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

classic Classic list List threaded Threaded
1374 messages Options
1 ... 31323334353637 ... 69
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS (Full AI)

Haleks
At last, I think I have something working!
I did some test, made some AI open fire in the middle of Cherno at various distances from the player - alerting dozens of Zeds. Only a couple of them stopped to attack me : I was on their way and standing next to the AI units. One of them even tried to hit me a couple of times, and then kept running toward a survivor.

I'll hold on this and test it properly; I might start working on the bandit squads and make a small update next week if I have something decent.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
This post was updated on .
In reply to this post by Anonymous
Anonymous wrote
Hi Haleks,

I just did a couple of 2-3 hour play tests with 1.5 and have yet to find a repairable land vehicle (found several fixable helicopters) or any helo crash sites. I don't know if my install is messed up or if they are very rare. Are there any sure fire locations to test if they are spawning properly?
I love this mod and what you have done so far and appreciate that you are constantly trying to improve it. One small request would be to put the fly buzzing sound in for AI corpses so it is easier to find dead bandit or survivors in a field and loot them.
I tried this mod with and with-out the COWARMOD lite and noticed that most of the "AI enhancements" in COWARMOD are not loaded by default. Are there certain ones you would recommend that would improve bandit and survivor behavior without breaking what you have already programed them to do?

PS. I will start a new game and try 1.6 this week-end.
Thanks for your kind words sir!
The vehicles spawns are quite random and will be different each time you start the mission. You could open the mission in the editor and  have a look at the map : you'll see the vehicles spawn points with the presence probability for each one of them. I'm pretty sure they're working fine on your install since you already saw a couple of helicopters (they use the same spawn procedure).
The helicrashes can be a tad hard to find : they can spawn far in the wilderness sometimes. If you want to test it, you can spawn yourself an heli and some NVG with the cheat menu. Set the mission time to the middle of the night (you have a skip time feature in the cheat menu) and go fly over the NW airfield. You should eventually spot one somewhere around the Airfield ;)

About CoWarmod : have a look at the ASR and SLX addons. I mainly use those plus a couple of other AI modifications.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Anonymous
Great idea! I don't like to use cheats as I prefer maximum challenge but in this case it will be for testing purposes only. Do helo crashes emit smoke or are they more like multi-player with the spot light and spawning zeds? Would adding the fly buzzing sound on corpses be difficult or have other negative effects? I have spent 20 mins combing fields looking for the bandit I shot 400m away and can't find the body.
Can I just add the pbo files for the ASR & SLX mods to the @Factions\addon folder as I do not like a lot of the UI changes in the COWARMOD? Thanks for taking the time to answer my noob questions.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
Yup, helicrashes are the same as in MP, except for 2 things : their position is more random, and it has only a few items (it might need some work though). They produce smoke and flames - so you can spot them by day or night ;)
If you want to add death flies back, you'll have to open the mission file and edit the 'dosomething_bandits' files in scripts\mission\fnc (they're 3 of them bandits, banditstwo & survivors).
Just add this line :
_unit addEventHandler ["Killed",{_this call fnc_spawn_deathFlies;}];
And, yes, you can drop your mod files in the Addons of factions, it will work the same ;)


Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

mp5lng
Can i ask for a little modification ??? Okay here it is....
What if you added a very very very little chance of finding a glock or a revolver on a Z cop? I'm asking for a chance of 1/100%  ! Cops always have guns on them ! So why not find any ? Just one cop with a pistol each 5hours !  :-) a little more reason for downing Z cops,.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Firebrand
In reply to this post by Haleks

Another question/suggestion.

If my understanding is right, the bandit trigger works as followed:

A player enters a bandit trigger area -> bandits spawn.
A player leaves a trigger area and reenters a minute later -> bandits spawn again.

So if i accidently enter a bandit area several times, there will be bandit overkill.

Is there a way to delay the second time spawn?

So if I enter cherno the first time, bandits spawn, if i enter cherno again bandits spawn again but only if 30 minutes passed between both spawns. Like a condition check.
Something like this.

I think this would also increase overall performance.

Increased Bandit script sleep time does not rly accomplish this.
And Trigger timeout or countdown dont work that way sadly :(

Any ideas? :P
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
Firebrand wrote
Another question/suggestion.

If my understanding is right, the bandit trigger works as followed:

A player enters a bandit trigger area -> bandits spawn.
A player leaves a trigger area and reenters a minute later -> bandits spawn again.

So if i accidently enter a bandit area several times, there will be bandit overkill.

Is there a way to delay the second time spawn?

So if I enter cherno the first time, bandits spawn, if i enter cherno again bandits spawn again but only if 30 minutes passed between both spawns. Like a condition check.
Something like this.

I think this would also increase overall performance.

Increased Bandit script sleep time does not rly accomplish this.
And Trigger timeout or countdown dont work that way sadly :(

Any ideas? :P
It might be doable - but not by me. I'm afraid I don't have the knowledge to do that right now :/
But I've fixed most of the triggers that could cause such a situation; so it shouldn't occur too often.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

mp5lng
The UI stopped working after resuming a savegame, not sure if it's my mistake cause i changed the backpacks carry size or it's a problem with the mod,. I guess i'll wait and see if it's a common glich,.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
mp5lng wrote
The UI stopped working after resuming a savegame, not sure if it's my mistake cause i changed the backpacks carry size or it's a problem with the mod,. I guess i'll wait and see if it's a common glich,.
Were you inside a vehicle when saving? It breaks the UI.
btw, I've added a "known issues" section to the main post - this one is already reported ;)
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

mp5lng
nop ! I was just wandering around on foot ! I'll take a look on that section ! Thanks !
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
mp5lng wrote
nop ! I was just wandering around on foot ! I'll take a look on that section ! Thanks !
Damn :/
I think it did happen to me once, but it was some time ago on an older release... I suggest restarting ;<
Tell me if it happens again (in wich conditions etc)!

By the way, I'll update sooner than I thought.
I've fixed the Zeds reaction to AI gunfires, and I have working helis patrols!
Right now I just need to set the spawns for the helis on the map and take a few hours to test this properly.
Shouldn't take too long : so far the Zed reaction thing works great - I've been able to spot some bandits by watching zombies running towards them (and it makes the stealth approach a little bit easier since they're more busy than usual).
If nothing goes wrong with the helis, I'll upload new mission files within a few days.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Niceonegunit
Haleks wrote
mp5lng wrote
nop ! I was just wandering around on foot ! I'll take a look on that section ! Thanks !
Damn :/
I think it did happen to me once, but it was some time ago on an older release... I suggest restarting ;<
Tell me if it happens again (in wich conditions etc)!

By the way, I'll update sooner than I thought.
I've fixed the Zeds reaction to AI gunfires, and I have working helis patrols!
Right now I just need to set the spawns for the helis on the map and take a few hours to test this properly.
Shouldn't take too long : so far the Zed reaction thing works great - I've been able to spot some bandits by watching zombies running towards them (and it makes the stealth approach a little bit easier since they're more busy than usual).
If nothing goes wrong with the helis, I'll upload new mission files within a few days.
Great work on all this!

The reaction to gunfire is something I should've worked on a long time ago. Glad someone isn't as stupidly forgetful as I am!

Only problem is, what is there left for us to do?
We are reaching the point were, like anything in existence, there is nothing left to add or create.

Then again, I'd take bug-fixing over features any day.
DaiZy Single-player Developer (AI Units)
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Firebrand
This post was updated on .
In reply to this post by Haleks
About the AI reaction to gunfire.

Does this mean Zeds will react AND attack bandits and survivors?
I think the Arma AI will perform very badly when getting swarmed by zombies, but it mostly depends on how much beating they can take.
So how many zombie hits a bandit can take?
Will the bandit AI maybe run into a ammo problem?

What about bandits using sniper rifles? they will run into some seriuos trouble, but maybe thats fine :)

If the Zeds only react, but not attack, its a great future anyway.
But this way the player will get swarmed when his AI mates fire ^^

Still nice addition, if this work well, it will be an awesome update :)
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Grayjoker
In reply to this post by Haleks
Heya.
SO. I got this problem.
Whenever i want to play the game, it works yeah, but when i alt-tab (I do that a lot because i often talk with my friends on Skype at the same time) i break my legs and die. Instantly. I have NO idea why this is happening. I'm using the rMod as an addition only, but it also tells me that it's not really working out.
Please help?
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
In reply to this post by Niceonegunit
Niceonegunit wrote
Great work on all this!

The reaction to gunfire is something I should've worked on a long time ago. Glad someone isn't as stupidly forgetful as I am!

Only problem is, what is there left for us to do?
We are reaching the point were, like anything in existence, there is nothing left to add or create.

Then again, I'd take bug-fixing over features any day.
Thanks man ;)
When (if) we have a 100% bug-free, 100% working DaiZy - well, I don't know. Maybe it will be time to turn it into something a bit different from DayZ, and actually thought for single player?
But we sure still have a lot to do before that. ^^

Firebrand wrote
About the AI reaction to gunfire.

Does this mean Zeds will react AND attack bandits and survivors?
I think the Arma AI will perform very badly when getting swarmed by zombies, but it mostly depends on how much beating they can take.
For now, the zombies will only run at survivors & bandits; they can't attack them (but I've the feeling that - if we managed to make them react to AI, it must be possible to make them wound NPC's).
For what I've seen until now, AI's handle them pretty nicely : I've set their combat mode so that they run from cover to cover rather than just walking, and it gives the impression that they're actually fleeing/fighting the zombies coming at them.
Just one thing though : I won't apply this to the northern bandits in the bandit edition. Since they don't engage zombies, they would end up with a bunch all around them.

Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Firebrand

OMG special request here, please add "Military offroad special" to possible car spawns.
The DayZ car repair script works on them!

I just spawned one of them, I cant describe the fun cruising with that thing.

Its the roofless military offroad with grenade launcher, MG and special anti rocket cage in the back :D
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
This post was updated on .
Hehe ^^
I was thinking about adding cars with mounted guns - since we'll have helicopters roaming the skies, the player could use some firepower...  ;)
But I'll have to check if it's possible to reload those guns the way it's done in DayZ with the helis mounted ones.

EDIT : it works as well! Working on it right now!
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Firebrand
Zeds better be prepared for some carnage!
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

mp5lng
In reply to this post by Haleks
Dude ! Are talking about AIs flying helos above us ?? If so ! Than when where gonna meet one? Just don't say they're already out there and i was blind ! :-/ any way!  I think i'll quite playing faction for a few days, untile the new update is out, i'm spending most of my time surviving is Namalsk, it's a really good map for dayz,.
I was wandering if it is possible to combine Cherno and namalsk and maybe Panthera all together in one big huge nice Map !  ;-)

And one more thing...is there a way to add one car from dayz2017 "enforced" to this mod ? And maybe with a mounted "volcan machine gun"?     I know..." A creepy request "  XD
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
Actually I just updated it!
You should like the changelog ;)

Happy chopper hunting guys!
1 ... 31323334353637 ... 69