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

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Re: Question about LAN-able code/version

Above
Administrator
Haleks wrote
By the way, did you note wich cars are concerned? It looks like this glitch only affects specific car models (like the Bus for instance).
As I told you before, this happens because they're not added in the damagehandler script in !script/!vehicle or whatever, you gotta add each new vehicle in there. :P

Because if you just add vehicles in the editor (without the damage script) and just lower the spawn damage, they'll auto-repair of you look or scroll on the vehicle.
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Re: Question about LAN-able code/version

Haleks
This post was updated on .
Above wrote
Haleks wrote
By the way, did you note wich cars are concerned? It looks like this glitch only affects specific car models (like the Bus for instance).
As I told you before, this happens because they're not added in the damagehandler script in !script/!vehicle or whatever, you gotta add each new vehicle in there. :P

Because if you just add vehicles in the editor (without the damage script) and just lower the spawn damage, they'll auto-repair of you look or scroll on the vehicle.
Well I did add the damage script to all of them. Nonetheless, some cars - eventhough they're actually damaged - are still drivable (their parts being damaged but not destroyed); there's also this glitch with the bus (when it fixes itself up)...

Wich is why I'd like to identify the glitchy models and remove them (unless I can fix the damage script, but I've already tried without success).

EDIT : I just checked... I forgot a couple of vehicles >_<
But still, I'm pretty sure some models are drivable, even with the script ^^
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Re: Question about LAN-able code/version

Above
Administrator
Haleks wrote
Above wrote
Haleks wrote
By the way, did you note wich cars are concerned? It looks like this glitch only affects specific car models (like the Bus for instance).
As I told you before, this happens because they're not added in the damagehandler script in !script/!vehicle or whatever, you gotta add each new vehicle in there. :P

Because if you just add vehicles in the editor (without the damage script) and just lower the spawn damage, they'll auto-repair of you look or scroll on the vehicle.
Well I did add the damage script to all of them. Nonetheless, some cars - eventhough they're actually damaged - are still drivable (their parts being damaged but not destroyed); there's also this glitch with the bus (when it fixes itself up)...

Wich is why I'd like to identify the glitchy models and remove them (unless I can fix the damage script, but I've already tried without success).

EDIT : I just checked... I forgot a couple of vehicles >_<
But still, I'm pretty sure some models are drivable, even with the script ^^

Here's the reason for vehicles still beeing drive-able. It's not a glitch.

1. The engine still work even if red.
2. The wheels still work even though they're red, either if they're on the "limit". Or if the middle wheels are the red wheels. The damage indicator thingy majigy doesn't always work 100% properly, especially when it comes to the wheels.


And as for the bus, I think I added the wrong bus classname when I added vehicles to the 1.7.6 release. :P


Sorry if I came off as an asshole at first, haha. I never meant to do that.

I think it's the red Ikarus that I've added.
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Re: Question about LAN-able code/version

Haleks
No worries man!^^
I'm going through every one of them rigth now ;)
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Re: Question about LAN-able code/version

Above
Administrator
Haleks wrote
No worries man!^^
I'm going through every one of them rigth now ;)

Alright. =)
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Re: Question about LAN-able code/version

Soldier00
In reply to this post by Haleks
Man please help the link aint working
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Re: Question about LAN-able code/version

Haleks
Soldier00 wrote
Man please help the link aint working
Looks like rapidshare is down at the moment. If it lasts too long I will upload it elsewhere ;)
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Re: Question about LAN-able code/version

deathshank
link still not working.... :(
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Re: Question about LAN-able code/version

Soldier00
In reply to this post by Haleks
Ok thanks :)
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Re: Question about LAN-able code/version

deathshank
Well its showing a download button now.... but so far its just connecting... forever and not downloading crap lol...
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Re: Question about LAN-able code/version

deathshank
Link is working Again :P
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Burktross
In reply to this post by Haleks
I love DayZ factions dude.  You did an awesome job on it!  There's just ONE thing that kills the mod for me, and that's the forest zombies.  It makes setting up a camp in the wilderness like setting one up in the middle Elektro in the sense that you'll never be safe from zombies.  Although you can just hide out in the plains, you'll have to deal with constantly being surrounded.

In case that is just incoherent babbling, can you please release an optional file [preferably bandit edition with cheats] without forest zeds?
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Cactus
Burktross wrote
I love DayZ factions dude.  You did an awesome job on it!  There's just ONE thing that kills the mod for me, and that's the forest zombies.  It makes setting up a camp in the wilderness like setting one up in the middle Elektro in the sense that you'll never be safe from zombies.  Although you can just hide out in the plains, you'll have to deal with constantly being surrounded.

In case that is just incoherent babbling, can you please release an optional file [preferably bandit edition with cheats] without forest zeds?
Since this is Singleplayer, you don't worry too much about hiding your tent from other human players.  Pretty much anywhere in the forest will do.  You just have to pick a spot that is not a forest spawn point for zeds / bandits and you will know if it is because they spawn when you get close.

Not sure if 'constantly surrounded' is such a pressing problem in the forest.  I never been surrounded other than in the big cities where there are more spawn points and larger numbers.  
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Burktross
In reply to this post by Haleks
And  on an unrelated note, can someone explain how I somehow have a Factions 2.6 set of mission files? ;__;
I'm almost certain I downloaded factions from this page...
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Burktross
In reply to this post by Cactus
Well, it's also pretty annoying seeing that forests were the safest means of travel/escape in DayZ, and are now infested with zombies.
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Re: Question about LAN-able code/version

Cactus
In reply to this post by Haleks
Haleks,

I managed to get the former Factions v2.6 before it was taken down.

Got to report on some very laggy issues.  I'm not sure if the huge amount of sudden zed spawns had anything to do with it.

I wanted to test the version for zed spawns rather than playing it as proper-like so I gear up with the magic box and fix up a chopper to fly all over the map to test things.

Started off at Skalitsky.  Fired off a couple rounds at the nearby village to aggro a large horde that kept pouring out.  I think I killed about 15 in the first wave.  No lag.

Flew out to Elektro and aggro an even bigger horde.  Still no lag.

Flew out and landed on the roof of the factory South-East of Polana.  Another big horde spawned....a lot of zeds patrolling around the factory compound.  There's no lag then, but as soon I flew off groups of 4 to 8 zeds spawned and stood around various spawn points outside the factory compound.  The game lagged really badly at that point.  
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Cactus
In reply to this post by Burktross
Burktross wrote
And  on an unrelated note, can someone explain how I somehow have a Factions 2.6 set of mission files? ;__;
I'm almost certain I downloaded factions from this page...
You downloaded v2.6 before it was taken down soon after due to bugs.  Haleks is working hard to release the new bugfixed 2.6
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Cactus
In reply to this post by Burktross
Burktross wrote
Well, it's also pretty annoying seeing that forests were the safest means of travel/escape in DayZ, and are now infested with zombies.
It's an infected hell hole.  There are not meant to be any safe zones unless you build your own fortified base (which you can do in Factions).

In any case, not a deal-breaker.  You'll get used to it.  You want a peaceful stroll in the woods, don't come to Chernarus ;)
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

Haleks
In reply to this post by Haleks
Updated!
Everything should be working properly now!
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

A Hobo Panda
Haleks wrote
Updated!
Everything should be working properly now!
Glad to hear it! :D
I have no idea what I'm doing. Trust me, I'm a dentist.
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