I cant pitch tents. It says: Wait for previous action to complete before performing another.
Please help! |
In reply to this post by Ripstop
@Ripstop, read few posts before where Haleks already said about "new" loot cleanup script.
@Jackal, probably you have encountered some glitch. For example when i tried to refuel some helicopter then,while refueling, i quickly chose to take gunner place it would glitch that helicopter saying "you are already refueling" whenever i tried to refuel it. Just be careful next time and dont perfom many actions at a time. |
In reply to this post by Haleks
Hi
I´m using your map to play SP. I´m thinking if there´s a way to spawn the player and others AI..like a Special group to do specific mission with your map...with the zombies and bandits and all... So can I edit your map? For my own use. And how can I do that? Whem I try to edit the zombies desappear. I´m trying to put some special units with me..but whem I go to game there´s no zombies! I thank you for the attention By |
In reply to this post by Haleks
Just pointing out:
After you recruit a survivor, the "recruit survivor" mouse wheel option does not go away, at least on my version. Great work though! |
In reply to this post by Haleks
Hi,
I´m having some issues with the refuel action. After some time of playing this problem shows up. When I go to refuel a vehicle the character stay stand, and do nothing...if i try to choose the option again the game says its refueling already and nothing heappens..the jerry can still full and the vehicle still empity, and the refuel option desappear! Anyone having this issue? How can I fix it? Thanks |
In reply to this post by Haleks
Hi, all -
Wanted to sign in and thank Haleks, Above, and all their predecessors for the great work on DayZ for single players. Never would have played this game without an SP mod. I have a number of observations, so this will be long, but the big one is: my temp fix for the DayZ script slowdowns and file size increases is a skin change. This doesn't address or even identify the problem, only alleviates the symptoms. And it suggests that deleting the loot piles is not likely to help. Not that removing the loot is a bad idea, that sounds great. It's just that I've seen file sizes so large that no amount of loot piles could explain them, and the fix simply doesn't seem to have anything to do with the environment. A skin change seems to be a mild character reset. You're briefly transported to an empty area of the map, the model is switched, and you're returned to your starting position. The Journal and Statistics info trackers maintain their data. But the big drawback is that your team is totally disbanded. I've been lucky in the past, where nobody ran off, but usually you'll have some chasing to do, and sometimes they go in different directions at a sprint. I even had one guy take off with my helicopter. To prep for this, you'll ideally want no primary weapon, no secondary weapon, and give the team stealth and prone orders. The skin change has inexplicably broken my legs on more than one occasion, leaving me with zero chance of re-recruiting my team, so you'll want some morphine in inventory. Save before the skin change. Keep in mind that a skin change is a DayZ script, and subject to the slowdowns it's able to solve. If your game has bogged down to the point where script operations aren't completing, and your file size is already over 500MB or so, it's probable that you won't be able to change your skin. Do this earlier. I've seen file size drop from 92MB to 41MB, a 65% cut, by just doing this one action. This suggests that the file size issue is tied to the script slowdowns, because this one action also completely eliminates the lag when executing DayZ actions - either by inventory (Harvest Wood, Re-combine, Light Fire, Pitch Tent, eat, drink, etc.), environment (Gut Animal, Fill Jerrycan, Repair, Refuel, etc.), or command (Journal, Skin Change). And because the skin change seems to be a character-focused reset, I find it doubtful that the slowdowns and file size issues are being caused by the loot piles themselves. Hopefully this temp fix can point Haleks in the right direction for either the problem source or an easier solution. Other stuff: I'm in my second 2.6.1 (Bandit Edition) game. Between one and the next I got rid of some not recommended COWAR mods, but this only solved one issue. I played 5 full days on the first, probably 3 so far on the second. In the first I gathered a team of 14, left loot piles all over the place, and explored the full map. In the second game I've limited myself to 4 survivors and have left nothing on the ground. 1. One of the mods I had on during the first game was causing an annoyance with vehicles. It would add a "Remove patients from (vehicle)" option to the list of actions after anybody disembarked from the vehicle. This continued until the list was at maximum length. The problem is that the Refuel action shows up at the bottom of that list. Only one of my removed COWAR mods obviously had anything to do with helicopters and is the likely culprit, but here's they all are anyway. 2. All the COWAR mods in Haleks' recommended list are available from the Lite download, save one. TPWCAS is only found as a standalone or in the full COWARmod download. This led me to 2 discoveries: TPWCAS seems to be the updated version of TPWC Ai Suppress 200, and it might be a good idea to remove one of them. Also, the full COWARmod download is a collection of newer versions of these mods - the Lite edition is not updated. It might be a good idea to gather the recommended mods from the full download instead. 3. Zombie spawn numbers decrease steadily throughout the first full day (I begin in the evening, kill bandits for a tent, then rest 3x through the first night). By the end of the following day zombie spawns are minimal, and before the night is halfway through, there are no zombies at all. The skin change does not solve this problem, suggesting it is a separate issue. 4. There are some zombies that do not show up on the map and can not be targeted by the AI survivors. I don't know if these are the 1.7.7 uberzombies with stronger attacks and higher chance to infect, but it's possible that these guys are the cause of the later lack of zombies. 5. Some zombies do not despawn. I don't know if they've universally been of these non-mapping zombie types, but if I return to an area I've been, I can occasionally see zombies behaving strangely. One, stuck in a corner of a barn ever since he spawned, and another in an open area between two houses on the edge of a town, nowhere near a zombie spawn point. Both are standing idle and remain - even if I travel across the map and back. Presumably, if there are enough of these non-despawning zombies in the world, no new ones can be created? Skin changes do not affect these guys. 6. In neither game have I seen a helicopter crash site. Possibly this is because I've gotten to the no-more-zombie point in my game before entering the areas in which crash sites can spawn? 7. Helicopters self-repair. If you quickly get into a damaged helicopter, the damage will remain. But if you are at the side of the helicopter long enough such that the repair actions would appear in the command menu, then the helicopter will completely repair itself. Its fuel and ammo status will not be affected. 8. Bandits will attack my unoccupied parked helicopters, and can engage from far ranges at night without NVGs. 9. Refueling is prone to glitchyness even outside of the script slowdown issue. If you interrupt a refueling action somehow, your ability to refuel or fill jerrycans might be permanently damaged. Trying to refuel a PBX in deep water did it for me. This is how I discovered the skin change fix, because I tried it in order to reset my fueling status. File Size Observations: Whatever bug that's causing the slowdowns seems to be what's adding junk to the save files. This must be DayZ stuff - all Arma II stuff seems to work properly without delays (Gear interface, NPC behavior, command menu). The Arma II stuff only seems to be affected once the slowdown issue has become so large that the game's FPS drops into the single digits. At that point you can see some crazy stuff - like bandits spawned without equipment standing idle in fields. The amount of slowdown you're sensing is probably a good indication of file size. If it's taking too long to drink or eat, probably the most frequent DayZ script action, have a look at the file size and determine if it's time to do a skin change. Once file size gets too far over about 150MB, you won't be able to revert to that save. The game will crash while reverting with this error message. And if you're playing on Expert, then you're done. With only one save, there's no hope, unless you can get a skin change to go through. After a particularly long save, I checked file size and saw this. Not gonna work. So after deleting that monster, a quick restart of the game, and a revert to the 73 MB save, I quickly saved again and got this. Better. This trick isn't always going to help, but it might get you into the range where a skin change is possible. Of course, you can continue, and can even continue to save the game. But by 200MB or so the script slowdowns are intolerable, and at about 600MB or so the game itself starts lagging. By now, file size is increasing very rapidly, so the problem is either exponential in nature, or it hits some critical threshold and explodes. There's an amusing message, though, if you have the fortitude to get there. If you continue with the lag so long that the save operation fails, you'll get this. That's a big footprint. Like bigger than Bigfoot big. I suffered greatly getting that screenshot for you. My FPS was like... 1. Suggestions: These are just my self-centered ideas for better play. Good open sandbox type games have many ways of doing things, catering to different gamer styles. I'm sure there are people who love the resource gathering in DayZ, but it's mind-numbingly boring for me. I would so much rather be hunting bandits because they have what I need, than waiting for specific items to spawn at industrial or military buildings. 1. Bandits will always (if it fits into their backpack) carry either a camping tent, a full jerrycan, a building material, or a repair material. With one glaring exception, probably the most used: scrap metal. Why they don't pick these up is a mystery, and how the helicopter crews got their vehicles working is beyond me, because these fools don't seem to recognize the value in a miscellaneous heap of rusted steel. This should really be added to their inventory list. 2. A radio is a large boost to the game experience with the Survivor AI. You get a lot more info from them with a radio equipped, but you can only (and very rarely) get them from military spawns. I think that bandit teams, and perhaps helicopter crews and the northern bandit types, should have a small chance of carrying a radio, perhaps equal to the rangefinder. 3. There is no way to re-arm a helicopter other than camping the NWAF barracks. I set a save point about 30 seconds before the barracks spawn time, so that a wait - run in - check spawns - revert cycle took me about 90s. After an hour of this, I had exactly zero M240 rounds to show for it. Perhaps I'm unlucky, but that hour would have taken over six hours of 'proper' play, sitting outside of the barracks and running in every 10 minutes to gather loot. The one hour was already enough to put me to sleep. An alternative would be to just switch helicopters whenever I shoot one down, but that makes loading equipment into the Huey inconvenient, and it means I'll never have more than 100 rounds on a side. I'd suggest either adding the M240/Mk 48 to the northern bandit weapon table or increasing the spawned helicopter ammunition to the maximum number of boxes (11? 12?). 4. Although AIs have issues with secondary weapons, they could still be carrying them (and their ammo) in the backpacks. I'd put this last, so that the poor NPCs with Patrol Packs have the more useful stuff on them. And I think that might just be enough for a first post. Don't let the zombies bite! |
Woa thanks Jellybug!
You suggested quite some nice ideas, but most of all, your hint about the skin change is more than welcome! I never realized it myself but, as you say, the loot piles might not be the culprit after all; I know that the DayZ devs introduced some new variables related to your character in 1.7.7.1, for instance the fact that you can't interact with some objects if you're not the 'owner'... Anyway, I'm gonna check this out ASAP before I keep working on the loot clean up script. Many thanks for the heads up man! |
Hello every body ! I just dropped by to say " I'm back " after a long hold, :) it's been a few weeks since last time i took a look on daizy ! Now the first thing i started with was this release, ana i decided to be a "loner" walking alone...shooting anybody....running deep in the forest, after about an hour i was up north running with a nice M16 Acog, and i changed the skin to "old bandit" ;p yeah ! I like that one ! I was shooting bandits on sight but....turned out that bandits were looking at me as one of them :-/ so what i'm asking you haleks is...is there a skin that all NPCs hate ? I want to know if there is a skin i can use that make me the "enemy of the state" in chernarus ! I want to kill every body around the map but i don't know the right skin !
Cheers for the perfect work ! |
Administrator
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This would be way easier if you had a debug console, then you could've just used "[dayz_playerUID,dayz_characterID,"GER_Soldier_EP1"] spawn player_humanityMorph;". |
Thanks for responding, and how i can get that debug console ? Is it by "~" or "²" ? |
Administrator
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It is an addon. You hit escape for the menu, and then enter. :)
*EDIT: And then just paste the line I wrote before, and hit "execute". It doesn't matter wich exec field you use. Also, save the debug monitor, it's 1 monitor, for unlimited scriptlaunching and cheats. |
Actually, the problem is that I set the old bandit skin config to be east-sided; wich was dumb : I never realised it would make most of the bandits friendly to the player... :/
I'll try to sort it out for the next update! ;) |
In reply to this post by Above
Well ! thanks for that ! i'll look into it soon, even the "armaholic" is kind of sick when it comes to download :/,. thank you again for taking your time searching and posting,. Thanks for that too ! so you're gonna make him the "most wanted" person ! it'll be my next skin right at the beginning,. question : can i do it my self now ? if it contains lots of explanations and need lots of your time than just let it go ! don't bother your self, i can wait :) ,. THANK you both ! |
Administrator
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In reply to this post by Haleks
Yes, but changing into the actual german skin will make him hostile to all factions, AFAIK. :P |
Mmm, not to survivors though : they're "West Side" just like the german soldiers. ;P |
Administrator
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I see. ;D This is why factions is your department. ;) |
And i am the happy shooter !
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In reply to this post by Haleks
I've been getting "wait for the previous action to complete to perform another" while trying to make a stash, At first I thought it was because I was trying to make it in the property by a factory, Not in it but on the ground in the compound, So I tried outside in a open field and I get the same message. I was able to make a stash with another character in a previous save files.
Anything I can do? |
Did you try to change skins?
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Yep, I picked hero at the start, It's the only skin that reverts back to default survivor on it's own, so I saved often to keep it, Finally I just let it change on it's own back to default so I didn't have to save every few minutes. Am I screwed?
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