here is the creepy unit without the backpack....
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okay here is the thing....any non dayz2017 unit will not have a backpack, i encountered several arma 2 units and non of them had a backpack, only dayz2017 units do have them, so this means something is wrong with the files, in 1.3 they had backpacks, i crossed my road with some when i was playing 1.3 and they had backpacks for real, now they don't,. that's the thing,.
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Well I didn't change a single thing with the new units configs - so there shouldn't be any change with v1.5...
Maybe you should try the "backpacks4all" file provided with COWar mod (it doesn't require the CBA addons; just throw it in your daizy addons folder); I'm running it and every AI I came across (or killed) had a backpack :/ Are you sure to be running the rMod? |
This post was updated on .
Yup ! I've been messing with these mods and i made a team of shortcuts for each Daizy mod, and every one of them is working, i even still have the 1.3 running with another shortcut, really don't know what's wrong with this one, i'll give it a try again,. |
Sorry Haleks for bothering it was something wrong with my installed files, re-installed everything (except ARMA 2 ) and backpacks are working again,.
Peace,. |
Hehe, no worries!^^ |
I'm going to update this soon; here's the upcoming changelog :
v1.6 - gutting too many humans affects the player rating (survivors can turn hostile) - fixed female bandit skin (now uses the female survivor skin from 2017) - removed 'humanity' from epeen monitor (couldn't get it to work) - unused fire places are deleted after 30 minutes - fixed loot spawn (takes less time to spawn in buildings) - replaced some models - fixed npc ammo (the AI don't use the 'single round' ammos anymore) - removed the Vintorez gun from bandits loadout. |
Banned User
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very nice stuff dude! i'm specially looking forward to: - gutting too many humans affects the player rating (survivors can turn hostile) <----great idea! and - fixed loot spawn (takes less time to spawn in buildings) <----on my system it needs his while to spawn all, so this is great! |
It's not perfect yet, but there's definitely an improvement! |
Banned User
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every step forward is a step forward :)
btw i thought about the comment of mp5, when he asked about bigger backpacks. i still think it is not realy difficult to get at least the second one quiet fast. but if i'm looking at the mod i think he has a good point, as the backpacks are looking also bigger with all the attachments, and the people after 5 Years would may evolve a bit from the 8slot size to something bit bigger (may 10 or 12 for the small one and so on idk) and more adapted to the survival-live. 10 for example for the beginner pack would come handy as the player can decide if he wants to put loot in it or the primary weapon for beeing able to use the hatchet without droping her. The big one (king hobo i think) could get a nice space-enhancement and you could make it really rare for example. on the other hand if the player has some ai in his party, he will have the profit of all their backpack-space too. so it is not so important. it may can help if one plays solo or with only one partner in his team and he want's to get a car repaired. another thing i remember now i wanted to ask. is there a way to organize fireteams or something? in arma you can switch between different groups or platoons to give them orders. is this may possible to implant in this mod too? So i could leave some of my mates in the base to "defend" her. just an fast idea thinking more about factions then about factions2012. |
To be honest, I don't know if it's worth making bigger backpacks : with the realism script running, you would have to move rather slowly due to the additionnal weight. I use indeed the other survivors to help me carry the heavy stuff - it's easier than running alone with two wheels on you and having a blury vision after 30 seconds or so... ;)
Besides, after 5 years starving, I doubt you would be healthy enough to carry that much. I will take a look at the fireteams thing; it has crossed my mind a few times. |
Banned User
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yes you are right, didn't thought about the weight to carry. it's best like it is now.
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In reply to this post by Haleks
Updated!
Let me know what if you think guys about the new loot spawn. Hopefully you should notice an improvement, and maybe a performance boost. (Those fixes will be, of course, applied to the next update of Chernarus Factions 2.1, along with the 1.7.7 changes.) Also, one thing about the ammo for AI : I gave them the original magazines instead of the 'single rounds' clips (except for the mosin 38); wich were banned from 2017. I had to unlock & add them back in the config files; that means that the player can also use those ammos. However, the only place where you can find '15rnds winchester slugs' will be on dead bandits - I didn't add them to the loot table. |
OH ! Didn't notice the update :-p just now ! I have only one question.....
"Why you removed the VSS from the bandit loot ? Is it still present in the loot table or gone ? (Just found one while playing 1.5 with 2 mags),. In general....thank's for the update, looking forward for the next ones,. |
Don't worry! It's still in the loot table! (and the heli crash) This weapon being - by far - the best one in DaiZy 2017, I want it to be actually hard to find ;) |
Fair enough ! gonna try the new update very very soon ! ^_^ |
In reply to this post by Haleks
Updated download link.
I've modified the 2017weapons file : the rusty stanag mags now take 1 inventory slot and have 30 rounds capacity. No need to restart if you're already playing on v1.6! |
2017 cars still drivable even with red stat,.
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a question :
is AI heal AI working here or not ? i want to know if i have to protect wounded AIs or just leave them somewhere :-p ( or a mercy shot),. |
In reply to this post by Haleks
nice move you did sir ! |
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