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 1.3

raw003
so from what your trying say, do I drag the files from "@COWarMod\Customization\AI Enhancement\ASR_AI"  to "@COWarMod/addons"??

I've moved all the files except for 'ASR & SLX' to the STORAGE folder and I was able to interact with my entire squad by pressing the 'space' key, so i'm assuming that works

and after my first test i couldn't figure out how to get my teammate to rearm ammo for his sniper. Is it because my teammate has to be near ammo that supports the gun his using? how exactly does my teammate rearm his ammo?

sorry for the noob questings :P
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Haleks
raw003 wrote
so from what your trying say, do I drag the files from "@COWarMod\Customization\AI Enhancement\ASR_AI"  to "@COWarMod/addons"??

I've moved all the files except for 'ASR & SLX' to the STORAGE folder and I was able to interact with my entire squad by pressing the 'space' key, so i'm assuming that works
You've to drop the files you wanna use into the Addons folder of CoWarmod; the Storage folder is only there to make your life easier when you want to remove some files from the addons. As for the space bar, it doesn't work when you start a mission, and only then : when you load a save it works again ;)

About the rearming feature : IME, AI will pick up suitable ammos for his guns whenever he can find some near his position. Otherwise, if he doesn't have ammo anymore, he will pick up another gun if available.
That means that he can drop a sniper rifle for a double-barrel shotgun :/ So you still have to keep an eye on them and do a bit of micro-management.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

raw003
fk yes! relieved! can finally enjoy the game now :D.

thanks for the fast reply, help and your factions release man XD much respect!
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Haleks
Hehe^^
You're welcome dude!
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Peter
In reply to this post by Haleks
Could it possibly depends on that i have installed lokis lost key (by starting arma2 oa I get a message that loki and the required addon are requiering something ,but i even can use lokis )
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Haleks
Peter wrote
Could it possibly depends on that i have installed lokis lost key (by starting arma2 oa I get a message that loki and the required addon are requiering something ,but i even can use lokis )
Probably. Loki's Lost Key needs the CBA addons to work - but I'm surprised you could even launch it the first time without it.

EDIT : By the way, v1.5 (all the changes from v1.4 - wich some of you have already tried, plus some fixes and game balancing) should be ready in a few days!
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Peter
I have CBA but only 1 folder
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Peter
In reply to this post by Haleks
look tis are my start properties , is anything missed ?
 -mod=@ChernoSP;@Loki-mod;@CBA_CO
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Haleks
Peter wrote
look tis are my start properties , is anything missed ?
 -mod=@ChernoSP;@Loki-mod;@CBA_CO
It looks all right... I fail to understand where this error comes from - sorry I can't be of more help :/
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Peter
Ok thanks
Ray
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Ray
In reply to this post by Peter
Peter wrote
look tis are my start properties , is anything missed ?
 -mod=@ChernoSP;@Loki-mod;@CBA_CO

I think the @Loki-mod might be problematic. Don't run it as a different addon. Just goto ArmA 2 Operation Arrowhead directory > Addons and put the Loki's lost key .pbo file in there, it'll be used by the game automatically. If you want to run the game as a extra addon, then try @Loki_Mod.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Peter
In reply to this post by Haleks
hey haleks did you use the vehicle spawns of normal chernarus ,because I cant find a suv or an ural for example
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Above
Administrator
Peter wrote
hey haleks did you use the vehicle spawns of normal chernarus ,because I cant find a suv or an ural for example

He's using the original spawns + some additional spawns.


The vehicles spawn when you start the mission, and it will obviously be random. I hope this helps.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

raw003
In reply to this post by Haleks
is there a way I can add AI civilian's that can walk around your base and talk to one another?

not sure if i'm doing it right in Editor cause the units don't appear in the game.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Haleks
This post was updated on .
raw003 wrote
is there a way I can add AI civilian's that can walk around your base and talk to one another?

not sure if i'm doing it right in Editor cause the units don't appear in the game.
I don't use the editor much, so I'm afraid I don't know why those units wouldn't appear :/
In my opinion, the best option would be to spawn in some civies with Loki's (or survivors, they will appear in the BlueFor section, spawning without weapons), set them to Safe mode and then "dismiss" them by changing skin. They should wander around, talk to each other etc...
There might a simpler solution, but I've never really looked into that kinda stuff...
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

raw003
sorry man, im stuck on the whole concept lol.

all I know is clicking 'work' (on the left menu) and clicking 'units' under 'Civilians' under 'Spawn-0-matic' (on the far right), than I click request. I don't know where to find the BlueFor section and how to set the player to Safe mode.  I came across the 'Cinema' (on the left menu) and 'Clayman'... but there ain't no enter button to spawn em O_O. its too hard getting my head around it myself, I've tried searching up tutorials on them but.. shit's kicking my head in, can't find crap!
Ray
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.3

Ray
You could spawn Allied forces with Loki. They will have guns though. Or make a script for it and execute that.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.5 [05/13 UPDATED]

Haleks
In reply to this post by Haleks
Updated!
This time the new building script should work fine!
I've been doing a lot of testing and didn't have any kind of issue - except that you can't remove built items atm. It should be fixed next time I update this ;)
Other than that it's mainly bug fixes and game balance with this release.
And a new optional mission file with stealthy bandits up North : those guys will focus on hunting you and your buddies! :D

Hope you'll enjoy it, and don't hesitate to comment back.

@raw003 : I will take a look at Loki's and see if there's a possible solution.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS (Full AI)

HippieHuntah (Youtube)
In reply to this post by Kobr4
Im trying to open the scenario but it says something about downloadable content Dayz_weapons and stuff plz help
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS (Full AI)

Haleks
HippieHuntah (Youtube) wrote
Im trying to open the scenario but it says something about downloadable content Dayz_weapons and stuff plz help
It's usually caused by wrong shortcut parameters; double check them and make sure you followed the instructions in the main post step by step.
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