RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.1 [07/11 FINAL RELEASE]

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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.9 [06/04 UPDATED]

Haleks
I just saw your edits.

Anubis wrote
EDIT:
The thirst/hunger do not work (they do not go down no matter what)
Damn... I didn't change anything in the hunger/thirst system. I'm going to check it  tonight.

Anubis wrote
EDIT:
AI survivors have a main weapon and a secondary (mostly a Makarov), sometimes they switch.
That's weird; I didn't gave them secondary weapons... Do you play with the re-arm feature from CoWarmod?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.9 [06/04 UPDATED]

Anubis
Haleks wrote
That's weird; I didn't gave them secondary weapons... Do you play with the re-arm feature from CoWarmod?
Hi Haleks,

Yes I am playing with the co-war mod, I think it generates some interference.

Sum of what I have seen so far:

1. Thirst&Hunger not going down

2. Infinite ammo is working (as described in my previous post: magazines going down from 4,3,2,1 and then the last magazine re-spawns over and over) however there is some glitch with the squad menu interface: sometimes the AI icon shows orange (out of ammo) status but if I check the AI via the map->unit menu I can see he has at least one magazine

3. No bandit squad anymore (at least in Elektro)

4. Less magazines on bandits killed - a bit less loot that before in general on bandits

I am going to take out asr_ai_sys_airearming.pbo and start over again.

Anubis

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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.9 [06/04 UPDATED]

n4nz
I'm playing without cowar and thirst and hunger are not moving so thats not it...
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.9 [06/05 UPDATED]

Haleks
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.9 [06/04 UPDATED]

master bates
In reply to this post by Haleks
Haleks i reverted the player_spawn_2 to the older 1.8C and then no probs not with bloodpack or building
but must adress that i dont use cbo or cowar (only landtex but thats enhancement textures of chernarus map )

So i only swapped the p_p_2 (gonna pull back the scar-H's tho but that coz i adore the 2 cqc & longsniper both sd haha)

hope u got some help from here

Edit  : see  u fixed it so i must remind meself of pressing F5 , but beer handeling needed 2 hands


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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.9 [06/04 UPDATED]

Haleks
This post was updated on .
master bates wrote
Haleks i reverted the player_spawn_2 to the older 1.8C and then no probs not with bloodpack or building
but must adress that i dont use cbo or cowar (only landtex but thats enhancement textures of chernarus map )

So i only swapped the p_p_2 (gonna pull back the scar-H's tho but that coz i adore the 2 cqc & longsniper both sd haha)

hope u got some help from here

Edit  : see  u fixed it so i must remind meself of pressing F5 , but beer handeling needed 2 hands
The culprit was that file indeed! Thanks anyway!
Cheers mate ;)

EDIT : I did some more testing with v1.8; and it appears that the combat check for both the bloodbag script and the base building one were conflicting between each other! Did a good deactivating them both!

Also guys, I just found out a way to fix the helicrash loot, so the items spawn all around the wreck (rather than right under it)... D'you want the new mission files right now or do we call it a day and keep for later? ^^'
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.9 [06/04 UPDATED]

jst2fst
Now would be good :) thanks

Also is there a way to edit how much loot spawns at crash sites? I play on this server and there are at least 10 guns that spawn along with ammo boxes is there a way to get that on factions?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.9 [06/04 UPDATED]

mp5lng
jst2fst wrote
Also is there a way to edit how much loot spawns at crash sites? I play on this server and there are at least 10 guns that spawn along with ammo boxes is there a way to get that on factions?
10 guns in a single heli crash ???  :-/   the crew probably was going to attack a bandit's base   XD   too much for factions, it's gonna destroy the fun in the mod, "me explaining my point of vieux as always"
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

Haleks
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

Lachlan
In reply to this post by Haleks
Hi for some reason when ever i try to resume my DAIZY Factions game i get the can't play/edit mission error PLZ HELP !!!!
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

leguman
Hi,

Green icon is missing when I point an object. I think it's a feature from cowarmod. How do I activat this icon please ?


When i start a game on dayz factions mod, there's not loot in buildings (or very few items). Is it an issue ?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

Anubis
leguman wrote
When i start a game on dayz factions mod, there's not loot in buildings (or very few items). Is it an issue ?
It is normal, each one of us experiences it. Just wander around and come back from time to time to see the building being slowly filled with lot.

About CoWarMod I only use certain modules (JSR AI mostly) so I can't help...

Anubis
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

leguman
Which modules do you use if you just want to improve AI ? I dont care about other modules.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

Anubis
leguman wrote
Which modules do you use if you just want to improve AI ? I dont care about other modules.
Look for the part called "AI Enhancement" (or something like that) and within that area you will find a sub-section for the JSR_AI files. Note those depends on the CBA files which you will need to install as well.

Be aware that there may be conflicts between the airearming .pbo file (it is a part of JSR) and the latest feature Haleks has put it (the AI never runs out of ammo). This evening I will try to start another game without the airearming part and see what happens to clarify this issue.

I am now at work so I can't be more specific with reference to which files to copy - if the information I provided you is not enough just drop me a PM and this evening I will send you the complete list of files.

Anubis

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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

Haleks
In reply to this post by Lachlan
Lachlan wrote
Hi for some reason when ever i try to resume my DAIZY Factions game i get the can't play/edit mission error PLZ HELP !!!!
The exact error message would help : it can be many things.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

mp5lng
Haleks wrote
Lachlan wrote
Hi for some reason when ever i try to resume my DAIZY Factions game i get the can't play/edit mission error PLZ HELP !!!!
The exact error message would help : it can be many things.
Probavbly another file removed after saving, either put it back or restart a new game, or maybe something broke,.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

Haleks
mp5lng wrote
Haleks wrote
Lachlan wrote
Hi for some reason when ever i try to resume my DAIZY Factions game i get the can't play/edit mission error PLZ HELP !!!!
The exact error message would help : it can be many things.
Probavbly another file removed after saving, either put it back or restart a new game, or maybe something broke,.
Most likely a removed addon; I just gave it a try and don't have any trouble resuming.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

Above
Administrator
Hello, Haleks. Have you looked at helis anything? I was messing around in singleplayer before. And I thought "damn, I'm getting quite a few helis now". And started thinking about limit options. Have you discovered anything? Something like a maximum of 3 helis. (Shouldn't affect the editor-player-helis.

Regards, Above.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/05 UPDATED]

Haleks
Above wrote
Hello, Haleks. Have you looked at helis anything? I was messing around in singleplayer before. And I thought "damn, I'm getting quite a few helis now". And started thinking about limit options. Have you discovered anything? Something like a maximum of 3 helis. (Shouldn't affect the editor-player-helis.

Regards, Above.
I never had the time to play that long on Factions, so I never really thought about limiting the choppers...
I guess we could use a longer time-out counter on the triggers. Another solution would be to use a single use trigger, and modify the heli script so it creates a new trigger whenever the first chopper is down...
Increasing the timer is way simpler though!
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Bandits activity in 1.9 and 2.0

Anubis
Hi Haleks,

Did you change the bandit triggers in 1.9 ? I can see there are less individual bandits around (in Elektro and Cherno they seem to be outside the city or at the border, but not in the city) and I have not see anymore a bandit squad.

I have removed the ai rearming pbo from JSR and now the AI behaves better: no more sidearm and they remain with 4 magazines no matter what: possibly it was generating some interference.

Anubis
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