Will BAF start come into this version too ?
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In reply to this post by mp5lng
Oh, come on! You've been playin' 2017, you should be used to it! ^^ Sure! I'll upload one tonight or tomorrow ;) |
3 knock downs in a row ! never had this in 2017 although 2017 is meant to be extremly hard when ever i play it i already know my path but normal dayz....it's just a new game style i guess ! okay i'll do it the 2017 way ! |
In reply to this post by Haleks
Nice I will wait for BAF, my favorite :)
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In reply to this post by Haleks
Hey Haleks. Great release! Altho I don't agree with some changes the DayZ 177 introduced, I enjoy the fixes that came with it.
Is there any chance you'll implement ESP as seen in Aboves' Breakingpoint? I find it to be a useful feature, whenever I for the life of me cannot find a single bandit. Even though your update which brought bandit squads was pure genius. |
you know what's the most funny thing i found in this mission ??? ""zombies"" patrolling buildings XD
No more hide in a house anymore ! |
This post was updated on .
In reply to this post by Havoc
I dunno about ESP (will check what it is exactly first), but if you have some difficulties hunting bandits, you can turn on the extended infos on your map (have a look at the difficulty options) - of course you'll have to find a map first :P About the bandit squads - it's nice to have them indeed! But I'm thinking about re-writting the bandit spawns : right now the squads only spawn at some specified locations and is always composed of three units. What would be nice is to have a chance of finding them everywhere, including small settlements - and, also, a random number of units. Two men teams are more frequent in DayZ. I might try it on the BAF mission and see how it works. |
Any chance of you adding Auto-refuel? Or make a tutorial how to add it :D
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In reply to this post by Cactus
Here it is : They work fine all together; I wouldn't use any others : they're either useless or glitchy. And about AI entering buildings with ASR, it seems to be pretty rare - but I did found a survivor capping Zeds from a roof while playing 2017. |
Is there any way to incorporate a shorter like 3/4 hour day-night cycle? I sometimes wish there was a way to make the day to night transition without cheating or using the time accelerate.
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Administrator
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There's a timecycle file in BreakingPoint (I'm not forcing you to play it). But unpack the mission, take the timecycle file, and copy the exec line for it from the init.sqf! If you need more help, just ask. |
In reply to this post by Haleks
Can you make a version that has no AI?
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In reply to this post by Above
I have BreakingPoint as well. That is what made me wonder. I will try unpacking and copying the script over tonight. Thanks Above |
The reason why I don't use the timecycle script is because it skips an hour every x minutes, so you'll experience some kinda stuttering with the clouds. I don't know if it's possible to actually accelerate time in Arma... Most of the servers wich deal with that matter just change the mission time at each reboot (dusk>dawn>dusk and so on). |
In reply to this post by TheLegendDevil
Here's a quick tuto : Open the mission file, and inside of it create a text file called "kh_actions.sqf". Copy/paste the following code in it : Save and create another sqf file called "kh_vehicle_refuel.sqf"; copy/paste the following code : And, finally, open the init.sqf file and add this line : Repack your mission and you should be good! I don't know who wrote the script so I cannot give proper credit to it, but I think it comes from a Taviana dayz mod. |
In reply to this post by Haleks
I have found that using the plus/equals and minus/underscore keys next to the backspace will accelerate time. But you need to be careful because it speeds up everything (walking, running, gunfire and zombies). Good for fast travel though. I have never really left it on long enough to see if it becomes night though. |
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In reply to this post by astocky
No worries, I hope it works out. =) |
In reply to this post by astocky
The mission starts at 4 a.m; so you would have to leave it to 4x for something like 3 or 4 hours before it's night again. I'm gonna have a look into that function (if I manage to find it) and see if I can edit and make an addon. |
zombies still won't attack after save. maybe i judged 1.7.7 to quickly cause i took my time and it worked out better. i just got used to running into town and grabbing loot and running out north
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Did you restart a game after updating? I did a few save & reload, and the only problem I've noticed so far is some Zeds not moving (but still hitting you if you get too close), wich also happens in MP. |
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