RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

Haleks
donbutaraul69 wrote
halesk if i travel with a vehicle fast the loot don't spawn, and zeds to only survivors and bandits spawns..
Leave the scripts some time to catch up.
Honestly, I never had any kind of isssue with the loot spawns : they stop spawning when I'm in a vehicle (this is normal) and always start spawning again as soon as I disembark.
As for the zeds, it can take several minutes for them to spawn again around the player. I did had a glitch where they wouldn't spawn (or at least very few), but v3.0.2 should fix it.
...If not, I'll keep fiddling with the code...
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

donbutaraul69
you said something about a script, can you give me that script?
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

PPGames
In reply to this post by Haleks
I'm still playing the 2.9.1 Walking Zeds , seems stable for now, I have about 15 hours played.

So far only noticed some delays when building, using the Daimyo's Building Script, but nothing unbearable.

I already found 4 heli crashes and all had weapons crates, still only used the loot script 1 time, but I have changed my skin regularly, every two hours, more or less, also, I've a recycling habit, tend to pick every loot i find and put into zeds and dead bandits.

In this mission, in the bandits camps, after we kill them, we can't keep the tent, says something like we can't dismantle a tent that is not ours.

once again, thank you for the work done in this mod.
when and if eventually it stops spawning loot, i´ll try the new mission ;), hope it takes alot ;)

Best Regards
PP
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

donbutaraul69
what loot script?
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

dannywaugh1
Im having problems picking up backpacks, i used lokis cheat menu to spawn in a czech pack and i cannot pic it up only the option to open it.



any ideas?
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Re: RELEASE : DaiZy FACTIONS 3.0.1 [19/01/2014 UPDATED w/ Car Patrols]

saprykheid
In reply to this post by miguel
miguel wrote
is there any way to have the cheats menu/version?
DIY or use mine. But only 2 missions, the regular and car one.
It has more bandits and survivors spawning. I have not tested anything and not all custom loadouts work. But hey you may use it in combination with Loki or the likes...
http://www18.zippyshare.com/v/38507462/file.html

a) use at own risk
b) I cannot help much (due to no spare time)
c) so in case of errors de-pbo yourself
d) in case of errors don't blame Haleks
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

Anubis
This post was updated on .
In reply to this post by Haleks
Haleks wrote
...
Leave the scripts some time to catch up.
...
Haleks,

I have tried 3.0.2 a few times: so far never experienced Zombies and Loot problems: the generation of both is taking some time however it is working fine so far. The 1.7.6.1 Zombies are less dangerous compared to the newer ones, so the Zombie threat is rather low at the moment, but it is fine as well.

Thanks a lot for your efforts - I am going to make some more tests, so far so good.

Anubis

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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

PPGames
In reply to this post by donbutaraul69
donbutaraul69 wrote
what loot script?
when sleeping in a tent, (in the 2.9.1 version, it needed to be in the forest activate) the loot will be erased, a bit like the server restart.
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

nrc00
This post was updated on .
In reply to this post by Haleks
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

Doughnutz
Played about 4 hours on 3.0.2. I was in Stary Sobor scavenging and engaged 3 bandits, I then moved NE about 1km to a crashed heli site, and no zeds spawned, went back to Stary sobor and no zeds, moved off to two locations I hadn't yet been to (on this playthrough) no zeds and no loot, even though I repeat scavenged the buildings for about 10 minutes.

I'm sure if I revert to a previous save things would be fine for a while longer, same as previous versions but unfortunately the spawning is still glitching out.

this was on walking zeds and patrol cars mission on a fresh install of the mod (with factions 3.0.2. in bottom right corner of screan on load)

Shame as I had some cracking firefights up to that point.
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

Haleks
Doughnutz wrote
Played about 4 hours on 3.0.2. I was in Stary Sobor scavenging and engaged 3 bandits, I then moved NE about 1km to a crashed heli site, and no zeds spawned, went back to Stary sobor and no zeds, moved off to two locations I hadn't yet been to (on this playthrough) no zeds and no loot, even though I repeat scavenged the buildings for about 10 minutes.

I'm sure if I revert to a previous save things would be fine for a while longer, same as previous versions but unfortunately the spawning is still glitching out.

this was on walking zeds and patrol cars mission on a fresh install of the mod (with factions 3.0.2. in bottom right corner of screan on load)

Shame as I had some cracking firefights up to that point.
Try to flush out your memory in-game and see if it helps :
press the left Shift key and the minus key (numpad) at the same time.
Then type flush.
It will empty your vram and should allow scripts to kick in back.

I've also found a few other stuff in the dayz code that could cause those script-lag - it seems to happen often on long missions when the code isn't optimized (and it's not really the case in dayz).
I'm doing some more testing.
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

Stormforge
Some things I have noticed while playing 3.0.1.

Ran into a weird glitch. Was on foot the whole time and everything was working, then I noticed that the weather started cycling on and off from raining ever 10 or so seconds. During this time the game seemed to slow down and zombies and loot were not spawning. Lasted about 10 minutes. Finally things started to spawn and the weather settled on a heavy downpour.  Only happened on 1 of 3 playthroughs with no rain in the other 2.

Noticed that sometimes things will not start spawning until the zombies that were chasing you (large groups) despawn once you get far enough away.

Also I could not get in the gunner spot or get my survivors to get in the pickup used by a couple bandits or of an off-road (DShKM) that I fixed.
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Re: RELEASE : DaiZy FACTIONS 3.0 [17/01/2014 UPDATED]

Doughnutz
In reply to this post by Haleks
I have a AMD7970 3GB, could vram still be an issue? I'll give it a go though and report back, although I never saved it after the spawning stopped, I'll continue til it happens again and then try.  Even with this glitching I'm still having a ball, so once again thank you for your work.
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Niceonegunit
In reply to this post by Haleks
Your mission file is pretty messy. I suppose over time this may happen.
Folders seem to be cluttered all over the place, scripts in random, unsorted locations.

Lots of .rpt script errors, some related to my scripts, some related to yours.

I'm gonna clean up the mission file for you, if you'd like. I'll also be revamping the AI, if that's okay.

Bandits, so far anyway, use the player's health system now. They can get broken legs, get knocked unconscious, and lose blood. They are attracted to loot piles, which obviously works well with COWarMod and it's rearming system. Also makes looting very dangerous.

Made modifications to their patrol waypoints to make them more aggressive and reactive.

Helicopter patrols can spot ground units and vehicles. Vehicles are obviously easy to spot, while infantry is a bit harder to see.

Bandits are not friendly to each other anymore. They will shoot and kill other bandits.

Next thing to do is to get zombies to attack AI.
DaiZy Single-player Developer (AI Units)
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Thekobr4
Niceonegunit wrote
Your mission file is pretty messy. I suppose over time this may happen.
Folders seem to be cluttered all over the place, scripts in random, unsorted locations.

Lots of .rpt script errors, some related to my scripts, some related to yours.

I'm gonna clean up the mission file for you, if you'd like. I'll also be revamping the AI, if that's okay.

Bandits, so far anyway, use the player's health system now. They can get broken legs, get knocked unconscious, and lose blood. They are attracted to loot piles, which obviously works well with COWarMod and it's rearming system. Also makes looting very dangerous.

Made modifications to their patrol waypoints to make them more aggressive and reactive.

Helicopter patrols can spot ground units and vehicles. Vehicles are obviously easy to spot, while infantry is a bit harder to see.

Bandits are not friendly to each other anymore. They will shoot and kill other bandits.

Next thing to do is to get zombies to attack AI.
If you can do this, You are a god.

 Sincerely, ViciousViper / Thekobr4 21.01.2014 ~
ViciousViper - The hot Sauce :3
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Haleks
In reply to this post by Niceonegunit
Niceonegunit wrote
Your mission file is pretty messy. I suppose over time this may happen.
Folders seem to be cluttered all over the place, scripts in random, unsorted locations.

Lots of .rpt script errors, some related to my scripts, some related to yours.

I'm gonna clean up the mission file for you, if you'd like. I'll also be revamping the AI, if that's okay.

Bandits, so far anyway, use the player's health system now. They can get broken legs, get knocked unconscious, and lose blood. They are attracted to loot piles, which obviously works well with COWarMod and it's rearming system. Also makes looting very dangerous.

Made modifications to their patrol waypoints to make them more aggressive and reactive.

Helicopter patrols can spot ground units and vehicles. Vehicles are obviously easy to spot, while infantry is a bit harder to see.

Bandits are not friendly to each other anymore. They will shoot and kill other bandits.

Next thing to do is to get zombies to attack AI.
Mmm I'm not sure why you say that the mission files are messy (remember how they were on older releases?), but anyway I don't think the script-lag experienced by some players is related to the mission itself : it is always the same scenario, zeds & loot stop spawning (handled by the dayz_code) while everything else is still working - scripts inside the mission file don't seem to be affected.

What we really need is some heavy work on the dayz_code to remove everything that ain't used/needed in SP (humanity function, all those login/server/hive checks in player_monitor etc).

About the zed spawn issue : I've noticed that both the player_spawncheck (handling zed & loot spawns) and the stream_locationCheck (handling wrecks, deerstands & junk spawns) files are called in the same loop - but using different methods. Wich gives me pause, because, while the spawncheck seems to fail now and then, it's never been the case with locationcheck (AFAIK).
What the dayz_code does is this : it spawns the spawncheck script, wait for it to be finished, then calls the locationcheck script, pauses for 2 secs (sleep 2) and do it all over again.

Now from what I understand with sqf scripting, spawning a script is usefull if, let's say, you wanna launch the same script on several objects (one thread by target); but if you need to execute a script often without overloading, you definitely want to call it (and it's less heavy on the CPU).

Sooo... I'm not sure why they spawn the player_spawncheck : it's not like there's multiple threads each one checking a single building (can't be, since the code waits the end of the script to proceed); it is one single script checking several buildings - so why spawn it rather than calling it? (Not super sure I'm clear here)
Anyway, I'm trying a playthrough with a small modification (spawncheck & locationcheck are both called) to see what happens. I do think the game is a bit less laggy, but I'll keep testing and see if anything goes wrong with this set up.


About the AI, I'd love to see what you came up with! (Eventhough I wonder what you mean about bandits shooting each others - is this not already the case? - except for squads, obviously)
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

saprykheid
Music is still strange. I thought it was OK, but after save + reload mission I experienced ridiculous track skipping every couple of seconds...
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

jesusmvzla
In reply to this post by Haleks
GGuys, where can i find survivors NPC? been playing for a few hours and i only see npcs shooting me on sight :P
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

saprykheid
In reply to this post by saprykheid
Oh, I've now met a flying chopper for the first time. He always returned back to me, but did not attack. I attacked him like crazy with an M249SAW, no success. Then used a launcher to get him down. But why doesn't he defend himself?
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Haleks
saprykheid wrote
Oh, I've now met a flying chopper for the first time. He always returned back to me, but did not attack. I attacked him like crazy with an M249SAW, no success. Then used a launcher to get him down. But why doesn't he defend himself?
Are you playing with CoWar mod?
I've also noticed that sometimes choppers are reluctant to engage you, especially if you're not out in the open. Other times they do engage zombies, bandits or the player without any troubles though...

I'll see if I can make them more agressive without going mad and crashing themselves...
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