RELEASE: DaiZy FACTIONS Chernarus 1987 v11.32b (20.10.20)

classic Classic list List threaded Threaded
518 messages Options
1 ... 891011121314 ... 26
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
hi Eric

I actualy work on the player_spawn2 and try to rewrite a "faster" and better code about HT

I agree, theres no reason to include speed factor on car and helis vehicles, I try to fix this, maybe with adding a timer for those conditions, it would be the best solution
I plan to add a simple var in init.sqf to activate/desactivate HT ratio, I will include your values

I have fixed again "big" errors mainly on few medical or zombies scripts and worked on female sfx
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
This post was updated on .
Hi Oliv82,

That file (player_spawn2.sqf) seems quite complex to my amateur eye - there's quite a bit going on in it. From the code snippet I posted you can see I focused on the speed issue. Only some dedicated game-play will reveal if the values I altered will give a balanced result.

I'd like to start a fresh "for real" (as opposed to "testing") game but I don't want to spend hours building my character up just to start again.

Speaking of a bug, I've noticed sometimes when spawning in the game will either seemingly forget to remove blood from the character or it will remove a random amount but then it returns to 12000. And to make the problem more annoying, it doesn't happen all the time....

Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
Well, finaly I was abble to rewrite a better code, very complex because ive done a lot of tests !

After test Ive average values for hunger/thirst:

Walking: max ~3350m
Bicycle: max ~4100m
Motorcycle: max ~5400m

For Air, Thirst is based to the Walking status
Hunger is based to the player equipment load
By this way, Ive able to remove speed factor for "Air" and "Car" vehicles classes

Also fixed, I think HT rates are better now even player Temp is High
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
Updated player_spawn2 :)

Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
I've been playing a few hours now. Died the first few spawns due to dehydration. Simply didn't find any drinks but on this spawn found a water bottle and filled at a water pump. I had no matches or axe so I couldn't purify the water but it was drink or die. I drank, got sick but managed to find antibiotics.

The thirst rate still seems off but it's a critical aspect of the survival feeling in game so we'll see how it feels later in the game when I don't have to run everywhere (ie, have a car).

Speaking of which: From my faded memory there is a line that relates Water_Source to certain objects. In A2 there are two types of "Land_Water_source" in the shape of an hand pump - they look at first glance identical but one has the pump assembly in the center of the housing, the other is offset. They can both be used to fill water bottles but the one with the pump in the middle can be drank directly from (the "drink" dialogue comes up) but on the other you can't; could you make both of these types function the same way? (if you want to see what I mean in game, head to Berezino; one pump is behind the hospital and there's the different style behind the pub/cafe on the corner).

Anyway, enjoying the over all feel of the game, really like the Points Of Interest (POI) that you've added. Would like to see more actually! Also like the extra content from 1.8.8 :) Is there a journal or diary which details the character and contains the recipes for some of this new stuff now spawning?

I've been noticing some heat seeker rockets on the dead AI (it only seems to be the AI that actually are the driver/pilots of vehicles) and I'm sure hope you are teasing us that we'll find a launcher for these.... the helicopters are incredibly aggressive and it would be nice to level the playing field. Or least some Big Boy guns like the light machine guns (M249 SAW or the Mk48).

Thank you Olvi82, it's a great mod :)

I'm off, have some zeds to kill.... :)


Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
The new version restore speed factor but while player is in vehicle the effect is very minimal, and even if you pilot a fast heli (mi24) the HT rate stay low.
In fact, to add a "better" realism, Ive included the fact the player use "energy" while he drive or pilot heli

Eric the Viking wrote
Speaking of which: From my faded memory there is a line that relates Water_Source to certain objects. In A2 there are two types of "Land_Water_source" in the shape of an hand pump - they look at first glance identical but one has the pump assembly in the center of the housing, the other is offset. They can both be used to fill water bottles but the one with the pump in the middle can be drank directly from (the "drink" dialogue comes up) but on the other you can't; could you make both of these types function the same way? (if you want to see what I mean in game, head to Berezino; one pump is behind the hospital and there's the different style behind the pub/cafe on the corner).
Yes, I saw the same thing, I don't know if its possible to fix because this object is not detected as an object (its included in the landscape 3d)
Maybe using a "texture found" code is possible to do, but I dont really want to search over all millions Arma2 objects :p

Eric the Viking wrote
I've been noticing some heat seeker rockets on the dead AI (it only seems to be the AI that actually are the driver/pilots of vehicles) and I'm sure hope you are teasing us that we'll find a launcher for these.... the helicopters are incredibly aggressive and it would be nice to level the playing field. Or least some Big Boy guns like the light machine guns (M249 SAW or the Mk48).
Yes, Ive forgot to remove them, I dont want to include RPG-7 in game for the moment, also Ive thinked to add Strela launcher but I renounced to add it
About machine guns, I only keep the M240 because its mounted on Huey, you can "imagine" this gun was removed after a crash...
Same for the PK, witch mounted in Hip helis, but his name is "PKM" when used by soldiers

Anothers bugs ! sry :)
After google search, I didnt managed to fix the buildings damages problem, it seems to be unfixable
It restore "no damage" 3d buildings after loading save.. :(
To avoid this, I had the idea to remove big weapons from heli like rockets

I release a new version again...
And thanks for your support/feedbacks :)
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
This post was updated on .
Oliv82 wrote
The new version restore speed factor but while player is in vehicle the effect is very minimal, and even if you pilot a fast heli (mi24) the HT rate stay low.
Yeah, I think you might have nailed down this now. :)

On the water thing: A3 has nice little picture and asset ID codes which describe all in-game assets, not so much A2 that I can find since I looked for them prior to my previous post. Pity, it would have been nice to have that choice. I remember dying at the base of the wrong pump! :(

How about this instead? ==> http://opendayz.net/threads/release-bdcs-enhanced-water-bottle-filling-pwnzor0z-1-7-7-1.13210/

Have to say I won't be disappointed to see the attack helicopters nerfed a bit - they are brutal! I am so looking forward to shooting one down....

Just a couple of things I asked before but may have been missed;

1. Humanity, does the player have it and does it have any effect in game?
2. The player journal, is this still a part of the game?
3. Crafting recipes / extra 1.8.8 content - is this a WIP?
4. Have you disabled the "auto refuel" feature? (I don't miss it btw)
5. First time you start your blood drops but them returns to 12000. If you restart it works as intended.
6. Blood-bagging; it now works correctly but the blood test results and what is reported via the player monitor are different values.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
Eric the Viking wrote
On the water thing: A3 has nice little picture and asset ID codes which describe all in-game assets, not so much A2 that I can find since I looked for them prior to my previous post. Pity, it would have been nice to have that choice. I remember dying at the base of the wrong pump! :(
If i can suggest a tip, at the beginning of the game dont take too much useless items, it will reduce the thirst

Very realistic but not my priority

Eric the Viking wrote
Have to say I won't be disappointed to see the attack helicopters nerfed a bit - they are brutal! I am so looking forward to shooting one down....
Ai's were very angry against zeds :p
It's better in the new version )

Eric the Viking wrote
1. Humanity, does the player have it and does it have any effect in game?
My oppinion, Humanity is a feature of MP, for me, theres no reason to keep it in SP
Other thing, Humanity was one of the first thing I deleted on all my mods (since few years ago now)

Eric the Viking wrote
2. The player journal, is this still a part of the game?
For me, useless feature, sorry :p, also I think to delete the zombies kills

Eric the Viking wrote
3. Crafting recipes / extra 1.8.8 content - is this a WIP?
There isnt work in progress about crafting, Mainly I try to fix bugs and optimize the mod, but It could be an interresting aspect of this mod maybe for future, some useless objects could be usefull with few imagination ), but for the moment I search for gameplay bugs/incoherence, illogical things etc ...

Eric the Viking wrote
4. Have you disabled the "auto refuel" feature? (I don't miss it btw)
Once you reach a gas station with a vehicle, you need to get out/get in from vehicle, the refuel action menu will appear

Eric the Viking wrote
5. First time you start your blood drops but them returns to 12000. If you restart it works as intended.
Very complex bug, on my PC, this bug is very rare (maybe it appear 1 time on every 100 starting games)
By starting a new game by "SOLO" menu, it seems the bug is avoid
The problem is maybe on player_monitor.sfm

Eric the Viking wrote
6. Blood-bagging; it now works correctly but the blood test results and what is reported via the player monitor are different values.
Once you have done the blood test, if you dont have the "colored monitor", use the cheat menu to spawn the "Epeen Monitor"
I will fix this in next update )
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
Various fixes in this version 9.18a
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

day*glo
Hi I'm new to this and before I try it out are the zombies all runners?  If so is there a way to make them walkers only?  Thanks.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
This post was updated on .
Back at work now after having last week off so gaming takes a back seat. I hate being an adult. :(

Oliv82 wrote
If i can suggest a tip, at the beginning of the game dont take too much useless items, it will reduce the thirst
I've never been a hoarder of crap in Dayz so I don't pickup items I don't need but rather prioritize given the situation but I have been focusing on a knife and axe (obtain food and fire wood (to boil water)) and a water bottle (to hold water). Not always easy but always a challenge! :)

Oliv82 wrote
My oppinion, Humanity is a feature of MP, for me, theres no reason to keep it in SP
Yeah, that's a good point! :)

Oliv82 wrote
There isnt work in progress about crafting, Mainly I try to fix bugs and optimize the mod, but It could be an interresting aspect of this mod maybe for future, some useless objects could be usefull with few imagination )
I have played 1.8.7 (created my own server) and a lot of the crafting was to create everyday items that a player might need (bandages for example (I notice string, glaze and rags are spawn items)) but it also has wear on everyday items ie, a knife grows dull and needs to be resharpened. It presented new challenges (or annoyances) to the player.

I reckon you're heading in the right direct on this mod anyway so I'm happy to tag along :)

Question: Most of these updates you're doing require a re-start? It this something that is going to continue moving forward and do you have a plan for futures updates?

Also, back around v8.9 you removed all the building related stuff. Do you plan to revisit this aspect of the mod?
 
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
In reply to this post by day*glo
day*glo wrote
Hi I'm new to this and before I try it out are the zombies all runners?  If so is there a way to make them walkers only?  Thanks.
Hi day*glo :)

The zombies are most assuredly runners and, yes, there is a way to slow them down.

Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
@ day*glo

Hi, you can try to modificate "AddOns\dayz_code\system\zombie_agent.fsm" and search for "forceSpeed" command

Go "class Chase{..." (line 462)

If I remember the run animation for a zed start at around 4-5...
try with :

(line 475) replace _agent forceSpeed 10; by _agent forceSpeed 3;
After this, I recommand you to increase the zeds spawns (in variables.sqf)

If you have ever played on this mod, you should see the zeds spawn rate is setted relativly slighly easy in comparison of the MP DayZ version

@ Eric

About the boil function, I havent checked if it work or not !
By thinking about degraded items, 1.8.8 have few items for this but still not included on my mod
(broken hatchet and ... I think its only the one)
Mmm a used knife is ofcourse possible to do but I dont have the material stuff to add this feature
And dont think Its possible to do also by scripting way without new 3d items

And yes, sorry, you always need to restart after update, apparently the save file keep all parameters of the initial version you have started first !
Even if you modificate 1 letter or number in the mission files, the save file keep always the initial version :(

Eric the Viking wrote
Also, back around v8.9 you removed all the building related stuff. Do you plan to revisit this aspect of the mod?
You mean the additionnal buildings added by me ?

EDIT: It seems OK about the boil function
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

day*glo
I upped the zeds spawn to 25 and I changed (line 475) from 10 to 3 but they still run like crazy.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
day*glo wrote
I upped the zeds spawn to 25 and I changed (line 475) from 10 to 3 but they still run like crazy.
With this (underlying) version of DayZ there's two files you need to modify. The first is as Oliv82 said;

"AddOns\dayz_code\system\zombie_agent.fsm" and make all references of "forcespeed" equal 2.

The second file is located;

 "AddOns\dayz_code\compile\control_zombieAgent.sqf" and again make all references to "forcespeed" equal 2.

Re pack the .PBO and away you go. I suggest using "2" as the value since I believe this is the "walking" setting and the zombies walk normally without glitches.

Oliv82 wrote
About the boil function, I havent checked if it work or not !
Hey Oliv82 :)

The boil function does work fine, I think it's the same function that has been in DayZ for a while. It's critical too because the pumps might say "fresh water" but you still can get sick by drinking directly from the pump.

Oliv82 wrote
Eric the Viking wrote
Also, back around v8.9 you removed all the building related stuff. Do you plan to revisit this aspect of the mod?
You mean the additional buildings added by me ?
Ah, never-mind, I couldn't find the reference to which I was referring and the basic sand-bag / razor-wire / tent + fireplace was all I wanted anyway :)

I plan to start a new game this weekend some time - you're not planning any sneaky updates are you? :D

Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

day*glo
That did it thanks for the help :)
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
Eric the Viking wrote
The boil function does work fine, I think it's the same function that has been in DayZ for a while
The script isnt the same between 1.8.8 and 1.7 version, added few (mysterious) functions
Just for the little history, by checking this script on previous post, i realize this script is writen by a genius, the author have managed to avoid a lot of scripts lines, impresive

Eric the Viking wrote
I plan to start a new game this weekend some time - you're not planning any sneaky updates are you?
Haha ! not for this WE )
This last update is not a revolution but there is few code optimizations (i like the optimization :p)
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
In reply to this post by day*glo
day*glo wrote
That did it thanks for the help :)
You're welcome mate, team effort! :)

Oliv82 wrote
Eric the Viking wrote
I plan to start a new game this weekend some time - you're not planning any sneaky updates are you?
Haha ! not for this WE )
This last update is not a revolution but there is few code optimizations (i like the optimization :p)
ooh, the only thing worse than a sneaky devil is a tease Olvi82! ;)

Looking forward to it :)

Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

day*glo
Now that all is good and I got it like I wanted it :D My play through's are 30 min at the most.  I spawn look for water die of thirst and hunger.  Over and over lol.  You guys have any tips?  Should I spend time searching coastal buildings?  All I ever find there is empty cans.  Is it better to get as far as I can inland is it any better there? I know I can double tap 0 and have anything but I really don't wanna have to play like that.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
It's supposed to be survival after the collapse of society following what was essentially the zombie apocalypse. You're not going to find fully stocked shelves of food and water, nor are you going to find the hospitals overflowing with items. It's going to be a struggle for the bambi player to survive but with a little luck you'll make the first few hours and then it does get easier. Sort of.

Oliv82 undoubtedly has his own view as the creator of the mod and can give you many useful insights into game-play which will help you survive.

Here's a few of mine;

Luck. Most of the player spawns are around Berezino and the closer you are to the centre of this city the better off you are. You have the greatest chance and most opportunity to find useful items.

There are two super-markets and a few apartment blocks - these contain cans of food or drink but these are rare and you need to look at alternatives.

What are the alternatives? For food, there are animals roaming around the country side (look for wide, open fields) and you'll need a means to kill the animal (gun or axe), a knife to "gut" it to get the meat steaks. You can eat the meat raw but you don't get the most of it and could get sick - approach a fire and the "cook meat" option will appear.

For water the ideal solution is a water bottle. It can be filled at a water pump (there's 4 in the Berezino area), a well (round stonework covered in planks) or in ponds (but not the ocean). You can drink directly from the water bottle but it's best to boil the water first (you can get sick otherwise). You'll need an empty tin can and a fire - the option "boil water" will appear.

As you can see, fire is very important but you'll need an axe (chop the tree to get the wood or find it), matches (which can be quite rare) to make one. Or, find a fire barrel. You may notice these around the place (there's two out the front of the hospital) and you don't need matches to ignite these barrels.

Oliv82 gave me a useful tip; don't carry to much as this will affect how much water & food you need. Once you have got a few supplies you can load up with repair items but getting yourself sorted for food and water are number one. The weather and temperature can also affect you too!

If you see bandits and are suitability armed take 'em, out! Just like you they have needs and can carry things you will find useful. Oh, there are no friendlies in Berezino. Kill everyone, survivors included!

Kill zombies! If you have a pistol with a few mags, thin out the zombies. Check their bodies for loot (don't rely on the "re-arm" symbol, actually check) because they quite often have life saving stuff on them from bandages to cans of food and Coke.

Lastly, it's a bit of a cheat perhaps but it can be useful;  If you've checked a building and there was nothing useful (ie, lots of rubbish) make sure you're looking at the building and use the "delete loot" command in the cheat menu. The loot will disappear. You'll need to leave the area (at least 1km) and then return and new loot should spawn. Also remember that loot doesn't spawn correctly if you drive up to a building in an vehicle (in DayZ at least) so you should approach by foot.

Hang in there mate :) Being familiar with the map is a huge advantage too and you will get your chance at surviving and it will be so sweet that feeling of success :)



1 ... 891011121314 ... 26