and there is one more thing about NPCs...some times when i loot NPCs i find Engine parts in both inventory and backpack ! so giving a visit to their codes will be good and about machine guns....did you toke in account the M249 ? and another question...we know that some mounted guns need ammo...are these ammo still present in the loot? thanks for the news ! |
Hi All,
I finally found a patrol car near Zeleno. It was not patrolling at all however, I found the car in a forest (maybe they lost control of the car?), killed the two bandits and now I have a nice pick-up. Note about ammo: one of the bandits had a PKM machine gun, whose ammo is compatible with the mounted machine gun (PKT), so it is possible to reload. I did a nice travel with one AI (who immediately took the gunner position after mounting) and it was really nice. Now we have made a camp NW of Myshkino, at the border of the map and tomorrow we'll explore a little bit more. Thanks Haleks for all of this :-) Anubis |
Here is a nice idea for tomorrow....take a ride to the NEAF and be ready for some nice crape ! :-) |
In reply to this post by Anubis
Just a quickword to say that ammos for the mounted machineguns can also be found in military buildings, eventhough they may be quite rare at the moment!
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In reply to this post by mp5lng
Fixed! I might upload v1.9 this week-end since there've been some significant changes. I took a look and it is indeed included in the loot table; you can also find some on bandits or bandit squads (found one yesterday). But it's a pretty rare weapon ;) |
In reply to this post by Haleks
Can someone tell me. Where I can find these bandits in cars?
Would it be possible to add more weapons to DaiZy FACTIONS. which can spawn? |
In reply to this post by Haleks
PERFECT MAN ! Have you added any new guns to the game or still the same? If you added any new toys...will you give a smaaaal name for one ? :-) |
In reply to this post by xCONman259x
I didn't look at adding weapons - but I remember people asking for the VSS vintorez and more m16 & m4 variants. I might mess with the loot table this week-end ;)
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That would be me Thanks ! Those two toys are so lovely ! And any addons from ypur choice is really appreciated !,. |
You're welcome! I will definitely update soon by the way : I just saw that I forgot to include the respawn script for the survivors in v1.8! >_< |
°_°' are you saying all survivors i just lost will never ever respawn ?? Oh daaamn ! That means i need to find a medic very fast ! I've got wounded AIs XD |
Will be there any random camping tents with some stuff on them ? I remember in faction 1.1 maybe there was a camping tent in the middle of an open rield with some loot on it, if this thing will not be present....than it's okay, you already did so much additions to the mod,. :-)
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I didn't change the tents spawns since v1.1, so they should still be there : thing is they spawn randomly in forests (mainly) so they're quite hard to find. It would be nice if I could come up with a script to hide them in a bunch of trees like in MP - but I dunno if it's doable right now. |
Fair enough ! In that case they're hiding well :-p , never fond one since 1.1 XD |
In reply to this post by Haleks
yup ! found a 100rnd for M240 earlier in the game, it was a one time only ! |
This post was updated on .
In reply to this post by Haleks
Hello Haleks,
I'm a member of SimHQ.com. We are a longtime PC simulations community consisting mostly of mature (age-wise as opposed to say 'teens') members with a large contingent of Arma2 and DayZ players. Lately I became aware of the DaiZy community and mentioned this at SimHQ. We like what we saw and several of us recently adopted DaiZy Factions as our singleplayer sandbox. Needless to say, we are enjoying the experience very much. An excellent mod to an already great mod. We do have a couple of questions regarding Factions and appreciate if you indulge us with some clarification :- 1. Am I correct to say that the day/night cycles in Factions are accelerated ? What would be the game's timescale in terms of say, 1 hour real time ? 2. Does loot spawn in Factions follow the same mechanics in DayZ 1.7.6 ? By that I mean, does loot trigger when a player approaches withing approx 200m of the spawn points, and if we clear the spawn point of loot, new stuff will spawn around approx every 10 minutes (loot farming) ? 3. We have not installed CoWar mod although some of us are planning to do so. Do we need to start a new game after installing CoWar or are old savegames compatible regardless ? 4. Some of us noticed that recruited survivors have an annoying habit of shooting anything that moves and shooting all too frequently to the point of being annoying. Is there some easier way of enforcing some trigger discipline with recruits aside from micro-managing with the clunky Arma2 orders menu ? Will CoWar be helpful in this regard ? 5. BAse building .....did I read right that it is currently not possible to remove structures we have built should we decide to tear it down ? 6. How about tents that we pitch ? If our character pitch a tent and then later got killed, will it be possible to go back to that tent, pack it up, and take it with you? 7. WHat happens when we shoot survivors (as opposed to Bandits). Will we get a negative humanity rating and become bandits ourselves leading to survivors automatically treating us as hostiles ? Similarly, if we kill bandits do we get a positive rating to our humanity? 8. What are your current plans with DayZ 1.7.7 ? Is there any ? [edit] Just noticed you stopped by at our DaiZy Factions thread at SimHQ.com. Thanks for dropping in. Thanks. Keep up the good work |
I'm not 100% sure about everything, but I'll answer what I know/think I know ;P
1. The day/night cycle should be 24 hours. 2. I'm not sure, because loot tends to use a really long time to spawn when you have just started the mission and yes loot respawns even though I'm not sure how often. 3. I think you should be able to run the same mission, but I have never tried it myself. 4. I have no idea. Sorry. 5. I don't think you are at the moment. I have tried, but thats like 5 updates ago. I sometimes got the options on some of the buildings, but never tried it. 6. If you get killed you will have to restart the mission and everything you have built or placed is gone. 7. If you shoot survivors I don't think you will be counted as a bandit. I have sometimes killed a few survivors, but they have never treated me hostile unless i change to male bandit skin or female bandit skin(old bandit skin is counted as friendly) 8. I don't know what his plans is, but I think he talked about trying to convert 1.7.7 into singleplayer. I hope I was a little helpfull at least even though I'm not sure about everything ;P |
This post was updated on .
In reply to this post by Cactus
Hi mate! I'm very glad that you guys enjoy it; I will be happy to clarify what needs be. As Juno said the timecycle is real-time, one hour in-game is one hour IRL. The only way to skip time is to sleep in a tent, wich will skip 6 hours. You also have a "skip 3 hours" option if you play with the Cheat menu version. I've also set the mission time in mid-summer, wich is why nights are so bright and short - so it should still be playable even if you don't have NVG's or a tent to sleep in. The loot does follow the same rules - the only exception being that it doesn't de-spawn at all. But it will respawn if you farm buildings. You shouldn't need to restart a game - but keep in mind that, if you remove some of its addons you don't like, you might have troubles resuming a save. It doesn't concern all the pbo's provided in CoWarmod, but nonetheless I strongly recommend to have a good look at the description files and/or try it on another mission (you can install the mission in a sub-folder if you don't want to mess with already existing saves). The easiest way to manage them in my experience, is to select them all at once (for me it is the " ²" key but I can't remember if it is the default setting) and order them to hold or open fire according to the situation. I wanted to set up a quick script to order them to target either the zombies or the bandits (to make the player's life easier somehow) but sadly, I was unable to come up with something satisfying... Yup, totally forgot to fix that... I might do it for the next update, but I think it is somehow broken in the original script written by Daimyo : you have like 90% to fail in the process. If you die, the mission's over! (Unless resuming a save if you're not playing in Expert) There's currently no such things as respawn for the player or persistant environment : you'll have to restart the mission (everything will be reset, and vehicles locations will change randomly). The "humanity" feature is broken in SP... Instead there's the rating function from Arma 2 : if you kill too many survivors they'll hunt you down. Killing bandits doesn't raise this rating currently - I'll change this for the upcoming update. But the bandits are quite numerous - it's gonna be tricky to balance this. Also as Juno mentionned, the bandit skins in the Skin Menu (press '0' twice) are 100% functionnal in this matter. One more thing : killed survivors AI respawn at a random town near the coast. I will definitely update Factions to 1.7.7 when it comes out. Thanks for playing & commenting back! EDIT : thinking of it... I might change the old bandit skin so the player is considered as a hostile by survivors. Don't know why I didn't do it already actually... |
In reply to this post by Haleks
You would be EVEN MORE awesome if you can add more weapons and loot spawns.
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In reply to this post by Haleks
Hi Haleks,
I have been able to find a number of heli crash sites. They seem to be concentrated in the center area (in the triangle Myshkino-NWAF-Stary). Funny thing: I had a camp on top of Bashnya (the pick-up found before, two tents, fireplace and one AI left there to guard the camp): I left the camp to raid NWAF and coming back I saw an heli crash site right there. The AI was dead, maybe it was the chopper crashing... :-) Cheers, Anubis |
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