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]

Haleks
raw003 wrote
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 :)?
I presume you already know how to open the mission file. Look for the doSomething_bandits.sqf file in "scripts\mission\fnc". You'll want to edit this line :
[_eastGrp, _pos, 250] call fnc_taskPatrol;
250 is the distance in meters between each waypoint created by the taskPatrol function : it generates 3 up to 5 waypoints. Just change that number accordingly ;)
As for the bandits capturing a base - you would first need to prevent Zeds from spawning there; wich is beyond my knowledge right now :(

EDIT : don't forget to create a new doSomething_yourbandits.sqf file if you don't wanna change all the bandits.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

JuniYo
Hey I thought I should let you know(in case u didnt). There is coming a HUGE update to DayZ wich obviously are gonna change/add a lot, so prepare for a hard time updating it :P Take your time though. I know it's not ease to make this :)
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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
Haleks wrote
raw003 wrote
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 :)?
I presume you already know how to open the mission file. Look for the doSomething_bandits.sqf file in "scripts\mission\fnc". You'll want to edit this line :
[_eastGrp, _pos, 250] call fnc_taskPatrol;
250 is the distance in meters between each waypoint created by the taskPatrol function : it generates 3 up to 5 waypoints. Just change that number accordingly ;)
As for the bandits capturing a base - you would first need to prevent Zeds from spawning there; wich is beyond my knowledge right now :(

EDIT : don't forget to create a new doSomething_yourbandits.sqf file if you don't wanna change all the bandits.

so can i have more than one script on this??

like have one line say "[_eastGrp, _pos, 250] call fnc_taskPatrol;"
and another say "[_eastGrp, _pos, 50] call fnc_taskPatrol;"

i don't really know how to do this, so pretty much from my understanding I copy from the top-down of "doSomething_bandits" script and paste it underneath? (duplicating and changing the distance in meters).

and to get it to work, im assuming I go to Main menu, click Singleplayer, click editor and from there i do as follows...

- Slap down one of those triggers on a fortification i've built for em
- Paste '(vehicle player) in thislist;' in "Condition" inside the trigger i presume from the other triggers.
- Plop in the "[_eastGrp, _pos, 50] call fnc_taskPatrol;" under "On Act".

or to cut it down straight : do i pretty much just have the same as the other bandit triggers and just have "[_eastGrp, _pos, 250] call fnc_taskPatrol;" ~~~~~~ instead of ~~~~~~ "_nul = call fnc_doSomething_bandits;"?

not so sure if im doing it the right way, maybe im completely doing it wrong lol.
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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
Of course lone AIs won't stand a chance ! The question is : are they capable of taking down a helo ? Cause it's gonna be really helfull ! And one more thing ! Will AIs start looting corpses or they just kill and move on ?

You are a "code lover"  !  ;-)
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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 raw003
raw003 wrote
or to cut it down straight : do i pretty much just have the same as the other bandit triggers and just have "[_eastGrp, _pos, 250] call fnc_taskPatrol;" ~~~~~~ instead of ~~~~~~ "_nul = call fnc_doSomething_bandits;"?

not so sure if im doing it the right way, maybe im completely doing it wrong lol.
Make a copy of doSomething_bandits.sqf, rename it, open it and change the [_eastGrp, _pos, 250] call fnc_taskPatrol line.
Save it, go in scripts\mission, open the mission_functions.sqf and add :
fnc_doSomething_theNameYouChose = compile preprocessFileLineNumbers "scripts\mission\fnc\doSomething_theNameYouChose.sqf";
 and save it.
Now you can open your editor and add a new trigger (or copy/paste another one), and put "_nul = call fnc_doSomething_theNameYouChose;" under "On Act".
And that's it! ;)

mp5lng wrote
And one more thing ! Will AIs start looting corpses or they just kill and move on ?

You are a "code lover"  !  ;-)
I didn't code anything like that, but if you play with the rearm feature from CoWarmod, they might loot corpses and buildings for ammo.

JuniYo wrote
Hey I thought I should let you know(in case u didnt). There is coming a HUGE update to DayZ wich obviously are gonna change/add a lot, so prepare for a hard time updating it :P
Doh! ;/
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
aren't we supposed to find dead bodies after shooting a patrol helo ??
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Duke
No they eject with parachutes usually...
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
impossiblos !i shot the pilot and he's dead ! his corps should burn with the helo !
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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
aren't we supposed to find dead bodies after shooting a patrol helo ??
I remember Raw003 posting here about bodies he found after he shot down an heli. But I've also seen some crashes with no sign of corpses :/
I don't even know how Arma 2 handles this in the first place.
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
No problem ! let them rest in peace !
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Firebrand
In reply to this post by Haleks

I found a fully working helo on the ground yesterday, guarded by 2 bandits.
So it looks like they decided to land for some reason, they did not run out of fuel.

What a lucky bastard I am :D

Btw could it be Zeds also react to Ai gunfire even though AI uses silenced weapons?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
Firebrand wrote
Btw could it be Zeds also react to Ai gunfire even though AI uses silenced weapons?
Not likely, the sequence used to alert the Zeds is almost the same as for the player. It only depends on the type of ammo used to fire (wich is why StanagSD ammo fired with a non-silenced weapon won't alert the zombies).

By the way guys : I'm re-writting the bandit squads sequence; it was making the survivors kill each other >_<'
I'll stay on the first solution I came up with : squads engaging everyone except other squads. It won't make any difference ingame : there's likely not a single chance to see two squads meeting each other - except maybe at the Nw airfield...
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Anubis
Hi Haleks,

Simple question: I just shot down an Huey with a sniper rifle. I saw the chopper going down then explode and a column of smoke but when I reached the place, I found no wreck.

Is that supposed to be like that?

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

Anonymous
In reply to this post by Haleks
Hi, I have a feature request if its doable. Could we have mission objectives like:

1. Gear up (find weapon,map,compass,toolbox) and recruit/rescue 1 survivor.
2. Find and repair land vehicle and drive to NWAF with 2 survivors.
3. Find and repair helicopter (maybe have the rotor parts only spawn in helo crash sites) and fly 4 survivors to NEAF.
4. Repair C130 plane (have 2 random C130 crash sites spawn for parts) and fly 6 survivors out of Chernarus to end the mission.

PS. I love everything you have done so far!
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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 Anubis
Anubis wrote
Hi Haleks,

Simple question: I just shot down an Huey with a sniper rifle. I saw the chopper going down then explode and a column of smoke but when I reached the place, I found no wreck.

Is that supposed to be like that?

Anubis
Nope :/
I've always seen wrecks after they crashed (even in the sea) - only thing for me is that most of the time I don't find the crew (but I hadn't time to actually play it though)...
And I don't the think it's the delete script, since I deactivated it for vehicles...
Maybe an Arma 2 problem?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
A helo was hunting me and a bandit, we shot couple of sniper rounds on it, it went somewhere else, "i killed the bandit  :-p" went after the helo, started shooting on it again, the pilot kept hovering around than just screwed up and crashed on a forest :-/ not sure if my last shot killed the pilot but the hilo was 6km away from me, but i really think it's a mistake made by the pilot or i just got lucky, so is it possible to be a glich ? I'm using the addon from Cowar mod to make AIs smarter when flying,

And how is the work going on squad script ?  Are we there yet ?
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Haleks
mp5lng wrote
A helo was hunting me and a bandit, we shot couple of sniper rounds on it, it went somewhere else, "i killed the bandit  :-p" went after the helo, started shooting on it again, the pilot kept hovering around than just screwed up and crashed on a forest :-/ not sure if my last shot killed the pilot but the hilo was 6km away from me, but i really think it's a mistake made by the pilot or i just got lucky, so is it possible to be a glich ? I'm using the addon from Cowar mod to make AIs smarter when flying,

And how is the work going on squad script ?  Are we there yet ?
Yeah even with the addon, the AI is far from perfect with the choppers; I also had one of them crashing somewhere. But you would be amazed to see how much the vanilla AI sucks without it : half of the helis would crash within 10 minutes...

And I'm almost done with the update, just checking some things. I think I'll upload it tomorrow.
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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 Anonymous
Anonymous wrote
Hi, I have a feature request if its doable. Could we have mission objectives like:

1. Gear up (find weapon,map,compass,toolbox) and recruit/rescue 1 survivor.
2. Find and repair land vehicle and drive to NWAF with 2 survivors.
3. Find and repair helicopter (maybe have the rotor parts only spawn in helo crash sites) and fly 4 survivors to NEAF.
4. Repair C130 plane (have 2 random C130 crash sites spawn for parts) and fly 6 survivors out of Chernarus to end the mission.

PS. I love everything you have done so far!
I will keep Factions as much dayz-like as I can : I don't want to impose a scenario to the player; everyone play it with his own vision. Some people want it "Walking Dead" style while others hunt the survivors.
But I might try something more personal when I'm done with Factions ;)
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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 Haleks
Well As far as the Town goes i could do the Mapping iv already done some of it on My Copy of your Mod that i Play im just no good with the scripting iv never Done it before But iv already Walled Stary and placed Open entrence's with Military Guards and watch towers Im wondering if i could make it so they killed bandits?? Like if I kill survivors if they would shoot me? that would be awesome
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Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

mp5lng
My main mission in dayz "daizy" is...." if it's hostile...you kill it"

 http://m.youtube.com/watch?v=Le4ul-KKzdQ 
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