It does : I play on high difficulty level and it's actually the only way for me to check what kind of NPC I shot. ;) @Anubis : bandits & survivors alike can be wearing gasmasks (or not). Also, you're not the first one to struggle finding survivors... I might change their patrol routine to have them moving closer to the player once spawned. Meanwhile, the easiest survivor to find, is the one on Skalisty : unlike others, he won't be wandering around the island - he's sitting near a fire camp, away from any zombies. Try to spot him by night maybe! ;) |
In reply to this post by Anubis
I've moved a lot between cities during my tests, and I've to say that I never had this issue on 2018 (I did experienced it once on Factions). That being said, it's not impossible that some people may experience it : wether it's patch-related or not, Arma 2 engine is rather capricious. I've seen several tickets on the BI bug tracker about issues with certain command lines not working correctly on some clients while running just fine on others. Those are very difficult to reproduce & fix :/ @Chass : by the way, can you tell me if wrecks, junk & roadblocks are still spawning in your game? It would help me a lot. |
Started new game with 1.3 and my problem with self actions on tent went away. There is little delay but nothing major. I can rest and pack tent again. Totally adore 2018 mood. I crashed my AN-2 at skalisty where I found interesting company with even more interesting story. We continued to mainland and into Elektro where we camped at hill above after we found tent. Two bandits and one ghoul killed so far and I found matches so we can survive now in wilderness. No problems so far beside managing AI inventory that uses dayz inventory dialog that is geared for player so some actions are executed on player instead on AI. I know its by design and probably unfixable so one must be careful when operating AI inventory. Also I think loot spawing on "each other". When first I looted elektro its spawned so small things in market and firestations after some firefights and walking around town I returned to market and I saw old loot + new loot generated on free slots. That's how we found tent. Seems looted flag dosent work for houses anymore and after loot timeout (around 10 -15 minuites?) new round of loot is generated on free spots in house. Maybe its intentional anyway its not biggie and even I like it as it is.
Overall now self actions bug I had is gone and I can play. After we hunt some meat and make surplus of food and water in tent we will go north. I want repair some car so we can move tent to more north later. Its excellent, thanks a lot for 2018. What will be cool, add breathing sound via gas mask if you have one on face. Cherry on the already delicious cake. Cant wait to see whats up on north. |
In reply to this post by Haleks
Forgot to say zeds attacking AI is awesome! Works like charm! Finaly this was done in SP mod.
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One thing. Is it possible to exclude fireplaces from DMZ delete script? I like this persistence at my camp and currently fireplace is deleted when I go away from tent. Maybe cans around tent can be persistent too if possible. It makes very nice detail touch after while you live in your camp. When too much dirty you can clean around and carry opened cans away from tent to be "deleted".
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In reply to this post by Haleks
Great Job on the "Goul City" bro... Awesome firefight :)
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Bah, I am still at camp above elektro preparing for north with my companion from skalisty. Cant wait to find ghoul city. Killed my second ghoul near firestation.
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In reply to this post by Haleks
hi Halek,
I found a cane fishing, you can not use it? |
In reply to this post by ataribaby
2018 is really cool. You need to invest some time in preparing yourself for the life up North, which means:
- 2-3 canteens - 2 morphine injectors - matches - map and compass - one mil. grade weapon - one tent - big backpack Then you are good to go: you can hunt game/cook and refill/boil water. Life is difficult but not impossible, it is a very good balance and you "feel" much more the game. So far I managed to move North only once and I was promptly killed by a bandit while riding my bicycle on a road. I was too related and I paid for it. The bicycle is a great thing but with all those bandits around, a slower pace is needed. I play like dayz so if I am dead, that's it. It makes you much more careful and focused in that way. Kudos to Haleks for that. I think the only thing missing to 2018 is some kind of end-game (which is missing in dayz as well) to make it really perfect Cheers, Anubis |
This post was updated on .
Thanks guys for all the positive feedback, it's much appreciated!
@Ultrazen : to go fishing you need to equip it like you would equip a melee weapon - and it only works in sea water. @Ataribaby : The fire places aren't handled by the DMZ delete script. If you know how to edit a PBO file, you'll need to modify the following file : dayz_code\actions\player_makefire.sqf and remove the following lines : sleep 1800; {deleteVehicle _x} forEach allMissionObjects "Land_Fire_DZ"; EDIT : By the way, here's the changelog for the next version : Replaced unfixable V3S models. Spawned patrol helis are now fixable. Changed selfActions call method to be more responsive. Minor fixes to the dayz_code (less RPT error spam). Replaced all dead bodies on the map by junk piles. Added FN FAL to some bandits loadout & helicrash loot. Removed SVD Camo from helicrash loot. There probably won't be any new features this time : just bug fixes and more optimization (especially regarding the self actions) before I start working on Factions. Once Factions is up to date, I'll focus on the 2018 scenario, friendly AI base & more stuff. |
In reply to this post by Haleks
Hi. I was wondering how I can change the default survivor model to other skins like the post-apoc units for Daizy please?
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In reply to this post by Haleks
Tried this as I can't play Factions due to the zombie/loot spawn bug, but I have to say I got fed up after the umpteenth I tried to pick something up (a gun, for example) only to have it completely disappear from the world. It seems to happen if your inventory is full (normal inventory or bag) and you try to pick something up. Instead of making room for it, it just goes away. Very frustrating considering how finicky the inventory already is in Arma 2, and how often you can fill your inventory when there are no other human players to take the loot.
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Well, that's the way Arma 2 works, and there's pretty much nothing to be done about that... But honestly it's not a major problem once you're used to it. |
In reply to this post by Haleks
VodkaEagle / Anubis. Thanks for your suggestions.
I have reinstalled all Arma 2 / Arma 2 OA / Patches / Beta 108074 / etc. I'm doing tests ... and it seems that everything works fine. Haleks, I really like your mod, with a very good level difficulty. Best mod for my. Congratulations. |
In reply to this post by Haleks
Same problem as with Factions 3.02 - in that every game is NIGHT time and I have to spawn in NVG using Loki. Of course, using Loki completely destroys the game as I then spawn in ridiculous weaponry.
Is the day/night governed by my system clock ? |
The game begins around 5:20 AM; after half an hour or so the sun will start to rise (more or less : the ambient light depends on the weather, wich is random). And seriously, it's not super dark, you have roadflares and one chance out of two to spawn with a remington + lamp... You can also disable the color filter if it's too dark. Is it really too much to handle that you have to spawn NVGs? Anyway, here's the updated changelog for the next update : Replaced unfixable V3S models. Spawned patrol helis are now fixable. Changed selfActions call method to be more responsive. Minor fixes to the dayz_code (less RPT error spam). Replaced all dead bodies on the map by junk piles. Changes to the loot tables regarding ammo spawn chances. Added FN FAL to some bandits loadout & helicrash loot. Removed SVD Camo from helicrash loot. Fixed ToneMapping not working after resuming a save. Added a new backpack (14 slots). |
I like starting while it's still a bit dark, my problem is that as it starts to get light the zombies spot me easier and they can be difficult to shake... Still waiting for the walking zombies mission! Although I guess now that Haleks has explained how to remove the zombies by opening and editing the PBO I could likely try to figure it out myself. ;)
Thanks again! |
In reply to this post by Haleks
I understand that Arma 2's inventory is the way it is, but I have never had the issue I was describing in any other Arma 2 mod (including Factions). If the inventory is full and you pick something up, it usually drops enough loot to make room for it. Occasionally dropping items would cause them to disappear, but not every time as it seems to in 2018. I figured it was a bug in your mod, but maybe I was just really unlucky last night. :P
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In reply to this post by Haleks
Halecks,
May I ask you which sniper rifles are available? So far I have seen the SVD and the CZ. The reason why I am asking is that with so many bandits around I tend to engage them at a distance and since dedicated sniper ammo may be scarce, the best compromise is a rifle like the modified M-16 or AK-74 with a scope (not the CCO version, the one with a real sniper scope) and plenty of ammo. Are they available? Anubis |
In reply to this post by Haleks
Hi Haleks, Is there any way to make the crates found in industrial junk loot usable? Maybe similar to the medium "stash" in inventory slots?
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