Playing DayZ online and 2018 offline on and off and I found the walking dead versions too unchallenging and the vanilla 28 days type zeds to annoying due to some unfair random aggro. Is it possible to randomize the zeds so some are TWD and some are 28 days later? That way if I get an unfair random aggro I might only get a TWD zed aggro to balance up the unbalanced A.I. detection?
Example like I was crouched unmoving several zeds right in front most facing me, but a zed came running from round the back of a house way back and homed in like heat seeker with no original LOS. Happens several times in a session then I have to do a long kite and the open building exploit ( if there is a open building available lol ). |
I found this out how to change between walking and running now
F:\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@2018\Addons\dayz_code\system\zombie_agent class Chase { name = "Chase"; init = /*%FSM<STATEINIT""">*/"_timeN = time;" \n "" \n "if (speed _agent < 0.1) then {_countr = _countr + 1} else {_countr = 0};" \n "_target = _agent call zombie_findTargetAgent;" \n "_isAlive = alive _agent;" \n "_targetPos = getPosATL _target;" \n "" \n "" \n "//Move to target" \n "_agent moveTo _targetPos;" \n "_agent forceSpeed 6;" \n F:\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@2018\Addons\dayz_code\compile\control_zombieAgent //CHASE TARGET //Leader cries out [_agent,"attack",0,false] call dayz_zombieSpeak; //Start Movement loop while {!isNull _target and _isAlive and _isSomeone} do { _target = _agent call zombie_findTargetAgent; _isAlive = alive _agent; _targetPos = getPosATL _target; //Move to target _agent moveTo _targetPos; _agent forceSpeed 8; sleep 1; Changing the default forceSpeed value to 2 puts the zeds in TWD mode anything higher than 3 puts them into vanilla 28 days later running mode. I am a total noob at this Arma 2 OA scripting. Is there a way to make it randomly alternate between forceSpeed 2 and forceSpeed 3 and would that mix up the variety of the spawning zeds? |
Bit more exploration online added forcespeed (random 3) and now the zombies will alternate between walking and sprint short distances when caught in LOS. So instead of two separate zed speeds I have two different speeds in all the zeds lol.
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I have zero experience with FSM scripts, but I think the best option would be to have 2 FSM control files, one for the walkers, one for the runners. Then you could modify the script wich spawn the zeds to have them randomly run one of those.
This is actually a pretty good idea. I was working on a small update for 2018 (recently started to mess with it again), and I will probably add this feature to the default version. About the update, the action menu should work a bit faster, along a few minor fixes. |
I have only just tired modding it today I have no idea what I am doing really lol. I just raised the force speed to its default figures 6 & 8 now, but still applied the random factor. The zeds aggro longer before they change to a very short walking state not enough for a decent head shot. Then again I am not that good at DayZ going to tweak the values until I can get it challanging but not to easy.
Great mod hope too see more of it and its the best SP variant I have come across so far. Game on 2018 the even more than online DayZ. |
Thanks man; I've been away from the DaiZy project for a bit - was working on an Arma3 mod that is yet to be released.
The next update will be a quick one, focused on quick fixes (plus the walkers/runners mix) - but I might work on a more consequent patch with the lessons I learned while working on the said A3 project. About the speed movements for zeds : the zombies either walk or run like crazy, regadless of the mid-values. I believe it is caused by the lack of animations for intermediate paces, but that kind of thing is not my forte. :/ Anyway, gonna work on the walkers + runners - really, genius idea! :D |
You're so right about the mid values its either aggro walk at force speed 2 and lower or full blown aggro sprint at force speed 3-8.
So basically I am getting chased they slow down to a walk for a bit and start sprinting and giving chasing again. Now that would make sense with 28 days later type of living infected getting winded, but not with the TWD type of infected. At the default force speed set at (random 6) and the other at (random 8) the zeds now LOS aggro sprint longer than say in force speed (random 3) before they will switched to the slower aggro LOS walking state. I am just going to have fun messing around with the zeds values in 2018 for a bit. Great to hear their is an official update up and coming on 2018. |
This post was updated on .
In reply to this post by Haleks
I absoulutely love this mod, thanks alot for taking your time doing this... but... could you maybe create a zombie mod for arma 3? that would be really awesome!
btw anyone know how to turn off the "non-savable" block? |
This post was updated on .
I'd love to, but I'm afraid there's too much for me to do (anims, textures, sounds etc). There're some zombies addons out there already, but the only convincing ones (imo) are the breaking point zeds for A3 - and as far as I know, they aren't sharing anything (eventhough large portions of their code is directly taken from dayz...). I guess I'll just wait for "the good one" - either that or port the dayz zeds to A3 (since they're under a share-alike license - unless I'm mistaken!). Anyway, here's some details about the 1.5 update : - Respawn delay for zeds & loot has been tripled (15 minutes for the zeds, 30 for the loot). - All vehicle-related actions (siphon, fuel & repair) will be directly added to each vehicle at the mission start : the self-actions script won't have to constantly check for those anymore. While it might not solve all the small issues with the self actions script, it will definitely improve things. - Same as above for tents related actions (pack & sleep), the actions will be added to the tents whenever they're pitched or spawned (bandit camps). - Resolved a conflict between rain and snow weather. - Added a QuickSave option. - The zed population will be a mix of walkers & runners (maybe). You can change this in your difficulty options. I might add a "quicksave" option for people playing on veteran/expert. ;) |
I seriously LOVE how you still take your time to answer the forum questions and dont just "forget" about it <3
anyways, i tried your suggestion with the save block.... i tried: recruit: Failure Regular: Failure Veteran: Failure Expert: succesful and i wouldnt mind playing on expert, since i like challanges, but its annoying you cant have the 3rd person of view... :/ you have any tip to fix it to regular/veteran? im not very "nerdy" so i have very difficult to figure stuff like this out by my own... |
In reply to this post by Haleks
Will there be cheat's for this? Like, spawn gun's, AI, vehicles, etc
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In reply to this post by foxxy
Have you checked the options for each difficulty level? You can enable/disable features individually, including unlimited saves & 3rd person.
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Oh yeah! i saw it now! thanks alot man! but since im already being annoying enough, let me just ask one more thing.
i got this problem with ACE: http://i1265.photobucket.com/albums/jj517/ZaxyD/arma2oa2014-05-1800-37-43-61_zpsaf6d0f37.png i still want to keep the ace mod, but want to fix the duplication of the inventory, you got any ideas? thanks for helping me! |
I'm not used to ACE but it seems it conflicts with the dayz UI - it is to be expected as those mods aren't designed to be compatible.
Sadly there's no way to fix it without editing some files - unless ACE is modular, but I don't think it is the case. @Ross : nope, no cheats. |
This post was updated on .
you know which files? or is it too complicated?
AND/OR do you know how to remove either ace or dayz's file? EDIT: i found the file for the ACE ui " ace_sys_ruck.pbo " but unfortunately i couldnt find the dayz one... but im guessing its hidden somewhere in the dayz_code |
In reply to this post by Ross
You can use an unofficial cheat menu already with 2018 via another mod called KRON support call. I have tested it with 2018 and other DaiZy variants. It will via UAV airdrop vehicles, supplies, ammo, weapons, changes time, and a few other things.
In 2018 at the moment I have got two tents set up on a hill overlooking Electro chock full of goodies except tinned food, but I have blurred vision and keep passing out. I have got wood and raw meat but can't find any dam matches in Electro after 3 recons. It is tempting to use the KRON Support Call to help out, but that would defeat what 2018, DaiZy and DayZ is all about. Trying to surviving with what you can find. ;) |
In reply to this post by Haleks
Hi,First of all, thank you very much for this great mod ! I discover it only two days ago and I love it !
I am not a very good player, so I edit the mod for my private use. I already edit the loots, but I can not find how to edit the spawn of zombies. I don't like to kill all the zombie on a area to see only one or two minutes later some zombies spawing again. How can I edit this to don't have quick zombies respawn after I clean an area ? thanks. ps: sorry for my poor english |
Haleks
you are french ! me too ^^ in french: j'ai vu tes posts sur canard pc donc tu dis ici http://canardpc.com/forums/threads/67303-DayZ-esp%C3%A9rance-de-vie-moyenne-trois-heures/page228: Pour ce qui est de rallonger le délai de respawn des Zeds, il s'avère qu'il n'y a rien de plus simple sur le code 1.7.7.1 : il te suffit d'ouvrir ton dayz_code, d'aller dans le dossier "init" et de modifier le fichier "variables.sqf". Tu devrais pouvoir y trouver la ligne suivante : dayz_tagDelayZombies = 20; // prevent any new zombie spawn into or near this building during this delay Il n'y a plus ce code mainetant Je vais doinc essayais dayz_spawnDelay = 120; dayz_spawnWait = -120; en mettant 1000 et -1000. je sais pas si c'est en secondes, mais en jeu j'ai l'impression que c'est ça. Je vais tester. |
Hi Baptistus!
Glad you enjoy it! I don't think those variables are used anymore : I'm using a customized dayz code wich includes some scripts from different versions. The respawn delays will be fixed in an upcoming update, but if you wanna do it yourself in 2018, you'll have to edit the playerSpawnCheck file in the "compiles" folder of the dayz_code. Look for this kind of line : if (_age > 5) then ... and change those values (in minutes). By the way, you guys will be happy to learn that script delays when repairing/refueling vehicles are 100% fixed! Same for the tents - I still have to check how it goes when interacting with fuel tanks. |
thank you very much !
Another question: how can I edit the starting gear ? |
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