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 2.0 [06/06 UPDATED w/ Alternative Scenario]

Haleks
astocky wrote
Haleks wrote
Hi Astocky!
I'm still trying to fix the Realism script : it is broken and no longer works after resuming a saved game.
Thing is : it's not a Daizy issue; the original script is broken as well in the demo missions made by the authors (R3F team)... So I can't promise anything, sadly.

Nice vids by the way!
Wow, I just saw that Factions 2017 has been updated with the working script. I will see if I can test that out as well tonight. So much to do and so little time.

Thanks again
Yeah, I figured out a way to fix it a few minutes after I wrote the above message... ^^'
I'll try it on the Alternative Scenario mission and see how it goes - it will most likely require a bit of work (like setting the weight for all items/weapons from dayz). If everything goes well, I will include it in the DaiZy 1.7.7 update.


mp5lng wrote
21egroeg wrote
When pressing Caps Lock (my Talk Button) It kills me and restarts my game. Could you remove this?
happens one time only in each mission, just make sure you save your game and click Caps lock, and if it happens than reload the save, it'll never happen again,.
I'll look for whatever is causing this and try to fix it for the 1.7.7 update.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

ataribaby
Just found you made Second Day mission start. Tried and I like it a lot. Way to go as normal start starts to bore me. I love that story your heli crashed and you are porked in this apocalypse. Just wondering if my squad have unlimited ammo. I hope cos it was nice fireworks on any zombie nearby. Hope you will continue work on this excellent alternative start. Thank you again for your great work.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

ataribaby
I got one start where I born on beach as in normal dayz, I was BAF solder. When I restarted again I got helicopter scnene ok. Also seems starting gear is random. I think radio should be always in soldier inventory. Maybe its intentional and I lost it during jump as NVG. Last thing I observed for now is I found spec ops uniform so I changed into it and I lost team (as my identity changed in game probably?) and I was not able to recruit my BAF team mates back. Maybe intentional too and you can become rogue.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

Haleks
ataribaby wrote
I got one start where I born on beach as in normal dayz, I was BAF solder. When I restarted again I got helicopter scnene ok. Also seems starting gear is random. I think radio should be always in soldier inventory. Maybe its intentional and I lost it during jump as NVG. Last thing I observed for now is I found spec ops uniform so I changed into it and I lost team (as my identity changed in game probably?) and I was not able to recruit my BAF team mates back. Maybe intentional too and you can become rogue.
I have to fix a few things on this mission; it was more of a test for an alternative intro.
And the intro sequence need some work : the starting gear isn't supposed to be random - you should always start in the heli with a radio.
I will tweak it a tad more, and add the ammo fix & recruit options for the BAF units.

Glad you liked it anyway!
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

ataribaby
I like it very much, it fits SP far more than dayz MP emulation. Seems heli route is somewhat random, very nice touch. Once squad landed into woods, two members was dead cos of it including medic and one was crippled and cant walk. I think for this case it should be possible to approach that member and say to him via dialog you leave him behind and he will get excluded from suqad. Not nice but for rest of team to survive... well go figure :) Also I think this can evolve into real SP with randomly placed final goal that allows you to rescue and escape. Sort of transmitter you can call extraction heli or something similar that allow you to contact HQ you survived. it should be optional so player can find it and ignore for a while to follow sandbox exploration or agree HQ request to quarantine and find cause of infection. Possibilities are endless. I think just randomly placed escape goal should be there, maybe with some hints you can find on random places. Just thinking aloud as I really thinks this Second day alternative mission fits SP perfectly.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

ataribaby
In reply to this post by Haleks
Forgot to say I found helicrash in BAF mission and loot was under tail boom of heli.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

Haleks
In reply to this post by ataribaby
I've updated the alternative mission; should be more stable (*crossed fingers*)...

I will definitely keep messing with this mission - as you say it has the potential to be more than just a MP emulation. Just have to figure out what to add and how to do it! ^^
I tried to mess around with the AEG mod, but it looks like the streets lights are banned in DayZ - didn't manage to re-enable them so far...
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

ataribaby
I will try. I think lights are deleted in each class configs in day itself. I mean light sources itself are deleted from street lights, houses, traffic lights, chymneys classes. TBH not worth. I like blackout chernarus. It fits apocalypse. I don't like DayZ mods that reenabled lights. Bad thing IMHO. I think final goal can be find satellite phone on that camping table like in ARMA 2 original Razor campaing when you contacted CDF or NAPA. Indicie where its located can be randomly placed on three airfields. Stuff like that. When you use phone extraction heli will pick you up. Otherwise you continue sandbox and can return to phone later.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

ataribaby
In reply to this post by Haleks
With original BAF mission I got nice firefights, met one bandit group and few individual bandits, one got me later and half of my squad. Very nice. I tried to get from Gorka where we crashed to Krasnostav to get food in supermarket. I think food and water runs out bit faster now in all missions. Maybe its my feeling, need more investigation.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

ataribaby
In reply to this post by Haleks
Ok tested new mission start. When I started Arma 2 and started mission I got only flashlight in toolbelt. Heli starting bit far from coast what is cool thing. When quit and save mission and restarted from misson selection screen (without arma 2 restart after that first botched start just with flashlight) I got radio, compass and so on. I tried three or four subsequent mission restarts and tools was ok. seems only first restart after you start Arma 2 is problem. Must be something with initialization probably?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

mp5lng
http://dayzmod.com/forum/index.php?/topic/103845-177-rolling-changelog/#entry1267304


Scroll to the bottom ! The last post is.....delicious  !
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

Haleks
mp5lng wrote
http://dayzmod.com/forum/index.php?/topic/103845-177-rolling-changelog/#entry1267304


Scroll to the bottom ! The last post is.....delicious  !
Loooot of work in sight!  D;
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

Haleks
In reply to this post by ataribaby
ataribaby wrote
I tried three or four subsequent mission restarts and tools was ok. seems only first restart after you start Arma 2 is problem. Must be something with initialization probably?
It would mean that the intro sequence itself works fine - now I jus have to figure out a way to delay it until all other important functions are initialized...
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

jst2fst
Could you add one thing the ability to drag dead bodies?

I asked a while ago and you said you would have a look but i guess you forgot.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

Haleks
jst2fst wrote
Could you add one thing the ability to drag dead bodies?

I asked a while ago and you said you would have a look but i guess you forgot.
I did have a look, and found out that somehow the action is broken in DayZ (the body you drag is upside down, and there's no option to stop)... It would require quite a bit of work, for a feature wich isn't really necessary (IMO)...

ataribaby wrote
I think food and water runs out bit faster now in all missions. Maybe its my feeling, need more investigation.
I think it's a glitch actually : if you save & reload it will return to the normal rates.
I have no clue on how to fix this one :/
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.0 [06/06 UPDATED w/ Alternative Scenario]

kodabar
Administrator
Just had a go of this. Oh, I like it. The BAF 2nd day mission thing is excellent. It really adds to the story and environment. I'm enjoying it so much that I'm playing with the frigging music on for the first time in a year.

I was looting a building and, as I walked out the door, I ran smack into a zombie. And then my squad opened up and he was gone. From darkness with a shape lunging at me to a staccato muzzle-flash-fest is quite spectacular.

Well done, sir.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.1 [06/07 FINAL RELEASE]

Nabu
Banned User
This post was updated on .
In reply to this post by Haleks

Yesss! i have Barezino in visual sight with my squad! :D ok there are only two of us left. hahahah I need to try a new start, and learn how to manage them a bit better, if they all just run following me they are easy victims crossing the northern territories.

managed to lucky-shoot down one helicopter with the underbarrel-granade-launcher. he has seen us and was getting unfriendly and annoying. also we met some single bandits and a whole group of them on our way.

If you think about expanding the additional mission with tasks, might with AEG or other stuff, i would love to play it. I like a lot how it begins at least. :D

The second day after the outbreak there might are still some intentions to stop the expansion of the virus by the military or governments, and intentions to stop the chaos... i'm just imagining which orders my squad may can get reaching some radio tower or other ways of communication. :)

All is working very good for me. may the enhancing of spawning behavior of the zeds and the way to be seen threw walls in 1.7.7 will make it more easy tho lead a squad threw villages. hope they will get less "stuck" behind houses around them while moving threw villages cleaning them. i can't find it anymore, but i thought also they wanted to enhance the respawn time for zeds. At the moment helps to not even lead them into the town, or in the most cases to tell them to hold fire and they will follow again.

EDIT// SORRY i just recognized i was running without cowarmod!

Do you think it is a good idea (and possible) to add the flies around dead AI? I sometimes have really problems to find the bodies in the grass.

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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.1 [06/07 FINAL RELEASE]

xCONman259x
In reply to this post by Haleks
Do you know where I can get that protroling cars scripted? Can you send me a link? Thank you.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.1 [06/07 FINAL RELEASE]

mp5lng
In reply to this post by Nabu
Nabu wrote
Do you think it is a good idea (and possible) to add the flies around dead AI? I sometimes have really problems to find the bodies in the grass.
I say don't ! Dead AIs should be really hard to find ! From time to time i just find a dead one laying in somewhere, it gives a good feeling if you're playing without flies, i know  it feels bad if you wasted a precious bullet on a bandit but you can't find his dead budy but...COME ON MAN ! Give it a good try and see how it works ! No flies is better for 2017's apo life !  "My perspective of vieux"
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 2.1 [06/07 FINAL RELEASE]

Haleks
In reply to this post by xCONman259x
xCONman259x wrote
Do you know where I can get that protroling cars scripted? Can you send me a link? Thank you.
Well, to be honest, it was based on a basic script I quickly wrote (the patroling choppers one), spawning some units in a random vehicle and ordering them to patrol a random area following random waypoints - nothing very consistent for wheeled vehicles (wich is why I removed it).
There should be plenty of better designed scripts on Armaholic.

@Nabu : Do you know how to open a mission file? There's only one line to add to the AI files if you want the flies back.
All you have to do is go to this folder : "the mission file"\scripts\mission\fnc
In there you'll find the sequences used for the spawning AIs. Just open them and add this line :
                _unit addEventHandler ["Killed",{_this call fnc_spawn_deathFlies;}];
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