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In reply to this post by Haleks
Holly Cow Haleks! Finally set tent above elektro and went to downtown for usualy "Quest for Matches" I didn't find em but jeez there was firefights for every can down there, a lot of bandits and I had most intense firefight there so far. Excellent. Can't wait to find matches so I can survive up to north. Can be matches found as loot of deceased bandits/surviors or it needs to be always found in buildings?
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Ohh! Bullshit! Scariest moment I ever had! After I went sleep till midnight in my tent I want down to market in elektro uder black pitch night, found matches and returned to the tent. Heared firefights in Elektro so I silently approached tent and made fire place. Cooked some meat and boiled water and bang! I saw face behind tent lightened up with fire. bang bang he missed so I stand up and shot him with shaky hand. Jeez! priceless. That bandit must trailed me from Elektro up to my tent. I was so lucky this time. At morning I will pack all nessesary stuff and I will depart to the north.
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Oh boy am I glad to read this! ^^
Looks like I got the job done regarding action versus atmosphere. ;) I think I'm gonna take a break on my Arma3 project (A3 doesn't run very smoothly and it is quite exhausting to work in these conditions) and play this for a long session (never had the time for it)! And good news for some of you guys : it's been a long time but I'll most likely get back on Factions 3.0.3 this month. It will be based on 2018 v1.5 since pretty much all the major issues have been schawcked! \o/ |
Hello guys,
Great work Haleks with that updates, really better in every aspect. One little tiny thing I am kind of stuck with, I used to change the start up weapons for almost all Daizy mods, but this particular one keep refusing to use the new weapons, I don't mean real new weapons.... yes totally new ones but I tried standard ARMA 2 weapons like VSS and even SVD just to see if it works, but nothing :/ the weapon do spawn but with no ammo, even the new weapons I added do spawn but still no ammo, I even tried changing NPC weapons, but they kind of ignore it, they still spawn with their basic weapons, weapons I removed from the NPC loadout. These are the files I used to edit : for NPCs ---- fn_unitRifles.sqf ; fn_unitRiflestwo.sqf for Player --- fn_playerLoadout.sqf I'm missing something here :/ a little help from you Haleks will be really appreciated :) |
Got this working last night and this is exactly what I needed for those days my internet goes down. The intro was really creative and incredibly well done. Now to see how long I can survive this madness.
Thanks for not putting in cheats and things. Thats what turns me off from 90% of the other SP mods. I don't want to associate myself with that garbage. (If you could point me in the direction of a cheatless Takistan/Lingor I would be forever in your debt) I'll be playing this a bit. I'll leave some more feedback after a few hours of gameplay. |
lenaric for cheats, you can remove them yourself if you want :) you just need to edit the mission file and you're good to go.
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This post was updated on .
So I can just cut that out of most any releases because it only resides in the mission file? I found quite a few releases I was excited about until I read "cheat menu" and got bummed out.
Looking into this idea seems like a can of worms. However, I really would like to get Lingor working because no one really runs a good server for that anymore. 2018 is working flawlessly though. Quite intense. Now this applied to other maps would be amazing. Edit : Read some things and I understand how I can edit the mission file now. Any pointers as to what I'm looking to remove? |
I compared between two missions; 2018 and another Daizy with cheats, and here's how to remove the unwanted cheats from any mission...
1-You extract "monitor.sqf" from the mission file. 2-Open it with notepad++ which is the best one. 3-You need to find the unwanted cheat lines, they'll be like this : _radio=createTrigger["EmptyDetector",[0,0]]; _radio setTriggerActivation["Bravo","PRESENT",true]; _radio setTriggerStatements["vehicle player == player","saveGame",""]; 2 setRadioMsg "QuickSave"; ^^this is the quick save option which can be triggered through double clicking "0" take these lines as an example : _radio=createTrigger["EmptyDetector",[0,0]]; _radio setTriggerActivation["Delta","PRESENT",true]; _radio setTriggerStatements["this","nul=[] execVM 'cheats\heal_self.sqf'",""]; 4 setRadioMsg "ESP"; ^^these are used for restoring the player's health, so by removing these lines you won't find that cheat option again. Remove any cheat you don't like. 4-save the file and put it back in the mission file. ---use pbo manager to edit the mission and any pbo file. Cheers :) |
Perfect, thats way more than enough to get me running. I'll look into that tonight/tomorrow morning and post a thread of my own with the progress. Thanks so much.
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You are welcome :) I hope that's how it's done :P and I hope it'll work for you.
Edit : one thing I forgot to mention, a new game is required after editing such scripts. |
Great news on the update, can't wait to get back into it.
@Haleks - is this likely to work with Dayz 1.8.1? |
I'd rather say it won't... I took a look at the 1.8.1 changes and some of them are quite drastic changes - wich I find surprising : I thought the mod was more or less in its final form, but they keep changing/trying new mechanics (probably to emulate what is done in the SA). Seen the amount of work that was made to have 1.8.0.3 working in SP, I think I'll stick to the current "daizy_code". ^^' @mp5lng : That's odd - I don't recall changing anything in the loadout scripts. Are you sure you edited the files in the right mission folder? Could you copy/past the said files in here? @lenaric : thanks man! Waiting on your feedback! ;D |
Okay here's what I did and solved the player's loadout.
I changed this : _unit addWeapon _weapon; switch (_weapon) do { case "Remington870_lamp": {{player addMagazine _mag;} forEach [1,2];}; case "Winchester1866": {player addMagazine _mag;}; }; with this from 2017 : _unit addWeapon _weapon; {player addMagazine _mag;} forEach [1,2,3]; what I understood is that 2018 forces the game to give ammo just for the Remington870_lamp and the Winchester1866, and switching these lines with 2017's did fixed the missing ammo issue for me :) I'll see if the NPCs have that issue to or not, than I'll update you. This is the file I edited "fn_playerLoadout.sqf". |
In reply to this post by Haleks
After a long hiatus away from the game i am happy to see progress on it. I cant wait for more factions and stuff to happen. Thanks Haleks.
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In reply to this post by Haleks
1.8.1 is pretty bugged, lets stay on "stable" mod version.
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Thanks for the warning, I ain't going anywhere near 1.8.1! ^^ |
Some good shit Haleks. This is especially good for a long playthrough. This new update was all it needed. Cant wait for an Arma 3 one though. Cheers!
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This post was updated on .
Hey is there a way to allow player to carry the other backpacks from mods, I have some custom sets I would like to use, I'm sure it's a snippet of code somewhere...
I'm using Arma2 CO, I did check around the forum on topic and found a few things to try, just a lot easier when the dev probably knows right where the edits need to be or already have an unlock made for their testing... Also is there a resource for the crafting formulas, making bandages out of bla bla or fishing pole from etc etc, someone took the time to put all this great stuff together, I'd like to craft everything I can just don't know what to keep or leave, which brings me back to capacity/backpack edit, I work for a living with 4 kids, building some business and software, do music production, have been on dev teams before and have but so much time, so don't need to spend hours just moving items back and forth, would like to "explore" all of it for myself but I can't get on for 16 hours a day to immerse myself to that level, maybe when I make it big or something, thanks again... |
In reply to this post by RifleDickRick
I'm actually working on something like that : I've been busy on a free-roaming SP mod for Arma 3, but it didn't have any zombie. Until yesterday. I'm using some animation files from dayz as well as some of their sounds, but besides that, it is made from scratch and designed to work 100% in a SP environment (zeds will attack players and AI alike). But, shhh!, it's a secret! And there's still a shitload of things to be done. @Bridson : this release is based on dayz 1.8.0.3, so you'll more likely find all you need on their wiki. Just don't bother crafting traps, they don't work; in general you won't even need to craft anything : items aren't too hard to find. As for backpacks, it's a bit complicated (they complicated fucking everything in dayz!); but you should find the king hobo pack quick enough (either in loot or on bandits); it is, with the czech pack, the biggest one. Another advice, keep your eyes opened for friendlies : they're very usefull to carry stuff around! ^^ Oh, and crafting recipes are available via the journal (press '0' twice). |
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