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

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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Above
Administrator
Haleks wrote
Above wrote
Haleks wrote
Dalereo wrote
Guys can anyone explain why my game is freezing now?? It never used to do that and now everyonce in awhile it just freezes up :/
Do you mean it totally freezes or is just for a second or two?
Does it occur within a particular situation?

@Above: going to double-check the skin thing.

EDIT : It works! Thanks Above for pointing this out!

Glad it worked. And no worries, the least I can do after your massive care package.

Also, the Napf is using your building setup. This was never intended, and I wasn't planning to use any building stuff. Do you want me to remove it now, or can I just do it whenever? It seemed like quite alot to remove (and even more for you to add and get to work, heh).
I guess you're using the updated buidling script. It's up to you : you can deactivate in the init (you also will have to remove the custom fn_selfactions file).
If you want to clean your mission file of it, you will have to remove those lines from description.ext :
#include "build_recipe_dialog.hpp"
#include "build_recipe_list_dialog.hpp"
and delete the buildRecipeBook folder.
You can use it if you want; I've put quite some work in it, it might as well be used on more releases...

Well, I never use the building scripts. So it's whatever for all I care. If you really don't mind at all, I can just leave it for whoever wants it, and point out that you put alot of effort into it. But I really don't feel like using everything you've made. I just didn't think of it, so it stayed there.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
It really is up to you : I don't mind at all ^^
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Above
Administrator
This post was updated on .
Haleks wrote
It really is up to you : I don't mind at all ^^
Well, if you really don't mind at all, I'll keep it for those who use it. I'm to lazy to grind basematerial.

But promise me to say no when you DO mind. :P

Also, I'm messing with the hunger/thirst timer (since re-loading didn't fix it for me), I started manually changing the timer. I'm getting closer to the result I wanna see. I'll give you the value when I got what I'd consider accurate, okey? :D


*EDIT: I really can't find what's causing the timers to fuck up. They might just be changed somewhere else for 1.7.7. My thirst dropped fairly fast on MP aswell.


*EDIT2: The timers might actually be properly working, lol. I'm using the timer on my phone to find out.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Motors6
In reply to this post by Haleks
Great as always!!! But the most funny thing was that the zombie blasted my ass with shotgun xD. I just posted for you to know that there is some zombies with weapons, i think its some kind of bug or something. But i laughed pretty hard xDDD
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Above
Administrator
Motors6 wrote
Great as always!!! But the most funny thing was that the zombie blasted my ass with shotgun xD. I just posted for you to know that there is some zombies with weapons, i think its some kind of bug or something. But i laughed pretty hard xDDD
Are you sure it wasn't AI bandits? x'D
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

iHappyCreeper
In reply to this post by Haleks
Can you make a version of this without the AI?
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
In reply to this post by Motors6
Motors6 wrote
Great as always!!! But the most funny thing was that the zombie blasted my ass with shotgun xD. I just posted for you to know that there is some zombies with weapons, i think its some kind of bug or something. But i laughed pretty hard xDDD
What the heck???
Were they walking like zeds? You really sure it was'nt an AI?
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

mp5lng
Haleks wrote
Motors6 wrote
Great as always!!! But the most funny thing was that the zombie blasted my ass with shotgun xD. I just posted for you to know that there is some zombies with weapons, i think its some kind of bug or something. But i laughed pretty hard xDDD
What the heck???
Were they walking like zeds? You really sure it was'nt an AI?

O_O

I remember facing a lonely bandit with an mp5, he was literally hiding right in the middle of a hord of zeds :-p maybe that's what happened with Motors6,.

PS :  I forgot what update i'm using now  XD, so i'm gonna re-download again and start up,.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

mp5lng
And haleks, did you changed the bandit 10km deletion script to 5km ? I think this is a next update feature,.

Peace,.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
mp5lng wrote
And haleks, did you changed the bandit 10km deletion script to 5km ? I think this is a next update feature,.

Peace,.
No, I think I'll leave to 10 on this release : when flying a chopper, combats can happen on great ditances. This way if you have to land your heli a bit far to fix it, you can still go back to the fighting.

By the way, I'll probably update this within a few days : the update will have the extended armor for NPCs.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

mp5lng
Haleks wrote
mp5lng wrote
And haleks, did you changed the bandit 10km deletion script to 5km ? I think this is a next update feature,.

Peace,.
No, I think I'll leave to 10 on this release : when flying a chopper, combats can happen on great ditances. This way if you have to land your heli a bit far to fix it, you can still go back to the fighting.

By the way, I'll probably update this within a few days : the update will have the extended armor for NPCs.
Great ! Taugher enemies !  :-) and far away fighting is always welcome ! Thanks dude,.

Another thing haleks, i used every cowar addon you posted, and they're working perfect except some friendly AIs' animation, when they start following me they keep doing this...(step forward-stop moving-aim-lower the rifle-step forward-stop....) And so on, i travel about 60 metters while they still doing the same crap and become "away" in the end,. I guess it's a conflict between cowar addons, probably just for me,.

Thanks for responding !
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Above
Administrator
This post was updated on .
In reply to this post by Haleks
Haleks wrote
mp5lng wrote
And haleks, did you changed the bandit 10km deletion script to 5km ? I think this is a next update feature,.

Peace,.
No, I think I'll leave to 10 on this release : when flying a chopper, combats can happen on great ditances. This way if you have to land your heli a bit far to fix it, you can still go back to the fighting.

By the way, I'll probably update this within a few days : the update will have the extended armor for NPCs.

How did you add armor to bandits? :D


*EDIT: Why are you calling the compiles in the mission instead of the one in the code like before, back in the days?
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

mp5lng
Any body know if stashes working ?
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
In reply to this post by mp5lng
mp5lng wrote
Haleks wrote
mp5lng wrote
And haleks, did you changed the bandit 10km deletion script to 5km ? I think this is a next update feature,.

Peace,.
No, I think I'll leave to 10 on this release : when flying a chopper, combats can happen on great ditances. This way if you have to land your heli a bit far to fix it, you can still go back to the fighting.

By the way, I'll probably update this within a few days : the update will have the extended armor for NPCs.
Great ! Taugher enemies !  :-) and far away fighting is always welcome ! Thanks dude,.

Another thing haleks, i used every cowar addon you posted, and they're working perfect except some friendly AIs' animation, when they start following me they keep doing this...(step forward-stop moving-aim-lower the rifle-step forward-stop....) And so on, i travel about 60 metters while they still doing the same crap and become "away" in the end,. I guess it's a conflict between cowar addons, probably just for me,.

Thanks for responding !
Try to remove the slx_anim_ai_lowriflemove file, I'll remove it from the list - it's a bit glitchy.

mp5lng wrote
Any body know if stashes working ?
They should; all the actions are processed the same way, so if the new features work (they do for what I've seen), this should work too.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
In reply to this post by Above
Above wrote
Haleks wrote
mp5lng wrote
And haleks, did you changed the bandit 10km deletion script to 5km ? I think this is a next update feature,.

Peace,.
No, I think I'll leave to 10 on this release : when flying a chopper, combats can happen on great ditances. This way if you have to land your heli a bit far to fix it, you can still go back to the fighting.

By the way, I'll probably update this within a few days : the update will have the extended armor for NPCs.

How did you add armor to bandits? :D

Here's a nice how to. ;)

Above wrote
*EDIT: Why are you calling the compiles in the mission instead of the one in the code like before, back in the days?
Can't remember for sure right now, but I think I'm compiling custom functions in there.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Above
Administrator
Thank you so much for the tut. :)


And okey, that makes sense. I'm trying everything I can come up with to fix the UI. I pointed the compiles to the code instead, and it somehow seems to work. It's really hard to tell, though. Because the thirst etc seem to fuck up after a couple of reloads.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

saprykheid
In reply to this post by Haleks
Hey, do you use some dynamic weather? I'd be very interested in. Like e.g. http://forums.bistudio.com/showthread.php?131298-RUBE-Weather-Module
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Haleks
saprykheid wrote
Hey, do you use some dynamic weather? I'd be very interested in. Like e.g. http://forums.bistudio.com/showthread.php?131298-RUBE-Weather-Module
Damn that looks interesting! Will definitely have a look at it and try to include it!
I'm not sure their temperature handling will be compatible with the dayz one though. But having a coherent climat handling, especially for a game without time limit, would be nice indeed.

@Above : I'm going to take some time to play a couple of hours tonight and see how the food/thirst rates behave.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Anonymous
In reply to this post by mp5lng
Has anyone tried re-packing a camping tent? I deployed one near Elektro and later tried to take it with me to Cherno and it played the animation but would not re-pack the tent (tried it with & without items inside).
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

saprykheid
In reply to this post by Haleks
There are some Single Player Missions which use RĂ¼be module and it works fine, its simply great. I do not know if it has any performance impacts, but I don't think so.
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