This post was updated on .
This is a single player release based on DayZ 1.8.0.3 and inspired by DayZ 2017.
Features in this release : - Bandits and recruitable survivors AI. - Respawning Survivor NPC's. - 26 additional character models & skins, including gas masks and the post-apocalypse units. - Random helicrash sites. - Zombies spawning in forests. - Patroling Choppers. - Zombies reacting to AI gunshots. - Loot cycle script (triggered when sleeping at tents). - Snowy weather. - Zombies can attack and kill NPC survivors. - You can heal friendly survivors with Morphine. More details on 2018 : New skins : Amongst other new models, the mod is using the post-apo units created by Icewindo and modified for the DayZ 2017 mod. This release also includes gas masks (no effects for now) for both the player and NPCs. (Gasmasks models are from the ACE mod, however ACE is not needed to run this.) Custom loadout : You've been surviving the apocalypse for many years and know how to defend yourself. The player starts with a random weapon, a hatchet and a few other items. Modified loot tables : Food and drinks will be harder to come by. Bandages and Antibacterial wipes spawn chances have been lowered but items to craft those are easier to find. (WIP) Weapons and bags spawns also have been changed to be more consistant the post-apocalyptic background. Cold environment : Winter is coming! Depending on the weather, Chernarus will be a colder, harsher place to survive. Animal spawns are reduced, breath fog (day & night) added for all NPCs and the player. New enemies roaming the country : You might stumble on Ghouls on your journey. Those infected humans showed some sort of resistance to the virus and didn't turn into brainless creatures. They are extremely resiliant and harder to kill than any human. Rumor is they built themselves a little village, hidden in the northern country. Enhanced atmosphere : Using custom color corrections for a more immersive, "end of the world" feeling. Alternative introduction : You'll have a limited control (sort of) on where you want to start your journey. Plans for upcoming updates are in the second post below. Changelog : Additional changelog & screenshots : ___________________________________________________________________________________________________________________________________________________________________ INSTRUCTIONS : First thing first : update OA with the beta patch recommended by DayZ Commander! Currently it is the 103.718 patch; you can grab it here : http://www.arma2.com/downloads/update/beta/ARMA2_OA_Build_103718.zip 1. Download DayZ 1.8.0.3 using DayZ Commander. 2. Download the 2018 files. 3. Make a folder called "@2018" in your Arma 2 OA directory; inside, create a folder called "Addons". 4. Add all the DayZ 1.8.0.3 files to the Addons folder inside "@2018". 5. Copy & Paste all the files from the Addons folder of the package you just downloaded into the Addons folder inside @2018 (overwrite dayz files). 6. Add the mission file to your "Missions" folder in your arma 2 OA directory. 7. Don't forget to create a new OA Beta Patch shortcut and add "-mod=@2018" in the target line! NOTE : If you have an error message about missing content, you might have to copy the Addons folder from Arma 2 into your Operation Arrowhead folder. If you guys have some troubles installing it, Astocky made a nice video tutorial for you! (Big thanks to him!) ___________________________________________________________________________________________________________________________________________________________________ Recommended Mods : - CoWar Mod : The Lite Version is more than enough for DaiZy SP : You'll have a shitload of usefull features such as AI auto rearm, functionnal supressing fire, better driving skills and so on... It's worth spending some time reading the documentation files if you want to customize DaiZy to your likes. A must have, especially for this release since it greatly enhances AI units skills. NOTE : There's a glitch with the bayonnette knife mod : it spawns NVGs in the player's inventory. List of recommended files : - The J.S.R.S Sound Mod : replaces Arma 2 sounds; you can also configure it the way you want (just follow LordJarhead's instructions to remove sound files). Please note that the following file conflicts with roadflares & other throwable objects sounds : "jsrs_grenade_c.pbo" (Just remove it if you don't want to jump off the ground everytime you throw a chemlight!) - LandTex (included in coWarmod) : greatly enhances landscapes textures. - The Community Base Addons are required to run the above mods. Known issues : - When surrounded by zeds, AIs can't flee if they have been issued the "stop" order. Do not order them to stop! That will most likely end up with them being killed by zeds. - Bandit squads & choppers can't engage each others (they are on the same side). CREDITS : DaiZy releases by Above, Fedus_87, Niceonegunit, DayZ_SP, Unknown, ZedHunter & Haleks. Rocket, R4Z0R49 & all the team behind the DayZ mod. Icewindo for his awesome models. Shinkicker & all the team behind the DayZ 2017 mod. Demonized for the DMZ delete script. NPC_AlertZombies script by Orcthrasher. All the Arma modding community. And plenty of people I can't think of right now! |
This post was updated on .
Plans for future updates :
- Small scenario with secondary objectives and unique NPC to recruit. |
what made you take the self bb out?only reason im not installing this.
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Do you seriously expect to find usable bloodbags out in the open 6 years after the apocalypse? ^^'
More seriously though, the intent with this is to propose a version of DaiZy with my favourite settings (not too hard, not too easy). That being said, it's WIP and, as said above, I'm still balancing things out. The BB are removed right now, but that doesn't mean I won't add them back in, let's say, some stashes or bandits bases in the future. ;P |
Yeah. It forces you to go out to hunt animals for meat, and loot for food. Things you don't normally do.
DaiZy Single-player Developer (AI Units)
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Just going to throw a couple of ideas out.
Would it be possible to add partially filled magazines to the loot without creating whole new items? If able to give NPCs the player health system, what of adding other player traits, Hunger, Thirst, Heat, and Disease? Hmm seems this would need (a lot?) work on the ai and knowing what it would need to find and consume to heal itself. Would be cool to be stalking a bandit and hear them sneeze giving away their position like when injured. Same if it was a survivor on your side. (Thinking of the re-arming script from COWar when I thought of this.) More cooked meat than canned goods on bandits (all canned no cooked meat in buildings?) and more canteens (Empty if found as loot in a building) than soda? Make finding and knowing where wells and other water sources important. |
In reply to this post by Haleks
Awesome dude thanks :D
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In reply to this post by Stormforge
No scripting command exists to expend bullets in a magazine, so this is impossible. While possible to add to the AI, it is very very hard. Scripts that handle these things (Food, Water etc.) all make reference to the player unit rather than a generic unit. They would need to be completely rewritten. Getting AI to actually eat, drink etc. is even harder. AI cannot pathfind very well, so it would likely run into issues searching for food. That would just make the game easier. One soda/can of food fills you up completely. Getting better food/water sources is just not a good idea.
DaiZy Single-player Developer (AI Units)
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Salut Haleks,
small return wipes (lingettes) not functioned, right click menu is ok but no action. |
Thanks! I forgot to modify the file related to the med actions, it will be fixed with the update! ;) |
haleks please add the building script and heli patrols and car patrols like in dayz factions!
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Helis patrols are included already (but, unlike Factions, there can only be one at a time); as for the rest, I want to fix as many things as I can before adding optionnal missions with extra features (it can be tiedous to work on 5 missions at the same time). Another reason I didn't include the base building script (yet), is that I wanna see if everything runs fine as it is - I don't wanna risk another overloading script issue. |
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In reply to this post by Haleks
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Administrator
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In reply to this post by Haleks
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In reply to this post by Niceonegunit
Think you misunderstood where I was going with this. I meant a lot less soda and more canteens. That way you have to carry more canteens on you and they take up space even when empty. Would mean also having to look for water sources. Also you would only find empty canteens in buildings. As for food I was thinking that this far into the future canned goods would be more rare. Cooked meat on bandits (0-2 pieces) but none in buildings as it would go bad. I also meant to put that the spawn rate of food should be a lot less to make hunting more useful and foraging harder. Say have a greater spawn chance in buildings for empty cans vs. canned food. |
Administrator
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Sounds to me, too, like a buff to the consumable loot drop. :P |
Have to admit though I haven't had a chance to try it out yet so I do not know how common loot is in it.
Also forgot about raw meat, and could replace some of the cooked meat on bandits with that. Would need a box of matches and a hatchet or wood to use it. Was looking at this from this perspective. Running along with only 2 pieces of meat. Do I risk eating one for hunger hoping I do not get hurt or should I start looking to hunt or forage for food. With foraging being a big maybe to turn up food, so more often than not you depend on hunting animals or the 2 legged varmints for food. Also with being almost no soda to speak of some of your inventory is taken up by a few canteens and remembering or looking constantly for new water sources. |
Administrator
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You start with a hatchet and knife, and there are barrels everywhere. I'm not trying to be rude. But most changes to the loot table at this point would be a buff. |
This post was updated on .
Have to take some time and give it a try. Didn't realize the loot was reduced that much. Might from the sound of it be good where it is at.
Ok played a bit. Spawned on the west side of Electro and looted a few houses but mostly the 2 firehouses, restaurant, school?, hospital, and store. Came away with an MRE, 5 cans of assorted food, 2 full canteens, some assorted equipment and ammo, a tinker pack, and a rusty M16 no ammo. Not too bad might be a bit much as I didn't even get close to searching all the buildings. Found hardly anything at the next town north. Maybe it was because Electro is a larger city, I know where to look, and stopped after I found that much? Have not seen any bandits or survivors. Not even gunshots. Could be that I am missing them because it is dark and slowly getting lighter. Did hear the helicopter but was nowhere near it. Though I have yet to fire a shot. Being as stealthy as possible. |
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This post was updated on .
I've only looted Balota and Cherno so far, ended up with 3 drinks, and 3 cans of beans and stuff. And a King Hobo Pack or whatever it's called. M16 with 2 mags and an AKM (both at Balota). But food over all is really rare. (In this life). I didn't like Barezino, so I respawned. I also never really found an animal. |
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