This post was updated on .
@Muunster:
Hi, I dont know how but when I checked again for errors in this mods, the base building is bugged or seems to not work correctly :/ Fist time I tried this script, I thought all was OK, but now... Crafting is good for the mod despite I never used it ingame... I know a lot players like this part of game Sadly, I realized I had removed some items types in loot tables included for crafting :/ but it's easy to fix Iam very busy with the heli script and if you can send me the update, It would be very good! @MrThirsty: About skins, long time ago I tried to add a mod (I dont remember the creator or the link) to add 3d models of backpacks of DayZ for additionnal skins, but without success... Playing custom skins without backpacks was bad thing for me, so Ive just fixed a little bug in a script and removed all custom skins but finaly I decided to restore 4 or 5 additionnal skins in a previous version but still without backpacks 3d... Also, Humanity points seems dont work on this version so I added a "homemade" script for restore Hero_skin too :) Walking zeds, long time ago too, I watched a mod on youtube about that, (I dont know if its the same you mean), look nice I liked animations etc.. If I remember I tried to install or tried to understand how to install without succes, it was not my 1rst priority at the moment (I worked on first versions of this mod trying to fix "anomalies" :p) I am nostalgic of first version of DayZ, epic memories when I was close to die :p long times walking trying to find food or parts etc etc ... I always thought There were too much zeds in DayZ respawning like rabbits every seconds! I am not enough good player to avoid zeds :p but... for me ... this mod is well balanced to have just enough ammo to kiil 2 or 3 zeds and move where you want (find more ammo per exemple) :p For the moment, I can't, maybe later... maybe About mysterious buildings, my english is not perfect to explain sharp what I done, maybe it's confusing, the best way to see is to check map on Editor (ctrl+Y at main menu of arma2AO) Buildings are ok for me ... more balanced loots types with buildings types on all cities of the map, maybe the strangiest thing in Chernarus is the both firestations at Electro but not editable sadly :/... for sure the best location for stuff is still NWAF except (if you are unlucky) heli_crashes, wrecks sites, well Chernarus isn't New York, no strange buildings in wrong places i tried to keep the "Chernarus" style :) |
This post was updated on .
@Oliv82
"About skins, long time ago I tried to add a mod (I dont remember the creator or the link) to add 3d models of backpacks of DayZ for additionnal skins, but without success... Playing custom skins without backpacks was bad thing for me, so Ive just fixed a little bug in a script and removed all custom skins but finaly I decided to restore 4 or 5 additionnal skins in a previous version but still without backpacks 3d... Also, Humanity points seems dont work on this version so I added a "homemade" script for restore Hero_skin too :)" Yes I agree, I do recall other versions of this mod where the different skins would sometimes remove backpacks visually which didn't look good - so understand why you kept them to a minimum for now. For me currently the Army Soldier is my favorite! "Walking zeds, long time ago too, I watched a mod on youtube about that, (I dont know if its the same you mean), look nice I liked animations etc.. If I remember I tried to install or tried to understand how to install without succes, it was not my 1rst priority at the moment (I worked on first versions of this mod trying to fix "anomalies" :p)" After asking about the walking Zeds script, I've found that now you've lowered the Zeds count to a more 'manageable' quantity, I think it's well balanced and I don't mind them running at me now! Before it was ridiculous having almost a 'horde' of zeds chasing you endlessly hence why I became used to using the calmer walking script. It's actually made the game more enjoyable, well thought through :) Also head shots was a good idea IMO as the Zeds you DO encounter can be more of a challenge. "About mysterious buildings, my english is not perfect to explain sharp what I done, maybe it's confusing, the best way to see is to check map on Editor (ctrl+Y at main menu of arma2AO) Buildings are ok for me ... more balanced loots types with buildings types on all cities of the map, maybe the strangiest thing in Chernarus is the both firestations at Electro but not editable sadly :/... for sure the best location for stuff is still NWAF except (if you are unlucky) heli_crashes, wrecks sites, well Chernarus isn't New York, no strange buildings in wrong places i tried to keep the "Chernarus" style :)" No problem, what I meant was what were the new custom buildings, just so I could keep an eye out for them on my travels. I've noticed a few changes, which are great. Love the street lamps at dusk, wind gusts, mist, weather - all really have brought this mod along so far and add greatly to the atmosphere for sure - good job! Just one more question, in Halek's Factions he spent allot of time on getting random skirmishes with bandits tuned so you would meet them fairly frequently outside of towns, cities. It was great to encounter bandits in fields, woodlands, etc Sometimes they would even be groups of bandits to tackle, being my favourite aspect of his mod. Is this still current in your version as I have only encountered Bandit attacks in cities/towns?
"Reality is for people who lack imagination"
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This post was updated on .
Skins:
I checked all skins in the data base and decided to add only those 4 or 5 skins I think they are more "in the feeling" of this kind of mod :) zeds: I imagine if zombies walking their speed are lowered, so easier to avoid them, but I dont know the behaviour ongame, maybe increase the zeds qty should be the best way to keep the same difficulty on 1987mod, I know Halek have added this script in his last mod ... but I've never tried it Buildings and bandits: In 1987mod, there is 2 sort of bandits: - Bandits of little towns (with civilian skins or guerilla skins, ak's series weapons, common items stuff) - Bandits of big town (Zeleno, Cherno, Electro, Berezino, Airfields and others custom locations I made, with better skins, better wepons and better items stuff) For me it's the same, 1 bandit of is a moving firestation with best loots :p, thats the reason I decided to reduce thier quantity, it's logical AI bandits want to survive like the player so they have their own stuff (weapons, medics and repair parts etc..), about bandits locations, you have a very low chance to fight them in little town like Kabanino, because of bad loots, and if I remember you have 1 or 2 bandits respawns in NWAF every 10/15 minutes, and every 20/30 minutes 1 group of 3 bandits All bandits triggers are setted gradualy in accordance of type of town and loots types My settings are not your settings, dont hesitate to set triggers with your values in editor its easy Same for Bandits qty, all is in "Arma 2 Operation Arrowhead\Missions\DaiZyFactions1987weapmod.chernarus\scripts\mission\fnc" EDIT: custom weapons with scope need to be checked also (about zeroing settings) |
Thanks Oliv82, will continue to enjoy your mod
"Reality is for people who lack imagination"
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This post was updated on .
v8.6 is finaly finished!
Sorry for restart the mission! - Animated heli_crashes: 1 repeating trigger for all the mission, long delay for each respawn (check editor if you want to adjust delays or conditions), flying Mi-17 then Mi-8_wreck for the models, best weapons are here - All old US statics heli_crashes deleted from the map - RUS static crashes sites still saved but less triggers on the map, "Mi-8_wreck" model removed from the list - Crashes loot tables are slightly modified - All crashes triggers have better distribution on map - "military" loot is divided by 2 sorts: "militarya" and "militaryb" (b have slightly better stuff) "Special_military" still unchanged - Daimyo's Base Building slighty modified for the mod, removed all the "remove" player action on defined all mission_objects like "camo_net" per exemple; removed the "player_incombat" condition and keycode messages I wasnt able to fix the keycode bug ... so this fonction is desactivated... this script seems to be written for servers only @Muunster: Thanks for the files ! So the link is ready :) |
Thank you very much!
As for: "Install: -1- Be sure you have copied the "AddOns" folder from "Arma 2" directory in your "Arma 2 OA" directory (It's huge ~8.21 Go)" Waste of space and time. I'd recommend to simply create an NTFS link with mklink /d. Sure we need the LATEST beta? I'm using maybe the 5th last beta. BI messed with the latest beta versions, if you play with -showscripterrors you will get tons of variable scope script errors. |
Thanks for the tip, I didnt knew this command, yep.. there is a lot of scripts run with errors, I will take a look
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This post was updated on .
Well, Ive began to fix some errors, those fix are not still included in v8.6! I recommend you to wait for another update
- player_spawn_2 script: _mylastPos loop errors fixed - generic errors for fnc scripts fixed - medBandaged script fixed - player_zombieCheck fixed |
Hi Oliv82, Great mod. Any chance of a running vault and the vehicle/tent capacity indicators that show weapon/ammo/backpack count? Thanks. |
You can add the vault on your own, just download this. http://www.armaholic.com/page.php?id=17546
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This post was updated on .
In reply to this post by Steve Zissou
This looks like a simple script to show cargo slots available: http://opendayz.net/threads/release-1-7-6-1-gear-menu-slots-remaining.12168/
I will give it a try and let you know if it works. *Edit It works initially but stops after resuming a save game. *Edit2 Just put this line in description.ext and press ESC twice to bring it back: onPauseScript = "doGear.sqf"; The above line assumes the doGear.sqf is in the root mission folder (change path if yours is somewhere else). |
This post was updated on .
In reply to this post by Munnster
Thanks Munnster. Works like a charm. Just trying this now. Thanks for the links guys. *Edit: I've not done any custom scripting before, so I don't have an init.sqf file anywhere for the gear slots mod. I guess this is going to require a lot more research on my part. Urgh... |
nice to see some people are still updating these mods...
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This post was updated on .
Updates for v8.7 (dont download v8.6!)
- player_spawn_2 script: _mylastPos loop errors fixed - generic errors for fnc scripts fixed - medBandaged script fixed - player_zombieCheck fixed - player_spawn_2: dayz tp_antihack bypassed, now Teleport cheat script work with no errors (GUI not updated fixed) - added an "auto-activation" of debugMonitor while you loose blood, you are infected, you get damage, your hunger or thirst are at 0 (option desactivable on init.sqf), debugmonitor will close automatically when you are OK - added 0.2°C using antibiotics in low temp conditions, it let you an additional time before being sick again - refresh value of Temp on Debugmonitor fixed (now every seconds) - start temp increased by 0.1 °C - Infection chance by eating cans desactived - randomly lost blood if injured (now 500 - rdm40) old: +400 (_bleedTime in setup_fonctions_med.sqf) (old value: 30 blood lost per loop at 12000; New value: ~20/25 per loop) - randomly lost blood if infected/sick (now 5 + rdm2) old: -7 - randomly lost blood if thirst(0) (now 3 + rdm3) old: -5 - randomly lost blood if hunger(0) (now 3 + rdm2) old: -3 - shake effect on wounds (Init_medical.sqf) - AH1Z changed for AH-64D_Sidewinders (Cobra Introducted date: September 2010) http://en.wikipedia.org/wiki/Bell_AH-1Z_Viper - added dayz repair system for the AH-64 -Know bug -"Ghost wounded" GUI animation when wound value isnt enough high - lost blood params at start |
Hey Oliv82, did you have a chance to look at the files i sent with the new base building? Mainly the Zombie Shield and Base Flag.
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This post was updated on .
In reply to this post by Oliv82
I cannot de-pbo the mission file, is that intended? Because I'd like to implant my own cheat module. Also I'd like to implant engimas dynamic weather script in your missions init. Maybe you may include the weather module in your mission... http://www.armaholic.com/page.php?id=16096
And another question. Do you also have the problem of music skipping very often? Where can I get 8.7 btw? |
@ Munnster
"Oliv82, did you have a chance to look at the files i sent with the new base building? Mainly the Zombie Shield and Base Flag." -I've checked the zip you sent me but i didnt saw any reference to Zombie Shield or Base Flag in all scripts files. Maybe it's some additionnals mods that not included in the link you downloaded :/.. Ive just checked and done some little fixes of "base building" and deleted the "Keycode" feature Zombie Shield and Base Flag are features against zeds ? At least of building your base near towns, you have a very tiny chance to encounter a zed in zones distant of towns @ saprykheid -Weird.. try to re-download the link.. personnaly I use "PBOmanager", very easy to use -Be carefull if you want to add your own custom Teleport script in cheats, try your script in "1987 v8.7" only and It should be good if you can tell me me if it work! -"Engimas dynamic weather" script was included since FACTIONS 1.7.7.1 by Haleks so this script has always worked in his version and work since the first version of my 1987mod -I dont play with loud volume of the music, but if I remember the music have little "skipping" yes :/ -v8.7 isnt ready yet, I need to check for my start commands about initial loosing blood and ramdomly new values on thirst/hunger/infection/wound damage points and additional effect on wounded player Sry for my approximatively english :p |
Ya Zombie shield protects your base from zombies just walking in while building,which is really nice if it was working. The base flag is what you have to build first and that gives you a section of land but when you build it and then try to build something else it says it is not your base. Must be something to do with player ID or something.
Video to Base Building 1.3 https://www.youtube.com/watch?v=pZQ-HDSVSKE Link to the Instruction http://opendayz.net/threads/dayz-base-building-1-3-more-like-2-0-works-with-epoch-any-build.18752/ |
In reply to this post by Oliv82
Hi Oliv82,
I am pretty sure your mod is based off of Dayz 1.7.6.1 Factions 2.1/C. That's what shows up in the load mission main page. Also 1.7.7 added [NEW] - Vehicles and tents now report free gear slots (that this mod does not have). I added it via script (check a couple posts back): http://dayz.gamepedia.com/Mod:Changelog#1.7.7.1_.28hotfix.29 1.7.7 started the annoying bug in single player where zeds would stop spawning after playing a while (Haleks has spent many hours trying to fix this). I have never had this happen in your mod (1.7.6). |
Thanks Munnster for the links! So it seems to be the Epoch features servers... ok :)
By checking again files on your zip, I think the features you meant in previous post and video are included in server folders, but apparently many script codes are specifics for servers, and too complex for me :/ @Anonymous Hi, to be honest I ve never knew if it was the 1.7.7.1 or 1.7.6.1 or any others versions :p, thanks for help again! I will change descriptions in the opening post Interresting to see the changelogs of dayz, now I dont know exactly what Haleks done for merging features on his mod(s), but it seems now 1.7.6.1 was easier to work for him |
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