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

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

gingerale1
Could you put a cheated menu like in the old version one.

Cars, guns, vehicles,etc.

Sometime i just want to have fun.

Would be nice, thanks.
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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
Haleks wrote
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)
There are a lot of different folders in weird places, such as a !scripts folder alongside the scripts folder, dayz_code, Dayz_factions etc.

It'd look a lot more appealing to all be merged into the scripts folder. Of course, this is just an aesthetics
thing.

Zombies not spawning also occurs in normal DayZ origins, and has been reported a lot on their forums. It may not be the script breaking, per say, but the amount of local nearby zombies on the client still existing. The dayz_maxLocalZombies and dayz_maxNearByZombies set the limits before zombies are not spawning.

dayz_CurrentNearByZombies would be the amount of zombies around. One of two things could be happening.

Either zombies getting killed are not lowering this value, or zombies are simply not despawned.


Of course, I will try your suggestion. It would, at the least, reduce some of the script lag.

Onto the AI, they always seemed to be friendly to each other for me. Occasionally, they do shoot eachother, but I often saw bandits just run by eachother.

An easier method is to make REDFOR hostile to itself. Zombies are on REDFOR, but they can't attack eachother anyway.

AI also will hunt you down once they spot you, you shoot your gun etc.
Which can lead to some really insane gunfights. When every bandit in a city, hostile to eachother, come to one position to get you, it'll be a huge free-for-all.


AI using your health system is pretty neat too. Makes gunfights last longer, and makes them more dangerous.
DaiZy Single-player Developer (AI Units)
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Stormforge
How common are the bandit trucks and how big are their patrol routes? Have seen 2 so far but have also seen 4-5 bandit helicopters. I would say increase the amount but then you are almost giving the player a free vehicle. Hmm...
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Lucho97
In reply to this post by Haleks
Hi guys. I was playing for many hours the last update for daizy factions, and i cant find friendly AI NPC's.?

Any idea how to fix it???

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

Stormforge
Try going to Skalisty Island, lower east of map. East side of the island is a cove/beach about in the middle of the island, opposite side from the buildings and dock (west side). Just north of there is usually a survivor walking around the side of the hill by the water. Picked 2 up there so far.
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Lucho97
Thanks a lot
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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 Stormforge
Stormforge wrote
How common are the bandit trucks and how big are their patrol routes? Have seen 2 so far but have also seen 4-5 bandit helicopters. I would say increase the amount but then you are almost giving the player a free vehicle. Hmm...

The vehicles can be 'locked', as in, you cannot enter them.
DaiZy Single-player Developer (AI Units)
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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
Alright, so.

Bandits now spawn in buildings if possible. Otherwise, they spawn randomly around you. If possible, they will patrol loot spawns and buildings, otherwise, they will patrol a random area.

Bandits cannot spawn in the same building as eachother, else they'd kill eachother instantly.
DaiZy Single-player Developer (AI Units)
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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 Haleks
Haleks wrote
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...
Yeah I was at the big building in Stary... As for AI changes, I'm playing with tpwcas+asr_ai.
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Haleks
a few words about the next update :
I'm still testing the latest changes to the dayz_code - said changes are already included in the new 2018 release by the way.
I might also add more enterable buildings to villages & towns, or create additional small towns with 100% enterable buildings.

Don't hesitate to throw in any suggestion!
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

donbutaraul69
some sugestions:
1. add bases with survivors/bandits
2. i would like to be a strict secret base like area 51 (there started the virus apocalyps) with army guys that can help you
3. if you can make groups with bandits more populate i mean 5-10 bandits for 1 squad
4. i would like to see police oficers (they will be friendly) who patrol towns
5. i would like to see medics
6. and food is to easy to find, i like to be more harder 2018
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Haleks
donbutaraul69 wrote
some sugestions:
1. add bases with survivors/bandits
2. i would like to be a strict secret base like area 51 (there started the virus apocalyps) with army guys that can help you
3. if you can make groups with bandits more populate i mean 5-10 bandits for 1 squad
4. i would like to see police oficers (they will be friendly) who patrol towns
5. i would like to see medics
6. and food is to easy to find, i like to be more harder 2018
The larger bandits squads is a nice idea - eventhough it could be a tad hardcore. I'm thinking one or two special spawns on the map : a convoy made of a Ural truck and a car with a mounted gun - both filled with bandits. The AI reactions aren't so bad when it comes to patrolling roads : they won't hesitate to disembark and engage any hostile; this could be fun.

About the medics, a couple of survivors can heal the player (well, they can heal a broken leg that is); but seen as their spawn sequence is completely random, it's not easy to come by them...
I guess I can add some unique spawns with guaranted medics on the map.

And you're definitely right about the food spawn chances, I'll tweak it a bit.
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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
Zombies not spawning also occurs in normal DayZ origins, and has been reported a lot on their forums. It may not be the script breaking, per say, but the amount of local nearby zombies on the client still existing. The dayz_maxLocalZombies and dayz_maxNearByZombies set the limits before zombies are not spawning.

dayz_CurrentNearByZombies would be the amount of zombies around. One of two things could be happening.

Either zombies getting killed are not lowering this value, or zombies are simply not despawned.
Yeah I had some troubles with the max_zombies variables, but I made some changes to the scripts so they don't refer to those anymore, so this is not the issue.
I've also monitored the number of alive/dead zombies to make sure they were deleted all right, and they were... :/
That's why I'm thinking about a "simple" script overload problem.
I've also noticed that when you resume a saved game, actions for the player can be a bit more laggy.

I'm currently testing new fixes I used in DaiZy 2018, and the action lag thing seems to be gone so far; maybe the zombie spawn issue is fixed as well.
Damn I hope so.

Niceonegunit wrote
Onto the AI, they always seemed to be friendly to each other for me. Occasionally, they do shoot eachother, but I often saw bandits just run by eachother.
Thing is, bandit squads are a bit too common, but on the other hand they pose more of a challenge.


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

Anubis
Hi Haleks,

Been playing around with the 3.0.2 for a few hours. Some feedback for you:

1. I have not experienced anymore Zombies/Loot not re-spawning or FPS slowdown
2. Survivors are harder to find -or maybe I kill them by mistake, it is impossible to figure it out
3. Bandits on the other side are rather active, especially squads: within 10 minutes I had to fight two of them while moving North toward NWAF
4. Military loot is pretty scarce, but it is not a problem to get good gear from bandits. They have a good mix of things.
5. I do not know which loot tables you are using and therefore whether all weapons can be found or only some, but bandits have everything (also things like L85A2 SUSAT and AK-107 GL), my preferred weapon being the mk12 SPR, not found yet
6. Not so many helicopters flying around, but many crash sites (between Green Mountain and NWAF)

All in all the release seems pretty stable and balanced in terms of difficulty. It is a tad more difficult in terms of bandits (single, squads and patrol cars) and there are not many friendly survivors around but Zombies have the "old type" behavior, easy to shake.

Loot is scarcer but okay, one can manage to survive.

Thanks a lot as usual :-)

Anubis


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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
Haleks wrote
Thing is, bandit squads are a bit too common, but on the other hand they pose more of a challenge.

Being common is much better than rare in this kind of setting. Since players aren't around anymore, the only thing left are the AI bandits. Zombies are, let's be honest here, cuddly little schoolchildren who follow you around. Nothing more than an annoyance.

And having crazy gunfights is pretty intense. Gotta love those moments.
DaiZy Single-player Developer (AI Units)
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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
You wouldn't mind testing the mission for me, would you Haleks?
It looks pretty solid so far, but I need to be sure I haven't missed anything.
DaiZy Single-player Developer (AI Units)
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

Haleks
Niceonegunit wrote
You wouldn't mind testing the mission for me, would you Haleks?
It looks pretty solid so far, but I need to be sure I haven't missed anything.
Sure man!
I don't know how soon I'll do it (seen as 2018 & Factions keep me quite busy), but I'd love to check out the changes you made to the AI.
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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 Anubis
Anubis wrote
2. Survivors are harder to find -or maybe I kill them by mistake, it is impossible to figure it out
5. I do not know which loot tables you are using and therefore whether all weapons can be found or only some, but bandits have everything (also things like L85A2 SUSAT and AK-107 GL), my preferred weapon being the mk12 SPR, not found yet
Thanks for the constant feedback dude!
You can check the journal to see if you commited any murders; units are also labelled "survivor" or "bandit" when you check their gear.
About the bandits loadout : I'll most def modify it - some of those guns don't really have their place in dayZ I think.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

billy
In reply to this post by Haleks
I'm still having problems with starting the missions. it says i need dayz_weapons and communityassesments. i have both and my version is right. any solutions
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Re: RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

egnbv
In reply to this post by Haleks
I want to play with friends single map, how IP connection or LAN?

In addition, how to use your own blood bag?
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