title3","Test Description3"]] call bis_fnc_showNotification; obj3 = "true"; publicVariable "obj3"; }; };
  12. I've updated the script for turning lights off in Agia Marina. Much cleaner with a lot less lines of code (and less likely to break with a significant Arma3 update). You can see the changes in the OP.
  13. Put together a small list of resources for people who want to start making missions in Arma 3. ---------------------------------------------------------------------- Getting Started: Jester814's Tutorials: TheSWISSMaverick's Tutorials: List of Arma3's Scripting Commands (Universal across all Arma games): List of Arma3's New Scripting Commands (A3 Only): Addons/Tools/Various Scripts: Arma3 Bug Reporting (Useful for answering questions such as, Is this parachute broken or is just me?): BI Studio Mission Editing and Scripting Forum: ---------------------------------------------------------------------- I'm going to post a few scripts I've created, used, and/or modified in my madness to make a properly working MP mission for the clan. If you guys/gals have any additions to make to the above resources, that would be great! ---------------------------------------------------------------------- The isServer Command... I'm putting this up top as this is one of the most important commands to know when creating missions for multiplayer. The problem with creating objects using scripts is that it'll work perfectly in the editor, but once you bring it over to multiplayer it goes haywire! The issue is that a fair number of commands will run globaly on each machine connected to the server. This can cause duplication errors, especially with the createVehicle command. Here's what I used to create a Diesel Powerplant in game, using a Game Logic placement with the following Init line: powerplant1 = "Land_dp_bigTank_f" createVehicle position this; Now this works great in singleplayer or the editor. However, when we go over to multiplayer, this command will run on EACH connected players machine. I'm sure you can see how this will be a problem, and it creates a powerplant at the position for every player connected (including the server). So how do we fix this? The isServer command. Using this command we will check if it's the server executing the command, and if so the command will execute. If it is NOT the server, the script will do nothing (stopping clients from executing it). Example: if (isServer) then {powerplant1 = "Land_dp_bigTank_f" createVehicle position this}; Problem solved! This command is a must for executing scripts in multiplayer that do not need to be pushed by every client. if (isServer) then { your code goes here! }; ---------------------------------------------------------------------- Big Boom: This is used for creating massive explosions when a trigger is fired. The code needs to be edited slightly to make it work for your map. The two parts to change are _area and _houses (this is to destroy objects outside of the explosion). Save the following code as bigboom.sqf in your Arma3 Mission Folder //Change the marker names to markers you have placed on the mission map, this is the locations your bombs will go off _area = ["marker1","marker2","marker3","etc.."]; _ammo = [ "Bo_GBU12_LGB_MI10", "Sh_120_HE", "HelicopterExploBig", "Bo_GBU12_LGB", "Bo_Mk82", "HelicopterExploBig", "Bo_Mk82", "Bo_Mk82", "Bo_GBU12_LGB_MI10", "Sh_120_HE", "HelicopterExploBig", "Bo_GBU12_LGB" ]; _count = 0; for "_i" from 0 to (count _ammo) do { for "_j" from 0 to 1 do { switch (_j) do { case 0: {if (random 1 == 1) then {_xVel = -1*_xVel }}; case 1: {if (random 1 == 1) then {_yVel = -1*_yVel }}; }; }; _chosen = (_ammo select _i); { _xVel = random 10; _yVel = random 10; _zVel = random 20; _xCoord = random 15; _yCoord = random 15; _zCoord = random 2; _bomb = _chosen createVehicle getMarkerPos _x; _bomb setPos [(getPos _bomb select 0)+_xCoord,(getPos _bomb select 1)+_yCoord, _zCoord*_i]; _bomb setVelocity [_xVel,_yVel,_zVel-50]; } forEach _area; sleep 1; addCamShake [1+random 5,1+random 3, 5+random 15]; }; //destroying target - Uncomment these lines to destroy objects designated with the names given in _houses //_houses = ["buildingname1","buildingname2","etc..."]; //{_x setDamage 1} forEach _houses; Execute the script by placing the following script in the On Act of your trigger: boom = [] execVM "bigboom.sqf"; ---------------------------------------------------------------------- Lights out for Agia Marina Want to turn off all the lights in and around Agia Marina? I spent the better part of a day putting this together (although I'm sure theres an easier way, some of other options don't work in game yet). Save the following code as blackout.sqf in your mission folder Before: After: UPDATED: July 3rd, 2013 - I've extremely simplified this code into three parts. The following code will turn off all the lights from Agia Marina to Stratis Airbase. You can reduce the range by changing the number "1200" to the desired radius. (You can use radius 600 and place the marker in the middle of Agia Marina, to only turn off lights in the city) Put the following code in either a script.sqf of a game logic in the mission editor lightsout1 = nearestObjects [getMarkerPos "lightsout", ["Land_powerpolewooden_l_F","Land_lampdecor_f","Land_LampHalogen_F","Land_LampStreet_Small_F","Land_LampHarbour_F","Land_LampStreet_F","Land_LampShabby_F"], 1200]; Create a marker named "lightsout" somewhere near Agia Marina. Place the following code in a trigger or script.sqf (and call the script with a trigger) {_x setHit ["light_1_hitpoint",1]} forEach lightsout1; {_x setHit ["light_2_hitpoint",1]} forEach lightsout1; {_x setHit ["light_3_hitpoint",1]} forEach lightsout1; {_x setHit ["light_4_hitpoint",1]} forEach lightsout1; Then activate the code using a trigger with On Act set to: blackout = [] execVM "blackout.sqf"; ---------------------------------------------------------------------- Stopwatch Script Found this code for Arma 2, modified it to work for Arma 3 and added a bit (messages now include minutes when seconds lapse over 60). This will show a visible timer on the bottom center of the screen. Two parts required.. First is create a file called client.sqf with the following code: broadcast = ""; GlobalMsg = { titleText [format ["%1",broadcast],"plain down",0.1]; broadcast = ""; }; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 0.1; if (broadcast != "") then {[] call GlobalMsg}; }; Second, create a file called stopwatch.sqf with the following code: seconds=0; minutes=0; mintext = "minute"; sectext = "second"; runStopwatch = true; while {runStopwatch} do { if (minutes > 0) then {broadcast = format["%1 %2 %3 %4",minutes,mintext,seconds,sectext]} else {broadcast = format["%1 %2",seconds,sectext]}; publicVariable "broadcast"; sleep 0.1; if (seconds > 59.9) then {minutes = minutes + 1; seconds = 0;} else {seconds = seconds + 0.1}; if (minutes > 1) then {mintext = "minutes"}; if (seconds > 1) then {sectext = "seconds"} else {sectext ="second"}; }; You need to add the following to your player's INIT line: client = [] execVM "client.sqf"; Second the following to a trigger you want to activate the timer: timer = [] execVM "stopwatch.sqf"; Finally add the following script to the trigger OnACT you want to stop the count: runStopwatch=false; if (minutes > 0) then {broadcast=format["%1 took %2 %3 and %4 %5", this, minutes, mintext, seconds, sectext]} else {broadcast=format["%1 took %2 second(s)", this, seconds]}; publicVariable "broadcast"; ---------------------------------------------------------------------- Mobile Ammobox Want to add a ammo crate to the back of a truck? So did I! You can even drive the truck around and it'll sit happily in the back (could use this for VAC as well I'm sure, and to have reinforcements deliver ammo etc). To do this is simple. 1. Create a civilian offroad vehicle and give it a name. 2. Create the ammo box you want to place inside the truck. Place the following code in the INIT line of the ammobox (Change "supplycar" to whatever you name your vehicle) this attachTo [supplycar,[0,-1.8,-0.7]]; this setDir 90; this setpos getpos this; This should give you a good example of using the attachTo and setDir scripting commands. ---------------------------------------------------------------------- Checking what vehicle a unit is assigned (and performing a function if true) On the mission I've been working on, I wrote a code that forces players to eject from the helicopter at a specific time (using the moveOut command). I found that if a player ejects before the command is issued and opens their parachute, once the command activates, it'll destroy the parachute. So I need to check if the vehicle the player is in is the helicopter, and if not then do nothing. Easy enough. whatvehicle = assignedVehicle p1; if (whatvehicle == h1) then {moveOut p1}; Breakdown of the variables... whatvehicle is the variable we'll assign the result of which vehicle the unit named "p1" is currently assigned to. h1 is the name of the helicopter p1 is the name of the unit I'm sure you can tell what it does from there... You could also use the "else" command to run a code if the vehicle the player is in, is NOT the helicopter. For example: whatvehicle = assignedVehicle p1; if (whatvehicle == h1) then {moveOut p1} else {hintSilent "Player is NOT in the helicopter!"}; ---------------------------------------------------------------------- Turning damage on/off for multiple units Want to disable damage for multiple units? Use this: _team1 = [p1,p2,p3,p4,p5,p6,p7,p8]; {_x allowDamage false} forEach _team1; p1,p2,p3,etc are the names assigned to each unit, you can add/remove as needed. Turning damage back on is done simply with: _team1 = [p1,p2,p3,p4,p5,p6,p7,p8]; {_x allowDamage true} forEach _team1; Turning damage on/off for a single unit is done with: "unitname allowDamage true;" OR "unitname allowDamage false;" ---------------------------------------------------------------------- Scripted Helicopter Jumps Been working on this one a bit. Wanted a team of 8 to eject out of a helicopter and parachute to the ground. First problem was for some reason you will take damage half the time when ejecting from the heli at height. Second was the issue of deleting the parachute if the player ejected before the script moved him out of the heli. So I put this together, which disables damage on all players, moves them out of the vehicle IF that vehicle is the helicopter, then re-enables damage on the player. Check it out: _team1 = [p1,p2,p3,p4,p5,p6,p7,p8]; {_x allowDamage false} forEach _team1; sleep 2; isthisheli = assignedVehicle p8; if (isthisheli == h1) then {moveOut p8}; sleep 2; isthisheli = assignedVehicle p7; if (isthisheli == h1) then {moveOut p7}; p8 allowDamage true; sleep 2; isthisheli = assignedVehicle p6; if (isthisheli == h1) then {moveOut p6}; p7 allowDamage true; sleep 2; isthisheli = assignedVehicle p5; if (isthisheli == h1) then {moveOut p5}; p6 allowDamage true; sleep 2; isthisheli = assignedVehicle p4; if (isthisheli == h1) then {moveOut p4}; p5 allowDamage true; sleep 2; isthisheli = assignedVehicle p3; if (isthisheli == h1) then {moveOut p3}; p4 allowDamage true; sleep 2; isthisheli = assignedVehicle p2; if (isthisheli == h1) then {moveOut p2}; p3 allowDamage true; sleep 2; isthisheli = assignedVehicle p1; if (isthisheli == h1) then {moveOut p1}; p2 allowDamage true; sleep 2; p1 allowDamage true; You can save this as helijump.sqf in your mission folder, and execute it on trigger with: helijump = [] execVM "helijump.sqf"; Make sure to name your helicopter "h1" and your squad units p1 through p8 or change the script to fit as needed. ----------------------------------------------------------------------
  14. Name: Robert Age: 26 Location: Currently located in Russia (Changes semi-frequently) Time Zone: UTC/GMT +4 hours Have you served in the military: No SteamID: STEAM_0:1:8532135 Steam Profile page url: Origine ID: N/A Ingame Name(s): GoldenGlovez Select Your Game: (Choose all games that you will play with the =GEN= tags) Arma 3 COD / BF3 specific questions (can be skipped if you are not playing these games): Do you regularly play on our server(s) ? N/A Do you follow our server rules well ? N/A World of Tanks specific questions (can be skipped if you are not playing this game): What is your highest tier tank ? N/A Star Wars the Old Republic specific questions (can be skipped if you are not playing this game): What is your main character's class? N/A What Faction do you play most? N/A General Questions: Why would you like join the Cartoon Generals? I've had the pleasure of joining the clan members in multiple games of Arma 3 over the last few weeks. I really enjoy the mature, respectful, and tight-knit community found amongst the Cartoon Generals members. How many hours do you play games every week? 20+ hours a week What qualities do you have that would suit the community here at Cartoon Generals? I'm an avid gamer who likes to have fun playing in a professional and mature manner; with a clear understanding and respect for the chain of command. Additionally, I can bring and help provide if needed, extensive technical experience to the clan (including: TS3, game server, and web/forum administration). How did you hear about Cartoon Generals? From my in-real life friend =GEN= Hodgy Do you have a working microphone and speakers? Yes If accepted in to Cartoon Generals, would you consider donating towards the clan for the servers and website? (Donations are never expected or required - if you have a few dollars you want to donate, feel free. If you are unable to donate, you are still welcome here). Yes Clans you were in before? Yes, the '9000th' clan (Killing Floor and Day of Defeat clan). Outside of Steam clans, I've been in various MMO guilds dating back to the good ole' Meridian59 & Everquest days. Reason why you left? 9000th: Clan leader moved and disappeared, additional key members left and the clan was dissolved. I have read and fully Understand the application information Questions before filling in this post ? Yes, I have read and fully understand the application.