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

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Re: Maybe a update in 1.8.0.3

Above
Administrator
This post was updated on .
Haleks wrote
Hehe thanks! ^^

I finally took the time to squash out the last few issues with the current version of Factions (I wish I'd done it sooner though); but that being said, I don't know if I'm gonna be modding Arma for long still : I guess I'm growing a bit tired of all the dayz/daizy thing... But who knows?

Above, I'll be glad to have a look at your script and see what you came up with ;)
As it happens I wrote one some time ago but never get to use it in Factions (since it was sorta breaking the helicrashes loot sequence - I had some ideas to modify those...). It is quite a simple one - no more than 7 lines - and it works just fine : it handles the deletion of any items or bags on the ground, beeing loot piles or stuff left behind by the player. Just tell me if you wanna look at it! ;)

I'd love to check yours out, mainly to see how you defined the item classes etc. Also, the easiest fix for you is just to remove perma loot from heli crashes (I'm not sure how you got it set up at all). In 1.8, you don't have to mark buildings as looted, in order for instant respawns.

I'll paste my script below.

private ["_doge","_unit"];

_doge = ["WeaponHolder","WeaponHolderBase", "Bag_Base_EP1", "ReammoBox"];

_unit = player;

if ((_doge distance _unit) >20) then {

        sleep 1800;

    {deleteVehicle _x} forEach _doge;
};

*EDIT: I was gonna base it on age in the "final" version. This is just what I used to test.
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Re: Maybe a update in 1.8.0.3

Haleks
<quote author="Above">

I'll paste my script below.

private ["_doge","_unit"];

_doge = ["WeaponHolder","WeaponHolderBase", "Bag_Base_EP1", "ReammoBox"];

_unit = player;

if ((_doge distance _unit) >20) then {

        sleep 1800;

    {deleteVehicle _x} forEach _doge;
};
Yours seems to be just fine, you might want to change the distance value maybe? But I'm not sure how long it will work though : you should make it a looping sequence to make sure the script is always in action. Take a look at what I did :

while {alive player} do {
sleep 3600;
if ["forest",dayz_surfaceType] then {
nearestBuilding player setVariable["looted",0,true];
{ deleteVehicle _x } forEach (allMissionObjects "WeaponHolder");
{ deleteVehicle _x } forEach (allMissionObjects "WeaponHolderBase");
{ deleteVehicle _x } forEach (allMissionObjects "Bag_Base_EP1");
        }
};
That script will check after every hour if the player is in a forest (in other words we make sure he isn't in any town) and delete every item piles or bags on the ground. It might need some additions though, like something to make sure there isn't any item in the player's FOV...
Don't hesitate to test it! ;)

By the way, a small question for you : do you have the problems I'm experiencing with the 1.7.7.1 code? (meaning the scripts slowing down after a few hours)
The solution I thought about won't work... I have half a mind to either roll back to 1.7.6.1 or update to 1.8 - eventhough I never planned on putting that much work in it these days... :/
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Re: Maybe a update in 1.8.0.3

Above
Administrator
<quote author="Haleks">
Above wrote
I'll paste my script below.

private ["_doge","_unit"];

_doge = ["WeaponHolder","WeaponHolderBase", "Bag_Base_EP1", "ReammoBox"];

_unit = player;

if ((_doge distance _unit) >20) then {

        sleep 1800;

    {deleteVehicle _x} forEach _doge;
};
Yours seems to be just fine, you might want to change the distance value maybe? But I'm not sure how long it will work though : you should make it a looping sequence to make sure the script is always in action. Take a look at what I did :

while {alive player} do {
sleep 3600;
if ["forest",dayz_surfaceType] then {
nearestBuilding player setVariable["looted",0,true];
{ deleteVehicle _x } forEach (allMissionObjects "WeaponHolder");
{ deleteVehicle _x } forEach (allMissionObjects "WeaponHolderBase");
{ deleteVehicle _x } forEach (allMissionObjects "Bag_Base_EP1");
        }
};
That script will check after every hour if the player is in a forest (in other words we make sure he isn't in any town) and delete every item piles or bags on the ground. It might need some additions though, like something to make sure there isn't any item in the player's FOV...
Don't hesitate to test it! ;)

By the way, a small question for you : do you have the problems I'm experiencing with the 1.7.7.1 code? (meaning the scripts slowing down after a few hours)
The solution I thought about won't work... I have half a mind to either roll back to 1.7.6.1 or update to 1.8 - eventhough I never planned on putting that much work in it these days... :/
The range was just for testing, this was just an alpher script.

However, my script didn't work at all. The script it self is fully correct. However, it's how I wrote the classes.

If it's alright, I'd love to use yours, as a base. And combine it with parts of my final idea.

About your question, the truth is that I don't use 1.7.7.1, nor 1.8 or later. I have just kept on using 1.7.6.1, and added/edited any feature from 1.8 that I can think of. By doing so, I have more control over glitches and features.

All though, I'm thinking about making a mod from scratch, since Breaking Point added ALOT of stuff that I got no control of, unless I spend alot of time reading/editing/removing addons. A few of the Breaking Point addons are not compatible with other addons, and therefor breaks alot of features from additional mods.

I was thinking about using 1.8.0.3, and see how stable it gets. They've made quite a few performance improvements.

Most of what I said didn't answer your question, sorry. But the hours of experience I do have with 1.7.7.1, is that it was always as fluent.
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Re: Maybe a update in 1.8.0.3

Above
Administrator
        _dateNow = (DateToNumber date);
        _age = (_dateNow) * 525948;
               
        while {alive player} do {
        if ((_age > 30) then {
        nearestBuilding player setVariable["looted",0,true];
        {deleteVehicle _x} forEach (allMissionObjects "WeaponHolder");
        {deleteVehicle _x} forEach (allMissionObjects "WeaponHolderBase");
        {deleteVehicle _x} forEach (allMissionObjects "Bag_Base_EP1");
        {deleteVehicle _x} forEach (allMissionObjects "ReammoBox");
        }
};

Someting like this is what I want.
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Re: Maybe a update in 1.8.0.3

Haleks
In reply to this post by Above
Above wrote
All though, I'm thinking about making a mod from scratch, since Breaking Point added ALOT of stuff that I got no control of, unless I spend alot of time reading/editing/removing addons. A few of the Breaking Point addons are not compatible with other addons, and therefor breaks alot of features from additional mods.

I was thinking about using 1.8.0.3, and see how stable it gets. They've made quite a few performance improvements.
Yeah I just checked the latest update and it seems they did some cool things, especially the half destroyed buildings; but they did so many changes that a lot of game mechanics are broken in single player (zombies not chasing the player for instance)...
I feel like creating a whole new mission file will be necessary...
But it might be worth.

Damn, I soooo wanted to just make a small update and having (at last) something 100% working :/

And no worries, just change the loot clean up script as you wish!
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Re: Maybe a update in 1.8.0.3

Above
Administrator
Haleks wrote
Above wrote
All though, I'm thinking about making a mod from scratch, since Breaking Point added ALOT of stuff that I got no control of, unless I spend alot of time reading/editing/removing addons. A few of the Breaking Point addons are not compatible with other addons, and therefor breaks alot of features from additional mods.

I was thinking about using 1.8.0.3, and see how stable it gets. They've made quite a few performance improvements.
Yeah I just checked the latest update and it seems they did some cool things, especially the half destroyed buildings; but they did so many changes that a lot of game mechanics are broken in single player (zombies not chasing the player for instance)...
I feel like creating a whole new mission file will be necessary...
But it might be worth.

Damn, I soooo wanted to just make a small update and having (at last) something 100% working :/

And no worries, just change the loot clean up script as you wish!
WAIT, they redid buildings?! I've missed that completely.

Zombies stopped chasing me already in 1.7.7.1, or well. They would chase me, but not attack. I even used all the zombie files from 1.7.6.1, but got the same results.

Modding ArmA is usually alot of work, but also a rather satisfying thing to complete.
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Re: Maybe a update in 1.8.0.3

Haleks
Above wrote
WAIT, they redid buildings?! I've missed that completely.

Zombies stopped chasing me already in 1.7.7.1, or well. They would chase me, but not attack. I even used all the zombie files from 1.7.6.1, but got the same results.

Modding ArmA is usually alot of work, but also a rather satisfying thing to complete.
Yep! What surprises me is that they managed to pull that without any major FPS drop - I would always have some performance issues whenever I tried that by myself... The way zeds are handled is also quite different it seems - they removed the zombies control agent file for instance.

Looks like I'll be working on a new mission file this week. ^^
The good news is that the unlock I modified for the 1.7.7.1 code seems to be working for 1.8.0.3 - to some extent anyway...
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Re: Maybe a update in 1.8.0.3

Above
Administrator
Haleks wrote
Above wrote
WAIT, they redid buildings?! I've missed that completely.

Zombies stopped chasing me already in 1.7.7.1, or well. They would chase me, but not attack. I even used all the zombie files from 1.7.6.1, but got the same results.

Modding ArmA is usually alot of work, but also a rather satisfying thing to complete.
Yep! What surprises me is that they managed to pull that without any major FPS drop - I would always have some performance issues whenever I tried that by myself... The way zeds are handled is also quite different it seems - they removed the zombies control agent file for instance.

Looks like I'll be working on a new mission file this week. ^^
The good news is that the unlock I modified for the 1.7.7.1 code seems to be working for 1.8.0.3 - to some extent anyway...

Nice, are there any pictures of the new buildings?

And nice that you could somewhat unlock 1.8.0.3, saves some time at least. Unlocking used to be about changing 1 word, that time is over now, haha.
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Re: Maybe a update in 1.8.0.3

Haleks
I haven't seen any pictures (but again I was away for some time), but you should definitely go online and check it out : the difference is amazing!
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Re: Maybe a update in 1.8.0.3

Above
Administrator
Haleks wrote
I haven't seen any pictures (but again I was away for some time), but you should definitely go online and check it out : the difference is amazing!

I've played some 1.8.0.3 since it came out, haven't seen any difference. D: I was up north mainly, though. And didn't pay much attention. Are you sure it's not a server thing?
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Re: Maybe a update in 1.8.0.3

Haleks
Above wrote
Haleks wrote
I haven't seen any pictures (but again I was away for some time), but you should definitely go online and check it out : the difference is amazing!

I've played some 1.8.0.3 since it came out, haven't seen any difference. D: I was up north mainly, though. And didn't pay much attention. Are you sure it's not a server thing?
100% sure : I was messing around offline ;)
I'll take some pictures soon!
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Re: Maybe a update in 1.8.0.3

Above
Administrator
Haleks wrote
Above wrote
Haleks wrote
I haven't seen any pictures (but again I was away for some time), but you should definitely go online and check it out : the difference is amazing!

I've played some 1.8.0.3 since it came out, haven't seen any difference. D: I was up north mainly, though. And didn't pay much attention. Are you sure it's not a server thing?
100% sure : I was messing around offline ;)
I'll take some pictures soon!
Hmm, alright. :D
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

Deanosaurus_Rex
In reply to this post by Above
So this means I have to enter certain areas to spawn them? I did find a pair of tents by a road near Pusta... Does anyone know where or what the triggers are?
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

Above
Administrator
Deanosaurus_Rex wrote
So this means I have to enter certain areas to spawn them? I did find a pair of tents by a road near Pusta... Does anyone know where or what the triggers are?

They are getting fixed in the update, Haleks said something about them being broken.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

Haleks
Above wrote
Deanosaurus_Rex wrote
So this means I have to enter certain areas to spawn them? I did find a pair of tents by a road near Pusta... Does anyone know where or what the triggers are?

They are getting fixed in the update, Haleks said something about them being broken.
Yup. In the current version the triggers are there but broken - it will be fixed for the 1.8.0.3 update don't worry! Meanwhile, I could upload a quick patch (updated mission file) if you want.

By the way, I'm making some progress on the update (eventhough I'm working a tad slowly), Zeds & loot are working nice. I still have to check most of the actions/features, add the lootable skins and work on the AIs.
@Above : they did change a lot of things : vehicles don't even appear anymore in the editor! :/

EDIT : they didn't change the buildings after all - it's been so long since I played, I was under an impression... ^^
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

JerryAtricks
In reply to this post by Haleks
Hey all! First of all let me say what an awesome mod this is. Lovin' every minute of it!

But I have an issue. It seems the heli patrols don't patrol. I've come across two so far and all they do is hover until I shoot at them then they just move off somewhere else.

Any idea what that's all about?

Thanks!
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

11Bravo
In reply to this post by Haleks
I want to try this but RapidShare says 39 hours to download?!!?

Tried yesterday, tried today, the problem is with RapidShare because I can download anything else in seconds.  Any chance of getting this file by some other means?
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

Above
Administrator
In reply to this post by Haleks
Haleks wrote
@Above : they did change a lot of things : vehicles don't even appear anymore in the editor! :/

EDIT : they didn't change the buildings after all - it's been so long since I played, I was under an impression... ^^

Damn, that's interesting. Did you find out what they did?

Oh, alright. I know what you mean, I was looking at the buildings in Breaking Zero, just to check. And they seemed abit different to me for a second too.
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

Silenc3
In reply to this post by Haleks
Hey Guys.

Can anyone say me how i change the Startgear?
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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

Haleks
Silenc3 wrote
Hey Guys.

Can anyone say me how i change the Startgear?
You'll have to edit the fn_playerLoadout file in your mission folder (scripts>compile) - if you don't wanna use the cheat version.

By the way, I'm almost done with the 1.8.0.3 update (I took my sweet time...); still have a couple of scripts to add and plenty of stuff to test, but it should be ready soon enough.

Cheers fellas!

Above wrote
Damn, that's interesting. Did you find out what they did?
A lot of small stuff, but nothing too serious : updating it from the 1.7.7.1 code was less painfull than updating from 1.7.6.1 to 1.7.7.1! ;)
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