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 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
Yup ! Removing the wrecks would be very helpfull, i used to smash them from time to time because of the spawning delay, so it's up to you now ! either remove them or....remove them so tge dumpy bandits won't blow up in no time,.

Mean while i found the second helo,...tried to shoot it down with an AK107, ended up wasting 4 mags and with a broken leg ! XD
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
Glad to see they can defend themselves ^^
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Tentman
Sry Iknow there arevover topics but I am new here and I wanted to ask if somebody is working or will release an Origins SP
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
In reply to this post by Haleks
Good news actually they can defend themselves ! Now they just need a car ! ;-)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
The problem is...when they spot you...it's preety much over for you, they'll hunt you down like a little dear ! They kept hunting me for about 3km !  :-/ i still trying to find a mobile bandit in forest hoping he's holding a better gun, and ended up shooting a friendly AI  XO , the freedom  AI,.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Dalereo
I think the problem with the road blocks is it is coded into the actual dayz map if you remove them you delete deer stands and other things like some loot spawns and military bases, this is the impression im under from what iv read.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
Dalereo wrote
I think the problem with the road blocks is it is coded into the actual dayz map if you remove them you delete deer stands and other things like some loot spawns and military bases, this is the impression im under from what iv read.
Actually, the wrecks on roads are coded in the dayz code ;)

btw : I've the squads 100% working! They will engage everyone, included other bandits and squads - that's was a tricky one since the addRating function (wich we use to make bandits kill each other) doesn't work properly inside a group; they kept shooting at their own squad memebers >_<
Anyway, I've found a pretty (and unusual) work around this and it works perfectly.
I just have to place them on the map, fix a few other things I've noticed, and we should have a nice little update soon fellows ;)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Dalereo
I thought the Code was for the Loot and stuff to i read if u delete the roadblock codes you also Fck up the Deerstands and other loot areas
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
That's really awesom ! A group of bandits teamed up with zeds against evey single living form of humanity in chernarus ! Moor loot for us survivors ! That means another new game ! All right ! Waiting for the update !
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Dalereo
In reply to this post by Dalereo
Also Hal i like the Idea floating around with the Military AI town or something and being a Vet i can give yall pointers on how to Set up ECP's and how the Military would "lockdown a town I would just like to see a Nutral area or even a hostile area aside from zombies and random Bandits it could be fun you could add the wasteland guy who sells crap in the town?? ONLY town in chernarus with power? so u could see safety miles away while being hunted down by bandits and chased by zeds.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
In reply to this post by mp5lng
mp5lng wrote
That's really awesom ! A group of bandits teamed up with zeds against evey single living form of humanity in chernarus ! Moor loot for us survivors ! That means another new game ! All right ! Waiting for the update !
It seems I was a tad enthusiast ^^
I've been working (hard) all night on this, and came up with two solutions - each one with a little inconvenient...
I can have either :
- Squads engaging everyone except other squads.
- or squads shooting at everyone, including the other squads - but, sometimes bandits would kill their squad leader right after they spawned (once done they behave correctly & work together though)...

The first solution works well in my opinion (besides, there's very little chance to see two squads in the same area); the second isn't bad either but the way I scripted it is ...awkward (I'm actually exploiting some kind of glitch with the factions mod). And it requires more work.
I'll keep messing with this tomorrow and see wich one fits best.

Dalereo wrote
I thought the Code was for the Loot and stuff to i read if u delete the roadblock codes you also Fck up the Deerstands and other loot areas
AFAIK, the loot and the roadblocks aren't related at all - I think I even saw a couple of servers without the roadblocks.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Dalereo
Then im all for it bro cause then i can Have my AI drive and it should help with FPS somewhat aswell
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
In reply to this post by Haleks
Haleks wrote
I can have either :
- Squads engaging everyone except other squads.
- or squads shooting at everyone, including the other squads - but, sometimes bandits would kill their squad leader right after they spawned (once done they behave correctly & work together though)...

The first solution works well in my opinion (besides, there's very little chance to see two squads in the same area); the second isn't bad either but the way I scripted it is ...awkward (I'm actually exploiting some kind of glitch with the factions mod). And it requires more work.
EDIT : I've finally managed to have the squads engaging other teams - without their members killing the squad leader! :D
Spent the goddamn night on that thing!
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
In reply to this post by Dalereo
Dalereo wrote
Also Hal i like the Idea floating around with the Military AI town or something and being a Vet i can give yall pointers on how to Set up ECP's and how the Military would "lockdown a town I would just like to see a Nutral area or even a hostile area aside from zombies and random Bandits it could be fun you could add the wasteland guy who sells crap in the town?? ONLY town in chernarus with power? so u could see safety miles away while being hunted down by bandits and chased by zeds.
That would require a loooot of work - and I already have plenty. ^^'
(Nice idea though!)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Anubis
In reply to this post by Haleks
Hi Haleks,

Great news about the bandit squads :-)

I look forward to have those squads hunting people around. I have seen squads implemented elsewhere (on some online dayzs servers) and a group of +3 is hard to defeat even if they are AI, unless you attack them first from a vantage position (e.g. they are in the open and you are undercover, so you can bleed them one by one by hit-and-run techniques).

Anubis
 
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
Anubis wrote
Hi Haleks,

Great news about the bandit squads :-)

I look forward to have those squads hunting people around. I have seen squads implemented elsewhere (on some online dayzs servers) and a group of +3 is hard to defeat even if they are AI, unless you attack them first from a vantage position (e.g. they are in the open and you are undercover, so you can bleed them one by one by hit-and-run techniques).

Anubis
Hi Dude!
Right now the maximum AI per group is 3. I've put the triggers on the major locations (big cities, military bases and so on), it's usually one squad among the lone bandits, except at the  NW airfield.
I'm testing it right now; but I think I'll release it soon - so you guys can tell me what you think of it and if it needs more of them killers ;)
I have to say that, between them & the choppers, I spend a lot of time hiding!
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
In reply to this post by Haleks
I like the idea of AI bandits shooting their squad leader  !  :-) in the end ...they are bandits ! They turned against him for some reason, maybe for food or for some loot he got and refused to share with them!  ;-) keep up the good work ! So far so good,.  ;-)
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

raw003
In reply to this post by Haleks
is it possible to set a bandit trigger and give them a walkabout radius limit? i want to create a few bandit squads and plop em in a few of my fortifications i've created.

also, would be cool if a bandit squad runs into a base, and they could make it there own (like a trigger could be set to GUARD or something that allow them to..). idk if it is possible, but its just a few of the ideas i want to try out.

btw im not so good with scripting, could someone gimme a hand if scripting is involved in my ideas :)?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
In reply to this post by Haleks
Yup ! Hiding is the best and only way of surviving from now on !
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
In reply to this post by mp5lng
mp5lng wrote
I like the idea of AI bandits shooting their squad leader  !  :-) in the end ...they are bandits ! They turned against him for some reason, maybe for food or for some loot he got and refused to share with them!  ;-) keep up the good work ! So far so good,.  ;-)
Yeah it was fun ...at the beginning. At some point I would see one of them killing all his squad... è_é
Anyway I've managed to fix it (it was a bit complicated, codewise) - the lone AI's don't stand a chance against them ;)
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