Yup, thanks for the update, I had a squad insertion role play going last night, got shot twice in the back during our first incursion (zombie panic effect on ai fresh troops) and I got everything figured out pretty well after a few hours, the grenade use effect was nice, but we had a team member chuck one in a storefront and it bounced off the corner wall and sent him to glory (one down) so we needed a medic after a few cause I ran out of bandages in the first fire fight from my own squad ( I knew I should have given my guy some rank) I might do a forum series of our adventures, we got a supply drop of beans and franks (omg the campfire's gunna be roaring tonight) and Mt. Dew, I live on that stuff in real life. Also a few mags (ai burn through them like water) we will run out of support after the next town raid, budget restraints in a post apolic era kill more than zombies, so salvaging and raiding will become a necessity soon, the medic now is our designated driver so I can actually survive a firefight moving forward...
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In reply to this post by Haleks
Willing and semi-able Beta tester available here ;) * Four hours in I'm fully geared up (are there NVG?), fully repaired car, ready to depart Electro. The AI have been most helpful in providing gear and automatic weapons... |
In reply to this post by Haleks
Hey Haleks,
Great update. I've been testing 2018 the last couple of days. I can confirm that both the vehicle actions and tent actions work without delay. It's a really crisp response. Refilling Jerry Cans however, has the old delay there, so whatever you did for vehicles and tents might work on the various fuel tanks dotted around Chernarus. Also, I noticed that some bandits (not ghouls) need 3-4 rounds to the head before they drop. That was with CZ 550 rounds too. It all adds to the scariness. Thanks again for your efforts. Steve. |
This post was updated on .
Thanks Steve;
I'll try to take some time and find a work-around for the fuel tanks; it is caused by the same problem that was affecting the tents & vehicles actions, but the same solution can't be applied here. I'll have to find something else. @Eric the Viking : thanks mate! Developement is going well so far; I'm currently working on refining some mechanics for the zombie behaviour. One cool thing is that they'll have a stealth check working on both players & AI. And they will be far less demanding on your machine than the dayz zeds : in most cases, one zombie will be handling most of the calculations for the rest of his group. Here's a couple of sneak pics to show the general mood : I won't show too much for now, but I've done some big changes on the Altis terrain; I dare say that, unlike any other post-apo mod out there, it will be a wasted, ruined and hostile environment! |
... Tease: Verb (used with object), teased, teasing. 1. To irritate or provoke with persistent petty distractions, trifling raillery, or other annoyance, often in sport. 2. To pull apart or separate the adhering fibers of (wool or the like), as in combing or carding; comb or card, as wool; shred. 3. To ruffle (the hair) by holding it at the ends and combing toward the scalp so as to give body to a hairdo. 4. Haleks showing a WIP |
Hi i just installed the mod and had a run from cherno to berezino and i didnt find a single can of anything like only few zombies around buildings..and berezino was COMPLETELY empty NOTHING not even zeds..all i found in this run was 2 goats some flares and painkillers... i know that food is very rare in this BUT COME ON T3T
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Not a single zed in Berezino? Sounds like you're having a problem - nobody complained about that kind of issue in quite a long time now.
Have you been able to play DayZ of other DaiZy releases before? What kind of computer do you have? Witch beta patch are you running? |
The first public release of my arma 3 mod should be ready in a few days/weeks...
The mod will be "semi-modular" : - One module, wich is optionnal, will completely change Altis : all buildings will be destroyed or damaged, all light sources such as street lamps will be disabled. - The other one, the zombie module, can be used along with any map like a stand-alone mod. It will generate zombies as soon as the player come close to any kind of building. The zombies will see, hear, and hunt any player or AI unit around them, their maximum number/chance to spawn will depend on the time of day. Should be light and stable, sincerely hope you will like it guys. ;) |
Holly cow! And just in time when I got Elite: Dangerous Beta 2! Damm you! cant wait to play this Arma 3. Sounds so great to be true :)
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Just set my ArmA3 to download, had to wipe the dust off my alpha copy. I will be patiently waiting for your release of this.
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In reply to this post by Haleks
Yea i can run any other mod fine though some still dont spawn loot might be a problem with my pc i dont know but here are the specs of it intel pentium p6200 2,13Ghz 6 GB RAM AMD Radeon 6550M 1 GB with the beta patch i have no no clue..also there is no 'launch arma 2 operation arrowhead' shortcut in my arma 2 oa folder so i have to manually select the addons i want ingame maybe that has something to do... |
The way you enable addons shouldn't matter; but your rig might not meet the recommended requirements for Arma (do you know your average framerate ingame?).
Arma demands a lot from your CPU, wich seems to be the weakest spot on your config; I'd suggest tuning your graphic card options and trying to optimize your PC a bit. Shut off all unnecessary programs (explorer, anti-virus, firewall, web browsers); you could try softwares such as GameBooster3 (be carefull what you download though). There's also a couple tutos to optimize Arma in various forums, you should read this : http://www.armaholic.com/forums.php?m=posts&q=6713 amongst other things - it should help, seen as in Arma it's not as simple as "low settings = better FPS"! |
I downloaded your 2018 mod, I have spent 2 hours trying to figure out whats wrong, I installed this exactly how you have stated, using Arma 2 mod launcher instead of manually placing it in to target line, the main screen comes up where it shows Cherno, but when I go to play the mission in the scenarios file, it loads up, then exits out, I have no other mod running besides the ones you stated in the instructions, I also took the addons folder from Arma 2 placed it in to Arma 2 OA and still does not work. It takes me back to the scenario page. Thanks.
Nevermind, ACE was checked to be on, and I guess with that on, it messes up the game and over rides the mod. |
Glad you could sort it out! ;)
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In reply to this post by Haleks
Yea thnx for the link i have everything in very low view distance is 1000. normaly i get about 20-30 fps and i downloaded fps helper and no blur no bloom mod and now getting 20-40 fps :p so yea thanks for the help i don't think there anything else to do about sometimes stuff not spawning..i am going to get my custom pc soon so ill keep it as it is now...thanks again though :D
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You're welcome! Tell me how it goes once you have your new machine! ;)
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This post was updated on .
Goddamn... I just spent the last couple of days fixing my computer, wich completely crashed - again.
I was able to backup some files though, the Arma3 project is still on its wheels! Edit : 100 zombies and 30 fps on my shitty rig! |
More pics! (Sorry for the bad quality, the compression sucks on this site :/)
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Wow, looking good Haleks!
Can't wait to see and hear more about this - might be time for its own forum thread though..? |
Soon! Shouldn't be too long until I release it.
I witnessed an interesting encounter today while testing. ^^ I saw a squad of bandits being ripped apart by something like 40 or 50 zombies - quite an intense firefight. After that I noticed that the zombies were still running everywhere - thinking "damn, another behaviour glitch"... Turns out a pack of feral dogs were surrounded by the zombies when the bandits arrived, those animals were trying to bite their way off the infected! \o/ Currently I'm still working on the AI, I will also try to simplify the mission framework to make it easy to use for mission makers. |
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