Haleks,
A few things I have seen about survivors: 1. If you have a radio and you open fire on a survivor (even not recruited) he/she will tell you to check your fire, which is good 2. Survivors are doomed in towns. I have spent some hours in Berezino and I saw two of them killed easily by Zombies. It seems that when the player and a lots of Zombies are around, the survivors get no so many CPU cycles and are easy prey of Zombies running to them in overdrive mode. I tried several times (saved and reverted the game, 5-6 times) to go and recruit a survivor but since I was followed by several Zombies, what happened at the end is that the survivor was a sitting duck not moving and got killed, every time. 3. Once you managed out of sheer luck to recruit a survivor, he/she is constantly engaging zombies and to do that he/she stops, so attract even more Zombies (due to the noise of the gun) and dies anyway: If I order them to hold fire it is worse because they can't defend themselves... The only method to keep them alive is send them away from anything. 4. Survivors can be healed by using morphine and also scream for help when needed. However they get wounded so many times that you use all the morphine injectors on them, it is rather frustrating I have a suggestion: as much as I like the Zombies engaging bandits and survivors, the survivors got no chance (as I wrote, I suspect the Arma2 code gives them less priority in certain situations, I have seen them *walking* while Zombies run to them and hit them). What about to having Zombies engaging only bandits (well Zombies are a too serious threat to bandits in towns... ) or only the player? Anubis |
This post was updated on .
Yeah, that is a problem with the Arma AI - it's not designed for zombie scenarios at all...
I'll try to tweak their behaviour a bit more and make them flee faster when close to zombies. If that doesn't work, I might do as you suggest, but that will allow players to use survivors as bait and get rid of nearby zeds - wich I'd like to avoid if I can. EDIT : I figured out why NPCs had some much trouble running away from zombies; I've just fixed it - their reactions should be greatly improved with the update. |
Updated changelog for the upcoming 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 survivor town as well as a new NPC to recruit. Fixed an issue where too many bandits could spawn at NWAF. Fixed an issue with filling jerry cans. Fixed : All M16 variants now compatible with Taped Stanag mags. Recruitable survivors will patrol the nearest town to their spawn position. New : ejecting from a chopper or a plane will trigger a halo jump. Disabled TeamSwitch menu. Animals should be a bit easier to find. Improved NPC reactions when surrounded by zombies. |
When do you think you will add the building element?
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what exactly do i need to change in the pbo, to get walking z's ? I've already tried changing the compile: control_zombie agent .sqf agent forcespeed from 8 to 2, and also the system: zombie_agent .fsm (but this is a 6 not an 8?)
I've tried both together and separate but none work. can i get some help or tips please. |
Ive done it, I just used eliteness for all of it. God i feel done in, this took me hours lol. yes im new to all this. :p
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In reply to this post by Haleks
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Great i will test it extensively! |
In reply to this post by Haleks
can't put on my gasmask or ballaclava :/
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This post was updated on .
In reply to this post by Haleks
Thanks a lot mate! Some first feedback: 1. Survivors (and Bandits) do not seem more capable to handle Zombies than before. I started the game in Berezino and quite soon I saw from the apartments a bandit killed by Zombies. After a while a survivor appeared and I tried to recruit him (save and revert over and over as usual...), he got killed before being recruited a few times, then I managed to recruit him (then saved the game) but was killed soon after a few times and I gave up at the end 2. When drinking directly at fountains I do not get any message, before I got something like "The water is stale but it quenched your thirst" or something like that 3. No major changes in loot that I can see 4. *** Found an unique/weird survivor *** in Krasnostav but I can't communicate in any way. He/She just stands crouched and does nothing (except to breath). What am I supposed to do? Anubis |
In reply to this post by animal mother
Animal - Can u let me know how u got the walking zeds working in 2018 please, that's exactly what I've been trying unsuccessfully to do myself...
I am using Eliteness too, any help would be appreciated cheers. |
lammy
its confusing if you've never done it before, i seem to have done it by accident. Heres what i done. (might be different or better ways) I made a copy of the dayz_code pbo in @2018 folder, and put it on the desktop. Then i put another in a new folder on the desktop. The one in the new folder is the one i used the other is a backup. Open eliteness and click on the file tab in the top and guide it to the pbo in the new folder. It will create a new folder called dayz_code. On the left panel you will see it. open it (in eliteness) and go in compile folder and it will apear in the lower box on the left in eliteness. Go to control_zombieAgent.sqf and double click, then you will see it open in the main screen on the right. Go down to chase target and change the _agent forcespeed to 2. Now click the save icon at the top,(i delete the original pbo in the new folder before the next part just to be sure ) then right click on the dayz_code folder on the left and select create pbo. there you go. put that in 2018 folder. I hope this helps you. |
Animal,
I depdo'd it changed the chase line repbo'd it again but nothing changed for me in game - Are you sure that's the only thing you did? Thanks. |
In reply to this post by Haleks
Thx Haleks, I'll!
Any chance to put some post-apocalypse vehicles and guns in a future update? |
In reply to this post by Haleks
dude where can i find the bloodsucker or nightstalker or infected hounds i dont see them around????
sorry for bad english |
In reply to this post by Glock 17
That would be extremely cool. Also patrol cars (at least around Ghoul town, wherever it is :-)) Cheers, Anubis |
In reply to this post by Haleks
Basicly Ghoul town is a bandit town? because i went north like it told me to, and just found place with shitloads of bandits?
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In reply to this post by Anubis
Anubis,
Don't know if it's just me or not but I spent the last 2 weeks looking for Ghoultown without much luck but since the update yesterday I noticed it straight way as its visible on the map and also found the awesome new bandit town by same method. Basically without spoiling it they are both now fairly easy to identify from the in game map if you like me you know Cherno inside out in it's original format you'll spot the new additions. Bandit town is particularly good fun - just don't plan on taking it down without getting geared up first, you will die horribly as there are a lot of bandits. Also pick your shots during the firefight as there is one friendly that you would want to save not shoot by accident because you've gone all Rambo. |
In reply to this post by zaxyd
Ghoultown is full of ghouls, the new NPC town is full of bandits. Both locations are separate and both have 1 survivor each being held prisoner that you can free and recruit. Whilst both the ghouls and the bandits are unfriendly to the player they are still different although until you have killed them and hovered over the body its sometimes hard to tell what you killed in the first place!
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This post was updated on .
In reply to this post by lammy
Thanks mate! I never considered to look at the map because I was thinking those new towns were obviously not present... I will have a check straight away this evening, looking forward to it Right now I am in NEAF working on fixing the HMMV there, but I think I'll postpone that project to pay at least a visit to the nearest bad-guy town... Do those bandits/ghouls re-spawn after a while once you killed them or not? Just curious... Cheers, Anubis |
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