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 1.6 [05/18 UPDATED]

Above
Administrator
This post was updated on .
Haleks wrote
Actually I just updated it!
You should like the changelog ;)

Happy chopper hunting guys!
You got some sick stuff going!

EDIT: Did you mod the light during night? =)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
Wich lights do you mean? Streets lights or the choppers ones?
If you mean the helis at night, I'set them so they don't use it. ;)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Above
Administrator
Haleks wrote
Wich lights do you mean? Streets lights or the choppers ones?
If you mean the helis at night, I'set them so they don't use it. ;)
No, the general light of the map. I think it was 4 am. I'm not sure when it's supposed to get brighter, but it was really bright. =)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

raw003
The patroling choppers man! mad ideas :D!

would be sick if you could add small bandit territories on custom built farms and crap to (just a suggestion)! love the work you've put in man.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

hehe
love the Patroling Choppers it like online now :)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Above
Administrator
Haleks, what guide did you follow to get the helis working? And what are all the helipads for?

*Tired of having my helis not working*
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Just some guy
Wow, just WOW!!! I don't know how you pulled that one off, but the helis and zeds reacting to AI gunfire... it all actually works!!! AWESOME JOB!!! :D
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

raw003
This sounds crazy but i actually blew a heli up! than i started a massive scene where i got out of my heli to loot their bodies and one by one bandits started coming out XD! picked up a radio and my teammates were full talking to me, this game just became epic as!

do heli respawn after they blow up??? :P
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Above
Administrator
raw003 wrote
This sounds crazy but i actually blew a heli up! than i started a massive scene where i got out of my heli to loot their bodies and one by one bandits started coming out XD! picked up a radio and my teammates were full talking to me, this game just became epic as!

do heli respawn after they blow up??? :P

Helis respawn as bandits, e.g when you walk on triggers, or change skin in a trigger (there are 2 triggers covering 50% of the map each, give or take).


Did you get bodies from the NPC heli that crashed?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Firebrand
In reply to this post by Haleks

The new update?
I love it! :)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

raw003
In reply to this post by Above
yeah i did haha, i found one couldnt find the other. seems my teammate found the other one since his got his weapon :S
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

mp5lng
UI fixed ! something was wrong with the files ! re-installed dayz again and things working smooth ! i keep an eye for the helos !
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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 Above
Above wrote
Haleks, what guide did you follow to get the helis working? And what are all the helipads for?

*Tired of having my helis not working*
None : I was messing around with the bandits function, and had an heli spawning at some point - except that it kept crashing since it was unmanned. From there I spent a few hours reading Armaholic forums and figured out I had to spawn the crew as well and make them get in the heli with the 'moveIn' commands.
If you take a look at the helis fnc, you'll see that it's not very different from the bandits fnc : instead of spawning random bandits, you spawn the heli and its crew - the rest of it is pretty much the same as usual.
Oh, and the helipads on the map are the zombies spawning in forests.

Above wrote
No, the general light of the map. I think it was 4 am. I'm not sure when it's supposed to get brighter, but it was really bright. =)
That's because I've set the mission time in mid-summer. ;)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7 [05/20 UPDATED w/ Patroling choppers]

Haleks
In reply to this post by Haleks
Just found a nice little addon if you guys play in 3rd person view ;)
I think I'm going to try and maybe add it to the recommended mods (the default external POV kinda sucks).
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Above wrote
Haleks, what guide did you follow to get the helis working? And what are all the helipads for?

*Tired of having my helis not working*
None : I was messing around with the bandits function, and had an heli spawning at some point - except that it kept crashing since it was unmanned. From there I spent a few hours reading Armaholic forums and figured out I had to spawn the crew as well and make them get in the heli with the 'moveIn' commands.
If you take a look at the helis fnc, you'll see that it's not very different from the bandits fnc : instead of spawning random bandits, you spawn the heli and its crew - the rest of it is pretty much the same as usual.
Oh, and the helipads on the map are the zombies spawning in forests.

Above wrote
No, the general light of the map. I think it was 4 am. I'm not sure when it's supposed to get brighter, but it was really bright. =)
That's because I've set the mission time in mid-summer. ;)

Yes, I noticed that the heli script was similar to the bandit one. I used your script for personal use, and changed the heli to a huey, and gave the AI bandit/survivor skin + loadouts, because I wanted the crashes to actually have bodies after a crash. But 1-2 of the AI would just spawn unarmed on the ground. When I was messing with heli patrols, I tried to spawn them by using the ingame editor, and throw them loadouts and what not, and then link them to the heli and give it the patrol script. But it always ended up just hovering. I don't know how much time I've spent on that, haha.

Could I use your script, if I can get the AI to successfullly have a loadout and a body after crashing, for you? Maybe random helis even? What do you think? (Don't feel forced, I don't really mind experimenting with my own.


And oh! I never messed with the season settings yet, it looked really good! Thanks for sharing. I'll mess around with it too, and see what kind of beatiful-ness one can end up with. I thought the seasons made no difference, to be fair.



EDIT: In fact, I got plenty of ideas for the helis. More than I knew myself. I'll just do it the way you did it, and see if I can add some/my ideas. Feel free to use it if it's something you like. Depending on what I come up with.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Duke
In reply to this post by Above
OMG air to air combat! This is awesome! Great job as usual :)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Above
Administrator
Duke wrote
OMG air to air combat! This is awesome! Great job as usual :)
We need more air vehicles with pilot guns, though! :D

Or I guess, the friendly AI works in this, so they could shoot, too! :)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
I don't mind you using or modifying the helis function. For now I made it simple and just put two russian soldiers in one russian heli : they have a decent equipment so it's already worth destroying the heli and looting the corpses.
I might change one of the chopper spawns and set it choose a random helicopter with bandits (I might have an idea about the loadout problem you had) - I'll try to make it so it patrols the coast, rather than flying random areas. Meanwhile, if you want bandits in yours, I suggest using the old bandit skin with its arma 2 classname (GER_Soldier_EP1 or GER_Soldier_MG_EP1); they'll spawn with their original loadout so you don't need to bother with that (guns, radio, GPS and NVG).
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Dalereo
In reply to this post by Above
Haleks One Beef with the Heli what are they suppose to do?? I saw a MI russian chopper flying around but it never landed or attacked me and i was on a building,Also Havent seen Bandits in awhile and Im in cherno.....And last but not least could you add the AEG logistics? i tried and for some reason it didnt catch,it worked on Aboves map but not yours. Feedback on these topics would be Nice, All in all still a great mod brother.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.6 [05/18 UPDATED]

Haleks
Dalereo wrote
Haleks One Beef with the Heli what are they suppose to do?? I saw a MI russian chopper flying around but it never landed or attacked me and i was on a building,Also Havent seen Bandits in awhile and Im in cherno.....And last but not least could you add the AEG logistics? i tried and for some reason it didnt catch,it worked on Aboves map but not yours. Feedback on these topics would be Nice, All in all still a great mod brother.
Once spawned, the helis will patrol 3 (up to 5) random waypoints : they will fly a pretty large area since the waypoints are set to be 2000m from each other (I'm still messing around with these numbers and might reduce to 1000m). I've also noticed that the AI ain't very good at spotting units on the ground. They might see you more easily if you're in a vehicle and start being more dangerous - but I guess it needs more testing/improving.

Also I made some changes to the bandits triggers : you have to stay one minute in a trigger zone to have them spawn (might change this also & set it to 30s). Changing skin or exiting the trigger will reset the timer - this way you won't have dozens of bandits/helis when trying diffrent outfits and won't spawn useless AI when flying over a small town. Besides that delay thing, I'm pretty sure they work fine - but I guess there's a chance they spawn even further in the wilds depending on how fast you moved into town during the one minute timer...

I'll take a look at AEG and see what I can come up with.
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