haleks pls add the building script at the new mission!
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In reply to this post by Ultrazen
I think excluding many of us from your communication is an unfriendly act. |
In reply to this post by Haleks
Haleks, I found you create Bandits with a 1.0 skill - those are monsters who kill you oneshot from 500m distance while they run...
I'd rather recommend a bit of randomization like: _unit = _eastGrp createUnit [_type, _pos, [], 0.2 + random 0.6, "FORM"]; EDIT: And BanditSquads have a zero skill? _unit = _resistGrp createUnit [_type, _pos, [], 0, "form"]; |
The values you're talking about don't refer to their skills. Have a look at this for more infos. In other words, all units have the default skill value (0.5); but it doesn't matter if you play with ASR_AI, as it randomizes this value as well as others. |
Updates on that new dayz_code I'm working on :
The 1.8.0.3 GUI and the new medical functions are working; Zeds & loot are spawning fine. The zeds behaviour is going to need some improvements and I have to check plenty of minor stuff (like the crafting system and the actions for all the newest items)... But so far, looks like it's gonna run just fine - hopefully we'll enjoy all the latest features on a stable build! |
In reply to this post by Haleks
Ah great thx. I looked at createUnit, not CreateUnit array. CreateUnit has the skill argument.
What is the best way to limit Zombies, where is the zombie spawning in your code? I stayed on Balota airfield tower, shot some zombies, and they permanently spawned right in fron of me (<100m) - too close, too often and too many. Also, is there a difference in bandit spawning when on a vehicle? I.e., on vehicle (I drove with an ATV) mostly nothing happens, but when I eject, bandits start spawning? Is that a correct observation? It was a bit easy to drive around, almost! no danger that someone shot at me. |
In reply to this post by Haleks
Halecks, I look forward to try the changes. Some suggestions after fighting Zombies with melee weapons: Indoor, the Zombies have always the following way to attack (outdoor is similar but sometimes they stop very close to you, far closer than indoor): 1. Move within distance X to the player 2. Perform the attack animation (kind of jump/circle/move hands all together) and swing back to the original position 3. After a few times the attack fail (that is, the player is not hit) they move a tiny amount closer, rinse and repeat There are the following problems with this: a) the distance X is outside melee weapon range. I understand this must be on purpose but it is also incredibly unrealistic b) when they perform the attack animation they do not take in account walls or obstacles: in other words if you are in a room close to a wall, a Zombie will come outside the room, stop and then perform the attack animation through the wall I believe the attack sequence is unbreakable, so there is no way to make it realistic by having a collision check with the environment while it is being performed, but would that be possible to have the Zombies coming closer to you before stopping (reducing X) ? It would reduce the amount of hit-and-miss and frustration with any melee weapon. Cheers, Anubis p.s. no delayed actions in my case, only FPS slowing down, but that can be cured by saving and restarting |
In reply to this post by Ultrazen
Salut, j'aurais besoin de toi je crois Ultrazen... Si tu as skype ajoute moi : thor11260 j'ai de nombreuses questions, et t'es points 1,2,3,7 m'intéresse également sur ta mission. |
In reply to this post by Haleks
I'm having a bit of a problem... I've installed DaiZy 1.8.0.3 FACTIONS 2.8.1 with no problem and works fine. I also installed CoWar Mod and Community Base Addons but now when I go into my inventory it's all black and hard to see anything.
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I think the problem is cowarmod. pbo Use only recommended in the first page. |
Hello
what is the file that manages vehicle damage to spawn please ? |
In reply to this post by donbutaraul69
Hello everyone, first of all, I want to thank Haleks, for the work he has done for this mod.
I'm on the 26th hour of my run, spend the weekend at Chernarus The loot script is working perfectly, I camped somewhere to the northwest, and the loot and the zombies still spawn, after sleeping in a tent. Question: is there any difference between 1 and 9 hours sleep, or the loot cycle, triggers at any of then? one thing I noticed in this version, is that the bandits that spawn at the coast, now come with M107 and 338 Lapua, like the ones up north. The only two bugs that I encounter, are the heli crashes, some of them do not have the weapons crate. and animals, I can only see rabbits. best regards PP |
The loot cycle is triggred when you sleep - no matter how much time you sleep. ;) Also, for those who are having issues (delayed scripts or zeds not spawning anymore) with the current build : I'm almost done with the alternative dayz_code; I still have to make some changes on the mission files. But if your game runs fine, I do not recommend to use the upcoming update - the only noticeable change is that the animals spawns will be fixed. That, and the base building that I got working. Also, I could use more feedbacks on that matter : I don't get why some people are having troubles, while others have been able to play 26 hours (!) with no issues... :/ So, don't hesitate to tell me if it has happened to you, and in wich conditions! ;) You'll want to edit that file : vehiclesetDamage.sqf, wich is in "!scripts\!core\!vehicle" |
omg ty haleks for adding the base building script! now it's more then perfect!
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In reply to this post by Haleks
the first time I launched the game, it gave me the bug with the loot and zombies not spawning after a while, but I think it was my fault, because I had already started the game and then tried to install the mod brakingZero, which I think is version 1.8 os the dayz mod
then uninstalled and installed everything back again without addons (Cowar, etc.) and is going well. I'm playing the mission walking zeds best regards PP |
In reply to this post by Haleks
Halecks, The problem with the Zombie stopping to spawn is that it does not happen every time you start a new game. Anubis |
In reply to this post by Haleks
Updated with the new custom dayz_code!
Again, if you don't have any issue with the 2.8.1 build, it is not necessary to update! ...And I didn't took the time to test everything I wanted, but it should run without any problems. If not, just shout in here, and I'll fix it ASAP. Enjoy fellas! |
Sneak pic of a new release I'm working on :
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In reply to this post by Haleks
You'll want to edit that file : vehiclesetDamage.sqf, wich is in "!scripts\!core\!vehicle" Thx Haleks ;) |
This post was updated on .
In reply to this post by Haleks
Argh! I forgot to fix something with the new dayz_code; I'm re-uploading right now!
EDIT : Done! |
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