I don't know if anyone ever noticed but it seems to me like the in-game soundtrack is buggy. When I load my saved mission it always just start another track from it in a middle of one that was playing. And that repeats all the time. Any ideas how to fix this?
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In reply to this post by Aisaka Aya
This is just how DayZ is, Aisaka.
Remember how servers have to restart? It's to prevent what you just described. But because this is single player, restarting it won't fix it. Not sure how to solve this problem, it seems to be tied to DayZ itself and likely cannot be fixed.
DaiZy Single-player Developer (AI Units)
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In reply to this post by Pierry
@ Pierry
I noticed that too. When playing DayZ 1.7.0 the audio track was normal and never overlapped. I think this happened after I had updated to DaiYz v38 but I can't be sure. |
In reply to this post by Niceonegunit
Sometimes it fixes itself after switching versions back and forth (sometimes)
that's why i came up with an idea of able to save inventory and restart the world (if it ever works) i just found out that restarting fixes fps(frames per second) problem but the lagging while selecting stuff in gear and a few seconds lag in actions doesn't still trying to find a fix by switching daizy pbo versions and maps |
In reply to this post by Niceonegunit
Here's my theory Niceonegunit
If you said the map itself works like i server the steps shown below might work to fix the sluttering problem(but i haven't test it) 1. Save and Close your game 2. Go to your My Documents folder and find arma2 folder, then find your daizy save folder and cut it out(skip this step if you don't want your save anymore) 3. Start the game and go to Scenarios(the mission list) and highlight your daizy map you wanna restart and click restart instead of loading and restart. 4a. Then just close the game and paste your save folder back to where it was and replace existing ones (do this only if you done step 2) 4b. You can just continue playing by far i only know that's the way to cure sluttering(very easy to notice when you're clicking in your gear interface) restarting the game this way I haven't tried step 2 yet so i can't be sure that it works that way but if the sluttering bites into the save file itself that one i won't be able to help cause its out of my league unless unknown can implement an inventory system that is able to carry over several maps To tell the truth I've worked with Unreal Engine before but that was back in the day Unreal Engine 2 and 2.5 (namely Unreal Tournament 2004 and Killing Floor) so i'm not pretty sure i'll be able to help with coding if the coding style changes for Unreal Engine 3 even if it doesn't i pretty much forgot how to code already(since i never studied programming, i don't have a base skill) |
Might poke around and see what I can do about that.
Right now, I'm focusing on bandits and survivors right now. I'm trying to get them to shoot zombies and zombies attack them.
DaiZy Single-player Developer (AI Units)
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Can you post an example code so i can do a review
see if its similar from what i remembered Unreal scripting was |
Administrator
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Here's a sample bit of code from a random script that I've got lying around. This is the kind of thing you need to produce. There are various tools that can help you do this. I'd suggest trying Armaholic to find things to help you:
http://www.armaholic.com/ sleep 1; // nul = [group,centre of patrol,radius,resume after contact (true or false)]; none are optional; private ["_group","_pos","_home","_radius","_patdist","_repeating","_trgname","_trg","_angle"]; _group = group (_this select 0); _group setbehaviour "AWARE"; _group setformation "COLUMN"; _pos = [0,0,0]; _home = if ((typename (_this select 1)) == "Array") then {_this select 1} else {getpos (_this select 1)}; _radius = _this select 2; _patdist = if (isnil("_radius")) then {60} else {_radius}; _repeating = if (_this select 3) then {true} else {false}; while {sleep 1;true} do { while {((count units _group) > 0) && ((behaviour (leader _group)) == "AWARE")} do { _currentpos = getpos (leader _group); _rdir = random 360; _angle = (([leader _group,_home] call compile loadfile "fnc_get_angle.sqf") + 180); _homedir = if (_angle > 360) then {_angle - 360} else {_angle}; _ofdir = if ((_rdir - _homedir) < 0) then {(_rdir - _homedir) + 360} else {_rdir - _homedir}; _dir = if (_ofdir > 180) then {_rdir + ((360 - _ofdir) / 2)} else {_homedir + (_ofdir / 2)}; _hyp = round ((random (_patdist / 2)) + (_patdist / 2)); _adj = _hyp * (cos _dir); _opp = sqrt ((_hyp * _hyp) - (_adj * _adj)); if ((_dir > 180) && (_dir < 360)) then {_pos set [0,((_currentpos select 0) - (round _opp))]} else {_pos set [0,((_currentpos select 0) + (round _opp))]}; _pos set [1,((_currentpos select 1) + (round _adj))]; _pos set [2,(_currentpos select 2)]; //nul = [_pos] execVM "Tools\mark_map.sqf"; deleteWaypoint [_group,all]; _wp = _group addWaypoint [_pos,0,0]; [_group,0] setWaypointType "MOVE"; [_group,0] setwaypointspeed "LIMITED"; [_group,0] setWaypointBehaviour "AWARE"; [_group,0] setwaypointstatements ["true",""]; _group setCurrentWaypoint [_group,0]; while {sleep 0.2;true} do { if ((alive (leader _group)) && ((behaviour (leader _group)) != "AWARE")) exitwith { deleteWaypoint [_group,0]; }; if ((alive (leader _group)) && (unitready (leader _group))) exitwith {}; if ((count units _group) <= 0) exitwith { }; }; }; if (_repeating) then { while {sleep 1;true} do { if ((behaviour (leader _group)) == "AWARE") exitwith {_group setbehaviour "AWARE"}; }; }; if (!(_repeating)) exitwith {} }; ; |
This post was updated on .
One of the main reasons DaiyZ stutters is because there are no clean up routines on the client side versus the normal server-driven MP mod. ArmA 2 is a realism simulator, so it doesn't get rid of dead bodies, wreckage, and other objects like console games do that have limited RAM.
There are third-party clean up scripts designed to manage the map and clean up dead and null objects as you go, so be sure to check those out and see if they might work? |
@DayZ_SP
Brilliant idea! I'll start work right away. Gotta find the most efficient and least intrusive clean up script first.
DaiZy Single-player Developer (AI Units)
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In reply to this post by Niceonegunit
Don't know where to post bugs...so here it goes.
Version 42c 1 When i put on ghilie suit my leg broken icon is up but legs not broken(also i can't pick up certain things and things quit spawning) 2 Vehicles spawn in when i'm in an area for a while, only problem is they only spawn in while i'm on foot 3 crashed heli's spawn junk...very rarely spawn a low end gun.(don't know if it's supposed to be that way) 4 on Chenarus while at the northern airfield vehicles started spawning in a radius around me to the point that i had 3 of almost every type of vehicles around me. All the bugs i have for now BTW the bandits and survivors work great on chenarus....not so great on Lingor. On Lingor the bandits spawn in but i have yet to see a "Hero" skinned survivor. They all shot at me. :) Also where the heck is the heli on Lingor? Are their Urals and V3S's on Daizy? |
In reply to this post by Niceonegunit
im replying, cuz i dont know how to replay witouth replying to a comment, help anyone ?
Just a suggestion: Namalsk map. People say its awesome, that it looks like chernobyl and feels like its made for DAYZ. You can see the code for it in SixPlayLauncher, but there is no scenario for SP, so, no play for me |
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