I have searched around but couldn't find a similar question which is: does loot despawn occur at some point after an extended period of time?
Because if not this is great fun for the 'gatherer' - http://i.imgur.com/YlGbCIo.jpg |
In reply to this post by mp5lng
First bandit squad i met were a group of pastards ! Managed to kill one, the other revenged his mate :-p and putted the poor survivor out and passed out, after waking up and taking care of the second bandit i found a third one already dead :-/ not sure if they wanted to kill him or he was on their line of fire cause they were on the harbor, only zeds were around them,.
As always...AI are awesome they always make sure i suffer at the beginning,. ;-) Another thing ! Did anybody ever heard the survivor's heart beating when low on health ? Thanks for the great effort ! Looking forward for 1.7.7 ;-) and hoping to see all Daizy's feature emplemented on it ! |
In reply to this post by crowbars82
From my loooong time playing Daizy's releases i can tell you this...: Have fun gathering loot ! ;-) they don't despawn at all ! You place them somewhere you like and they'll stay the same way until you start a new game ! And one more thing ! You may want to remove the DMZ script if you want dead bodies to stay so you can give them a visite after a while :-) i always find good stuff on them later,. |
In reply to this post by mp5lng
Nice! Now they actually do their job ^^ |
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In reply to this post by Haleks
Exacly. We could add sounds instead of the UI, completely. I like the food/drink UI, though. But would be cool with sounds aswell. :O If you had a burp sound after drinking. And when you're about to start losing blood due to water/food you'd have this gut sound. I don't even know how to explain the sound I'm thinking of. x) |
In reply to this post by Haleks
Zombies cant die -______________-
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In reply to this post by rugrat
I thought it was once a problem with either the zeds or the new weapons from BP....
You're the first one to report this on Faction. Could you tell us what is your install? Beta version for OA, do you have a steam copy or box retail? |
In reply to this post by Haleks
Hi Haleks,
You are too fast to catch up with new releases. Some feedback about 1.7.2, Bandit Edition: - I finally met a bandit squad near Pass Sosnovy, killed all of them (it was very easy since I had an M-107, courtesy of a lonely bandit near Zeleno) - cool. - Bandits appearance is a bit ... erratic. Sometimes you spend a lot of time wandering around and nothing happens, sometimes 2-3 of them pop up suddenly. I always travel from forest edge to forest edge and spend a lot of time scanning the fields nearby before moving. Sometimes I wish I had more bandits around, sometimes I feel there are too just many. I do not know whether this depends on the number of trigger areas or else. All in all is very good, you are always tense when crossing open fields and that's a very dayz-like sensation! - I manage to shoot down a couple of helicopters. They go down and explode on impact, leaving nothing there to be looted, pity. A couple of suggestions: - I think survivors and bandits should never engage Z, I have reached this conclusion because if you have an huge AI squad and you leave them weapons free, they consume all ammo killing Z (and each other because they do not care very much), if you keep them weapon tight they do not react immediately when seeing an hostile, so either way it is bad. Would that be possible to change this behavior or add a special command (engage/not engage citizens)? 5) Survivors should be 100% random just like bandits. The reason why is simple: since I know that there are 2 survivors per big city, what I do is simply to look for them, recruit and have them move in a safe place (some building) and order them so stop firing. Then I go out and start to look for bandits because I know all the AI outside are bad guys so I kill on sight. This is a bit too easy and predictable. Instead, having survivors popping out around the player (anywhere) would be more interesting and challenging. As usual Haleks, you are doing a great job (thanks for that!!!) and those suggestions are just my personal view about things. Cheers, Anubis |
I know what you mean by erratic appearances; it's not easy to balance/test... I might try to reduce the number of bandits per trigger and add more of them on the roads and in the hills - voyages should be a bit more stressing that way. About the helis, some people reported that they disappear after they crash, while others say they were able to loot the bodies... I don't know how it's handled in vanilla Arma 2 so I'm afraid I'm quite clueless. :/ Also the bandit squads were a bit broken in 1.7.2, this is now fixed - they should be a tad harder to kill. I've tried a couple of things about the "engage/do not engage zeds", but I was having a hard time to fix some bugs related to it. Will keep diggin'; meanwhile I might change the Bandit Edition and make it so NPC don't fire at them - it's a bit broken anyway and they will stop doing so at some point in the bandit current release. I'll also try to improve the survivors spawns : the random number ain't working very well (it tends to choose the max available value), but I will make their positions more scattered. |
In reply to this post by Haleks
Hi Haleks,
I am currently testing 1.7.3 Bandit Edition (looks good so far). Per your advice from a previous post: "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;}];" This works for everyone except the new bandit squads (no flies, hard to find the bodies). Also, what beta patch do you recommend? Dayz Commander only updates to 103419 but the latest seems to be 103718 which lists this useful sounding fix: "Fixed: AI no longer fires on targets it does not see, only is reported by other group members". |
I'm currently using 103.419 and don't have any troubles - but I might take a look at the latest!
If you want the flies for the bandit squads, there's a new file to edit in the mission functions : dosomething_banditSquads.sqf. EDIT : There are three units in this sequence : _unit, _unit1 and _unit2. So you have to add the line trhice and change the names accordingly! |
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Nope, didn't look at that one yet ^^ |
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Cool, I looked at it. Then instantly started messing with something else. Hahaha. I found how to change their HP, kind of. But it's how much damage you allow them to take, rather than how much health they will have. I'll do some more research, though. There's not to much on the internet about it. |
In reply to this post by Haleks
Thanks for the quick reply!
Does it matter where the lines go? How does this look? _unit addEventHandler ["HandleDamage",{_this call local_zombieDamage;}]; _unit addEventHandler ["Killed",{_this call fnc_spawn_deathFlies;}]; _unit1 addEventHandler ["HandleDamage",{_this call local_zombieDamage;}]; _unit1 addEventHandler ["Killed",{_this call fnc_spawn_deathFlies;}]; _unit2 addEventHandler ["HandleDamage",{_this call local_zombieDamage;}]; _unit2 addEventHandler ["Killed",{_this call fnc_spawn_deathFlies;}]; |
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That looks good to me. |
Yep, should work all right ;)
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@Above: That looks good to me.
@Haleks: Yep, should work all right ;) Thanks guys! |
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In reply to this post by Haleks
Haleks. _all RemoveEventHandler ["Killed",{_this call fnc_deathFlies;}]; <--- Is this something (something like this) that might work for the cleanup script? Have you messed with it at all? I know how to remove eventhandlers, but I'm not sure how you'd change the deathflies "classname" or so. Because I really want the deathflies back. But I don't want them to always be there. D; |
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