Haleks,
For the CoWar modules, do I need the bisign files together with the pbo files, or will the pbo's alone be sufficient ? I have both pbo and bisign files in the CoWar folder currently, and if I don't need the bisign files, I might as well delete them. 2.6.1 is running very well indeed. AI has been cunning and aggressive. Very much enjoying the experience. |
In reply to this post by Haleks
2.6.1 has been fun to play. Apart from a few delays in creating fireplaces and setting up a tent, and maybe a little quiet sometimes on the zombie front, (but then other times there have been a horde which balanced it out nicely in this particular run through) this version has been really fun.
I've had some really run shootouts (the one where I was trapped in a shed for 5 minutes was ace) and laughed heartily when instructing an AI buddy to get on a bicycle and cycle 10km whilst I follow in a car... Some shots of my item greed from my play-through so far! http://imgur.com/a/ceMbO As always... this is great fun Halex and thanks again! |
Alright, I have one other question.
There is this wonderful map for Arma 2, known as Jade Groove. It's a post apocalyptic filled-island and I wanted to know if you would allow me to use your code as the base for that version. If you do not want me using your code, I will not create this, but I do hope you will consider :P Best regards, and thank you for making such an awesome version of DaiZy. |
In reply to this post by Haleks
I have a problem whenever I try to resume the mission. It says it uses BAF mission 2 and it says it has been deleted. I haven't bought BAF and I never deleted anything. I can start the mission just fine but I can't resume it. Does anyone know how to fix this?
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In reply to this post by Haleks
There are only 2 mission files in the original download not one with a cheat box
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In reply to this post by Haleks
Wait sorry didnt see the optional files section XD
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This post was updated on .
In reply to this post by Haleks
Nice mod, guys! But there is something wrong with repairing vehicles, though all wheels are repaired you can see inside that they are still red. A model never changes after repairing: it's moving but looks like a crap.
I can't refuel UH-1 because after I have refueled it with 5x20 L. jerry cans it has no fuel at all, and all windscreens are looked broken, though I've repaired them. |
In reply to this post by Haleks
Is there no way to switch to 3rd Person ?
I really dont enjoy 1st Person that much but oterwhise great work ! |
Unless you play on expert, you should be able to switch to 3rd Person view (numpad 'enter'). I think it was a bug with the 1.7.6.1 code; I'll have a look at what they did to fix it in the current code and update if it's doable. |
In reply to this post by Haleks
So after about 2 hours of game play I'm usually up at the NWAF by then and I start to have bad script delays. The game runs fine. FPS is normal and the AI are unaffected, but I do use the lost key and it seems like eating, drinking, repairing, and picking up and dropping items are very delayed. When I open the lost key it has a very long delay also. I posted something about this earlier last week I think, and the response was about hardware on my laptop not being sufficient. I seem to have no problems running other DAIZY SP mods. I'm running into this delay issue with I believe the factions scripts? I wanted to post on here what I run along side factions in CO War and throw some specs at you. I'd really appreciate you take a look and give me some pointers about possibly fixing the delay I'm getting.
1. I do use the arma 2 launcher to run SP. I used a shortcut and seemed to run into the same issue with the delay. The launcher doesn't seem to cause me issues. 2. I run the CO WAR Mod lite with almost all plugins added. A few like the true user are not for me. I wondered if combining the AI plugins caused issues. I read the documentation on all of them and any that did conflict with each other I already took out. The list is long and I don't want to add so much to this post. 3. I use Loki's Lost Key 4. I run JSRS 5. I also have obviously CBA_CO 6. I will add some computer Specs: Game Booster Diagnose Report v1.0 Version: 3.5.0.1517 Date: 2013/07/11 07:16:00 ---------------------------------- 01 - Operating System ---------------------------------- 0101 - Operating System : Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130318-1533) 0102 - Language : English (Regional Setting: English) 0103 - BIOS : BIOS Date: 11/24/11 21:42:46 Ver: AMI APTIO 2.30 0104 - Processor : Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz (4 CPUs), ~2.5GHz 0105 - Memory : 6144MB RAM 0106 - Available OS Memory : 6050MB RAM ---------------------------------- 02 - Processor ---------------------------------- 0201 - Caption : Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz x4 ~2501MHz 0202 - Current Clock Speed : 2501MHz 0203 - L1-Cache : 64.00 KB 0204 - L2-Cache : 512.00 KB 0205 - L3-Cache : 3.00 MB ---------------------------------- 03 - Video Adapter ---------------------------------- 0301 - Card Name : Intel(R) HD Graphics Family 0302 - Manufacturer : Intel Corporation 0303 - Chip Type : Intel(R) HD Graphics Family 0304 - DAC Type : Internal 0305 - Device Key : Enum\PCI\VEN_8086&DEV_0126&SUBSYS_FC301179&REV_09 0306 - Display Memory : 1696 MB 0307 - AdapterRAM : -1323988992 Byte 0308 - Current Mode : 1366 x 768 (32 bit) (60Hz) 0309 - Monitor Name : Generic PnP Monitor 0310 - Driver Name : igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumdx32,igd10umd32,igd10umd32 0311 - Driver Version : 8.15.0010.2430 0312 - Driver Language : English 0313 - DDI Version : 10.1 0314 - Driver Model : WDDM 1.1 0315 - Driver Beta : False 0316 - Driver Debug : False 0317 - Driver Date : 6/27/2011 10:55:46 0318 - Driver Size : 8296960 I know this is long, but any help and comments anyone can make for some tweaks would be most appreciated. Thanks for taking a look. |
This post was updated on .
When you say that you have no problem with other mods, have you tried other 1.7.7.1 code based mods?
I was thinking for a while that those delays were caused by some script in the dayz code itself; but I'm beginning to wonder about the building script. It has caused some major performance drops on the first versions using it - eventhough I fixed this particular issue, there's a chance that some of the sequences (wich constantly check for a lot of things in game) might be too heavy and impact the game after several hours... But on the other hand, I've removed a lot of those check-scripts, so I doubt the building script can be the culprit. In fewer words : this problem confuses me! :/ It could be caused by so many things... The fact that the loot doesn't despawn for instance; after some time the game would have quite a lot of data to handle - but again, you would also experience this in other releases... Only thing I can think of if you guys have problems with delayed actions, would be to create a mission file without the custom scripts (Self bloodbag & Base building) - those scripts use a custom selfactions file, the very one wich handles most of the actions ingame (refuel, sleep, make fireplace etc...). |
This post was updated on .
Let me take a look at what versions I've been using on the other SP's and I'll post them.
edit: right now I'm in Namalsk (0.741/1.7.6.1) and I have no delays. in Lingor Skaro (2.3.1/1.7.7.1) I had delays. in Napf (1.7.7.1) I had delays. in Breaking Point (3.1987/1.7.7) I have no delays. Breaking Point seems to be the most stable out of everything I've tried! It doesn't make sense to me because it seems to have the most content added and all the loot that spawns around trucks and shit. I can build a masterpiece of a base and the only thing that it seems to affect is my save game size. Everything else stays stable. I will say that for some reason a few weeks ago while playing breaking point my save game all of the sudden went over 1 million KB's and took a major shit. I think it was because I saved while in a chopper without realizing it. After that I started getting the (to many virtual memory blocks requested) OA error when trying to load the save. |
This post was updated on .
People don't seem to be having the delay in 2017 either so I am pretty sure it would not be the factions script causing it.
Question; do you think it could have anything to do with needing a complete copy of the original fn_selfactions.sqf for the blood bag script to work in 1.7.7? That might be the difference between 2017 which is based on older code. Is the building script included in the 2017 version? -edit- i just found it in the PBO (so yes ) I will try to run a test tonight (or over the weekend) with those scripts removed and see what (if anything) happens. also not sure if this is relevant but: Quote from (http://opendayz.net/threads/krixes-self-bloodbag-script.9212/) "Confirmed working on the listed mods below by Krixes! DayZ 1.7.7: Chernarus* *Note - For DayZ 1.7.7 you must copy and use the fn_selfActions.sqf located inside your @DayZ/dayz_code.pbo folder and then follow the custom fn_selfActions.sqf!" Does that means all of the self actions need to be inside the custom fn_selfactions.sqf for it to work with 1.7.7? |
Doing a quick search of the differences with BreakingPoint to Factions Above calls the self bloodbag from within the dayz_code.pbo. not from within the mission file. By that I mean he does not use a custom fn_selfactions.sqf file in BreakingPoint.
Not sure if that is the only difference, but it was the one that i noticed. |
I don't think it would change anything but you never know ;) The selfactions file I use (in the dayz_code folder inside the mission file - rather than in the 'custom' folder) is the one from the 1.7.7.1 code, in wich I added the sequences for both the base building and self bloodbag script (I compiled this one instead of the original one, so there's no way it could be due to some conflict between those two files). So it could be due to something in that very file - except that I didn't notice any major difference in the code lines compared to the 1.7.6.1 one... But I think we can exclude the base building script from the possible causes (as you say people don't experience any delay in 2017 Factions), wich leaves us with two possible causes : it would be either the self bloodbag being somehow incompatible with 1.7.7.1 (but it doesn't seem to be the case - plus it is a tiny script wich we never had any trouble with), or most likely something in the 1.7.7.1 dayz code itself (not necessarily the selfActions file)... This thing is a major headache :/ Thanks Astocky for taking the time to run those tests! Keep me updated man! |
Due to some really bad luck, I don't seem to be living long enough to check if this fixed the error however here is the no-script (except for factions) mission if someone would like to test it and see if they have better luck.
Just ignore the no fn_playeractions.sqf message. Nothing should be calling it as it is redirected to the one in the DayZ_code.pbo. DaiZy Factions 2.6.1 Custom Mission No-Scripts PS Bandits are ruthless |
In reply to this post by Haleks
To be honest the building script is the delaying factor
it needs the safeobjects in variables.sqf SafeObjects = ["Land_Fire_DZ", "TentStorage", "Wire_cat1", "Sandbag1_DZ", "Hedgehog_DZ", "StashSmall", "StashMedium"]; I only have a sort off delay when building from BB-1.2.1 , U'know the 30>0 sec count but with the SafeObjects allowing to build the types from BB-1.2.1 its gone (I still use the delay , kinda handy to help zombies with their problems) |
In reply to this post by mike
I spawn in the middle of an open mountainous area with over 15 units and unable to move. I installed this following every instruction. Someone please help!
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In reply to this post by Master Bates
I'm not sure what you mean there; I didn't see any reference to any SafeObjects in the Base Building script? |
those safeObjects are the ones to be 'deployed' aka tent, stash ..sandbag, wirefence
Its a check new in 1.7.7.x For the BaseBuilding on SP-1.7.7.1 its a check also So when i build a watchtower i get a delay between the building seconds 30sec ... to the 20secs takes 3times the time as normaly in 1.7.6.1 So u can poke the nose .. shoot 2 zombies , and continue the nose digging :D and build to the 10secs Until i made a custom variables.sqf with the buildings u may build with BB 1.2.1 I need it for sure on a MP-dayz else no 1 can build without error |
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