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

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Re: HELP-ME

xeno
Haleks wrote
EDIT : just to make sure : it only concerns the zombies right? The loot keeps spawning fine?

In my case the bug affects the loot as the zeds.
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Some bugs

Cactus
This post was updated on .
In reply to this post by Haleks
Haleks,

Thanks again for always being on top of things.  I'm running Factions with CoWar mod per your recommended list, CBA mod and JSRS.

Noted a few bugs :-

The Bus that spawn on the Elektro Mainroad immediately West of the firestation has a glitch.  When I walk up to it, it looked bullet riddled and the bodywork is worn.  The tyres are functional but a little flat.  I got onboard and component health was orange across the board.  The vehicle was mobile and operative.  I got out and shot it.  Immediately the bodywork became pristine, the tyres pop up fully inflated and all component health are fully green.  I tried the same thing with a Ural that spawned at the longfarmhouse on the Mainroad just West of Elektro (and immediately East of the petrol station).  This Ural is all busted up with mostly red components.  When I shot it, it did not repair itself.  Just burst into flames several seconds after a taking hits. I reloaded the savegame.  Walked up to the bus again.  This time it was bullet riddled and worn as previously but as soon as I walk right next to it, it turned pristine....green across the board.

I think I have seen the same thing with a helo I shot down in the first version of Factions 1.7.7.  The bandit managed to land it without further damage after I disabled the engine. Component health was red across most items, but after shooting the chopper accidentally, it was all green.

I assigned the key 'J' to Useraction 20 to activate the Journal instead of pressing '0' twice.  It worked but after reloading a savegame, it does not work anymore and pressing 'J' has no effect.  I have since tried assigning other keys to this and none work.

 
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Re: Some bugs

Haleks
The vehicles repairing by themselves will be fixed for the next update (finally!!!) - I did some tests and came up with something 100% working.
I think I've also fixed the zeds spawn issue - but this is harder to test...
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

astocky
In reply to this post by Haleks
Haleks wrote
astocky wrote
Does anyone know if you can edit the base DayZ weapon damages. I know that they are way off and have been crunching some numbers to get them a bit closer to reality: (Weapon Damage). Now I just need to work out how to put them into the game and do some testing.

Some of the weapons will get a bit OP against zombies though, so I will probably have to buff them a bit as well - like maybe 12000 blood (or more).

This link for example: (Bullet Energy Transfer and Wounding) clearly shows that even a lowly 5.56x45 Nato round should really mess up your day. Not that you should need to be shot 4 times to die.

I'm not sure you can modify the weapons damages; but it would be way simpler to create a custom damage handling for the player (rather than editing every single weapon config).

EDIT : this should interest you!
Wow, sometimes you wish and then get what you want and its quite a lot more complicated then first thought. I found this:
Arma2 OA Configs
that contains all of the config information for every item in the game. Now I know what to change and how to change it - it looks like I just need 3 or 4 years to change the 100,000+ lines

if I have any luck I will make the files available for anyone that cares enough
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/24 UPDATED]

siulung
In reply to this post by Haleks
Hi, haleks! I wonder if the AI bandits\units attract zeds? Because i see them passing through in zeds horde but not attract any zeds at all.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/24 UPDATED]

Tw0T0ne
siulung wrote
Hi, haleks! I wonder if the AI bandits\units attract zeds? Because i see them passing through in zeds horde but not attract any zeds at all.
I've been playing the bandit version for 6 hours or so. I've heard the NPC's firing at Zed's and found a few of them dead as I'm scouting around.  I don't think they engage them as actively as the original DaiZy mod, but I'm running some improved AI mods so not sure if that's affecting their behavior.
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Re: HELP-ME

Tw0T0ne
In reply to this post by Alpha
Alpha wrote
WHEN I GIVE THIS ERROR RESUME OF ~ ~ ~>

deleted.ca_communityconfigurationproject_e

HELP ME NOT WANT TO START GAME ALL TIME!
Simply copy the @DayZ addons files into your @Faction folder without overwriting the mod files.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Cactus
In reply to this post by astocky
astocky wrote
Does anyone know if you can edit the base DayZ weapon damages. I know that they are way off and have been crunching some numbers to get them a bit closer to reality: (Weapon Damage). Now I just need to work out how to put them into the game and do some testing.

Some of the weapons will get a bit OP against zombies though, so I will probably have to buff them a bit as well - like maybe 12000 blood (or more).

This link for example: (Bullet Energy Transfer and Wounding) clearly shows that even a lowly 5.56x45 Nato round should really mess up your day. Not that you should need to be shot 4 times to die.
Astocky,

I'm not sure it will be worth the trouble although I understand your motivation for doing it.

Thing is if you buff some of these weapons to 12000 blood, it is practically one-shot-kill on most everything in the game.  From a perspective of game balance, I personally leave things stock as it is in 1.7.7.1.  I do shoot in real life but I don't think it is necessary to extrapolate every real life gun dynamics into a game environment because it will cause balancing issues for a gaming standpoint.  For that reason, I also dislike the ironsights dynamic in Arma2....simply because, to me, that is not how it feels in real life.  With training, you can shoulder your weapon and take a snap-shot very quickly using a 'flash' sight picture...and you can certainly pivot to engage running targets or targets in the periphery very quickly, but in Arma2 it slows down your pivot speed when you have ironsights engaged.  This is one reason I custom made my own reticles which are printed on a plastic laminate and stuck to my PC screen.  Not wholly realistic but I like better than the disjointed ironsight dynamic currently in Arma2.   I can usually cleaned out 20 aggro zeds in 1.7.71 (all runners and hoppers) with a 5.56 with an average of 1 to 2 rounds on each.

I run Factions not only as a sandbox offline DayZ experience but also as a gunnery trainer to prep me for multiplayer.  

Take a look at Page 4 of this thread at SimHQ, where I have posted my comments under the nickname 'Harry-the-Ruskie' :-

http://simhq.com/forum/ubbthreads.php/topics/3788510/4/DaiZy_Offline_SinglePlayer_mod

What I found is when I reload a savegame over and over to shoot at the same bunch of 20 zeds taking a run at me in Elektro with different weapons, most zeds in 1.7.7.1 (even the tougher varieties) will go down from a double tap to body center mass with a 5.56x45.  If you go up to 7.62x39mm and AKM class weapons, it is one-shot for most, occasionally double taps.

The 5.45x39mm Russian does appear somewhat weaker than most but with good marksmanship, it is still a double tap weapon for most zeds.

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Re: HELP-ME

siulung
In reply to this post by Tw0T0ne
Yep! I am also using the recommended mods including CoWarMod lite that has the AI improvement. The AI in game firing and not attracting any zeds.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/24 UPDATED]

RenegadeWolf
In reply to this post by Haleks
Um...Can't seem to find any bandits...Just regular survivor can you help with this? Iv'e really want to kill people (Bandits mostly) to gain some humanity, I just hate killing those poor little survivors D:

-PursuedGamer Keyboard
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/24 UPDATED]

Haleks
In reply to this post by siulung
siulung wrote
Hi, haleks! I wonder if the AI bandits\units attract zeds? Because i see them passing through in zeds horde but not attract any zeds at all.
They do attract Zeds when firing their weapon, but only in the regular edition.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

astocky
In reply to this post by Cactus
Cactus wrote
Astocky,

I'm not sure it will be worth the trouble although I understand your motivation for doing it.

Thing is if you buff some of these weapons to 12000 blood, it is practically one-shot-kill on most everything in the game.  From a perspective of game balance, I personally leave things stock as it is in 1.7.7.1.  I do shoot in real life but I don't think it is necessary to extrapolate every real life gun dynamics into a game environment because it will cause balancing issues for a gaming standpoint.  For that reason, I also dislike the ironsights dynamic in Arma2....simply because, to me, that is not how it feels in real life.  With training, you can shoulder your weapon and take a snap-shot very quickly using a 'flash' sight picture...and you can certainly pivot to engage running targets or targets in the periphery very quickly, but in Arma2 it slows down your pivot speed when you have ironsights engaged.  This is one reason I custom made my own reticles which are printed on a plastic laminate and stuck to my PC screen.  Not wholly realistic but I like better than the disjointed ironsight dynamic currently in Arma2.   I can usually cleaned out 20 aggro zeds in 1.7.71 (all runners and hoppers) with a 5.56 with an average of 1 to 2 rounds on each.

I run Factions not only as a sandbox offline DayZ experience but also as a gunnery trainer to prep me for multiplayer.  

Take a look at Page 4 of this thread at SimHQ, where I have posted my comments under the nickname 'Harry-the-Ruskie' :-

http://simhq.com/forum/ubbthreads.php/topics/3788510/4/DaiZy_Offline_SinglePlayer_mod

What I found is when I reload a savegame over and over to shoot at the same bunch of 20 zeds taking a run at me in Elektro with different weapons, most zeds in 1.7.7.1 (even the tougher varieties) will go down from a double tap to body center mass with a 5.56x45.  If you go up to 7.62x39mm and AKM class weapons, it is one-shot for most, occasionally double taps.

The 5.45x39mm Russian does appear somewhat weaker than most but with good marksmanship, it is still a double tap weapon for most zeds.
The reason I started looking into this is because the pistols and intermediate rifles have always been way to weak against players (good performance against zeds though 12000 blood vs 4500). Now that Haleks has updated the bandits to have improved armour, I think they will now need like 6 times 5.56x45 shots to kill. This seems a little off. Until a full medical system can be added that knocks bandits down to incapicate them (like players in MP), there needs to be a zombie buff (up to 12000 blood) and weapon damage change(increased damage at close range and reduced at longer ranges).

In searching for improvements I have found some mods that I really like the look of:

1. http://forums.bistudio.com/showthread.php?91188-Scopes-and-ballistics
- ballistics updates all the standard game rounds to have more realistic BCs and KE drop rates over distance
- scopes updates all the standard zeroing to take advantage of the changes to ballistics

I think this is really cool, as there seems to be a bit of a limitation in the default game where weapons are a bit too effective at range, and not effective enough up close. This should allow higher damage at <50m for the 5.56x45 and 5.45x39 while still leaving them as currently implemented at 150-200m.

2. http://forums.bistudio.com/showthread.php?87648-Muzzlevelocity
- changes the muzzle velocity based on barrel length

My personal favourite. means the M4 and other shorter barrel carbines have less muzzle velocity (and therefore less damage and range capability) based on the barrel length. Combined with the ballistics update this mod should provide a distinct experience shooting each weapon, and should help to change the longer range damage.

Now I just need to find a way to allow snap shots through the sights and things will be peachy. I might just have to use the on-screen green cursor sight for now though

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

Stormforge
Wow, just wow. Finally took the time to try out the Factions mod and love it so far. Something about the first time I heard a chopper in the distance, looking around and trying to find it, then seeing it head my way. Just spawned and had a chance to loot one of the smaller towns and was moving on. Revolver with 12 rounds and here comes a chopper. So I went prone, hid behind a bush, and laid there and prayed "oh please don't see me" as it passed over.
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CoWar mod

GoreMaster
Just got back into the DayZ scene and had no clue that this forum had taken over the SP projects. I am very grateful and very very excited to start playing this game again but without all the hacking and campers (there is a fine line between being a sniper and a camper....)

Now I have a NOOB like question about the CoWar Mod, Haleks' mentions a recommend list of the CoWar Mod addons so does that mean to "delete" the default addons that comes with CoWar's? Or is it to just simply copy and paste the addons that do not come with the default?

Thanks

Sam
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Re: CoWar mod

astocky
GoreMaster wrote
Just got back into the DayZ scene and had no clue that this forum had taken over the SP projects. I am very grateful and very very excited to start playing this game again but without all the hacking and campers (there is a fine line between being a sniper and a camper....)

Now I have a NOOB like question about the CoWar Mod, Haleks' mentions a recommend list of the CoWar Mod addons so does that mean to "delete" the default addons that comes with CoWar's? Or is it to just simply copy and paste the addons that do not come with the default?

Thanks

Sam
He means remove all the default files (except the ones he noted) and then add the files he suggested from the Customization folders. I just leave the default and add the missing ones and it works fine though. Or at least it seems to
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Re: HELP-ME

astocky
In reply to this post by Haleks
Haleks wrote
Doh!
Thanks for reporting guys.

As some of you know I lack time to play DaiZy and couldn't know about this issue.
I'll try to tweak the zeds & loot spawns : I might try to revert to dayz 1.7.6.1 sequences as they seem to work better (especially regarding loot spawn). Only thing is, we won't have zeds spawning inside building anymore - wich is not a big loss; they were quite buggy.

Expect the update for this week-end!

EDIT : just to make sure : it only concerns the zombies right? The loot keeps spawning fine?
I will be posting a video tomorrow; but I have been having the same issue with Factions 2.1 (1.7.6.1). Bandits seem to spawn ok, but no Zeds or loot. I have been playing for about 3 hours or so. I am not sure if it could have been the accelerated time that messed things up though.

Also, I am getting a script delay of about 20-30 secs. For example I click drink a soda. Nothing happens for 15 secs or so, then it starts to make the drink sound. Then about 10 secs later my drink bar refills. Weird.

I will give you a link to the part in the video that shows it when I upload. I am going to start 2.5 tomorrow, and will let you know if the issue is the same, or different
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.3 [06/15 UPDATED]

Cactus
In reply to this post by astocky
astocky wrote
Now that Haleks has updated the bandits to have improved armour, I think they will now need like 6 times 5.56x45 shots to kill. This seems a little off.
I haven't tested a 5.56 on an up-armoured bandit yet, though it is just a matter of time.  I have the 5.45x39mm available though, so I'm going bandit hunting tonight to check out the downrange ballistics.  The 7.62x39mm AKM still brings bandits down with one shot, two at most from the 100m+ position that I fired, though I would not consider the AKM round in the same class as 7.62 NAto.  It's more an intermediate round.


astocky wrote
I think this is really cool, as there seems to be a bit of a limitation in the default game where weapons are a bit too effective at range, and not effective enough up close. This should allow higher damage at <50m for the 5.56x45 and 5.45x39 while still leaving them as currently implemented at 150-200m.
Well, if you decide to go ahead with this and have a pragmatic way of incorporating all of it, we'll be looking with anticipation at your end-results.

astocky wrote
Now I just need to find a way to allow snap shots through the sights and things will be peachy. I might just have to use the on-screen green cursor sight for now though
Trouble with the green oncreen reticle is that you only get it on servers  that enable crosshairs.  On Veteran/Expert servers you are stuck with those clunky ironsights.  And if you are carrying a scoped DMR and run smack into a player at CQB distances, you are somewhat disadvantaged.  I make my own reticles printed onto thin plastic laminates to stick onto my pc screen with nothing more than wetting the backend with water adhesion.  They are sized and calibrated properly for 100m point of impact with marks indicating bullet drop at 50m, 25m to point blank and usable without scope magnification up to say 200m and a bit, although at 200m target size is so small, it is an optimistic proposition.  I even made ranging reticles, so I don't need ranging scopes to work out distances.

A little tip with green reticle if you have not caught on already.  As you recall, it has three vertical posts.  A smaller one in the middle flanked by two longer ones on each side.  As it happen the width distance between the two longer ones  correspond exactly to the width of your M4's ironsight front post.  When you shoot a rapidly moving target, lead the target with one of the green outer vertical posts.  For example, for a zed running across your screen left-to-right, place your LEFT outer post in front of his path and shoot as soon as his outline touches the post.  Do the opposite for a zed running right-to-left, ie. lead with the RIGHT vertical post for the second situation.  You will connect with your bullets practically everytime with this procedure.  An aimpoint on body center mass works well with a double tap.  The first round will hit middle torso and the recoil tends to place the second round higher up the chest and often onto the head.  I have been able to clean out a horde of 20 aggros easily just with a little under 1.5 standard 30rd 5.56 magazines.  Sometimes if they run a you from across an open field, it turns out to be a hilarious turkey shoot because they have no cover.  
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Re: CoWar mod

Cactus
In reply to this post by astocky
astocky wrote
GoreMaster wrote
Just got back into the DayZ scene and had no clue that this forum had taken over the SP projects. I am very grateful and very very excited to start playing this game again but without all the hacking and campers (there is a fine line between being a sniper and a camper....)

Now I have a NOOB like question about the CoWar Mod, Haleks' mentions a recommend list of the CoWar Mod addons so does that mean to "delete" the default addons that comes with CoWar's? Or is it to just simply copy and paste the addons that do not come with the default?

Thanks

Sam
He means remove all the default files (except the ones he noted) and then add the files he suggested from the Customization folders. I just leave the default and add the missing ones and it works fine though. Or at least it seems to

As per what Astocky said.  I will add that if you have a lower end system (like me) you might want to skip the Landtex and tree modules from the recommeded list because those can chew up some processing power and lag your game.  All the otherS in the list are good and highly recommended.  Get JSRS Sound as well.  Absolutely fantastic and realistic sounds.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/24 UPDATED]

kodabar
Administrator
In reply to this post by Haleks
I've had a report about delays in loot spawning. I know this has been an issue for a few people and it's something I have managed to encounter for myself (by using a different computer).

I don't know if there's anything you can do about this, but I thought I'd let you know.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/24 UPDATED]

Heroguy293
In reply to this post by Haleks
Hello. First of all, I'd like to say your mod is great. ever since I started playing it, I have maybe gone to multiplayer once in the past three or four weeks. It is a lot of fun, and I love fighting bandits. Using support call to change it to night and sneaking up on them and killing them is a lot of fun.

Question. What is the loot & zombie spawn distances? Is it even possible to respawn loot while you're in the game? I saw in the front page that you changed the loot spawn distances.

I was sitting about 58m outside a supermarket waiting for the 10 minute clock on the loot spawn timer to count down. I waited a half hour, even going 100m out at one point. nothing spawned. According to my research, in multiplayer DayZ, zombies spawn in a 200m distance. loot starts to spawn at 120m, and once loot spawns, it starts a 10 minute loot respawn timer, and if you are within 30m of the loot spawn location, nothing happens.

Why is it that nothing happened? Is it a bug, or was I too close to the supermarket that loot didn't spawn?
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