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

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

day*glo
Thanks for all the info, much appreciated.  I'm positive your tips will help me out!  I'm so use to the 2018's and Ravage like mods.  This is by far the most challenging, really enjoying it.
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

day*glo
I managed to kill a bandit with a machete and got a soda! And I killed a cow and got some meat, found a water bottle on a zed.  So how do we get our blood up?  I thought eating would help, it doesn't seem to.  Are there blood bags we need to find, could that be the only way?  Thanks.
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Nice kill :) Bandits can run of ammo so if you see them walking around gun raised, pointing at zombies (or you!) and not shooting, this can be the reason why. Ripe for a good hatcheting....    [**cue "Psycho" music**]

There are blood bags around but you'll only get about 600 (+ a random amount < 600) blood back, so no instant leap to 12000. You'll need to test your blood to get your blood type and then find the correct blood bag and also find a transfusion kit. Be aware there is a risk of infection from the blood bag, after all, it has been lying around the floor of an abandoned hospital during a zombie apocalypse...

Cooked meat will give you the best return for blood, around 400-600 with little to no risk. The limitation is you can't eat if you've eaten recently. It's a long road from 4800 blood to 12000..... ;)

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

day*glo
Great tips thanks again.  When I first ate the cooked meat I was watching my blood tear or drop (bottom right) and it didn't seem to rise, I didn't think to look at the stats box (upper left corner) until after I ate again then I clearly saw it rise.  Is there a hotkey for that stat box?  Mine seems to have vanished. I'm finally geared up pretty well, trying to make my way to the center of the map to plop down a tent:)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Hi day*glo,

I think the status monitor only appears if something changes ie, your temp or blood level. You can bring it up again using the "ePeen monitor" entry in the cheat menu if you like but I does eventually disappear.

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
Again fixes incoming !

- doSomething_carspatrols2 missed ";" line 42 !!
- added _typeOfVeh isKindOf "Boat" in player_spawn_2.sqf line 71. (now boats vehicles have same effects of motorcycles class)

EDIT: Another update ! 9.19a
- NPC_AlertZombies (forgot to remove test value!) (this value count zeds around NPC before he is inconscious
)
- Added a custom damageHandler for all NPC's (but not for banditsTwo) (the bullet hit resistance is slightly increased)
_damMults = [0.08, 0.86, 0.68, 0.32, 0.68]; //Structural, Head, Body, Hands, Legs

- (fnc_selfAction) Removed useless commands, better performance
- added BandageAI.sqf
- Fixed "makeLandFire" build positions (in or outside buildings)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

000000
nice update!

one of my fav Daizy , the other one is Daizy2018 could be nice have i mix of them i mean your stuff with the daizy 2018 apocalypse atmosphere. + 2017 weapons and rusty cars.

i need to learn to code :)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

asdfasdf
In reply to this post by Oliv82
dang good job
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Sauron
In reply to this post by Oliv82
hey not sure if you are active here anymore.. but i installed it and got it to work.. except i only see zeds.. i havent come across any type of survivors
please help me
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Sauron wrote
hey not sure if you are active here anymore.. but i installed it and got it to work.. except i only see zeds.. i havent come across any type of survivors please help me
Hi Sauron

The appearance of AI (bandits or survivors) is quite random in my experience. I've sometimes played for a couple of hours and haven't seen a soul.

Also, be aware that survivors (ie, friendlies) are quite rare with bandits being what you are most likely to encounter.
                                                                                           
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
Update 9.20a

- Sunny weather effect only while player is out of vehicle
- Reduced blood lost while player is sick
- Fixed Wrong commands in player_Spawn2.sqf (lines for adjust Sunny and dayTime conditions)
- The main H/T effects calculations are slower and Weather effects have slightly more impact to H/T levels
- Fixed Empty JerryCans are now included (Full JerryCans are still active but low chance)
- WoodPile item chance in supermarket is decreased
- Loots Respawn delay decreased
- Various minors fixes

Sorry guys you will restart... :p
There were few ugly commands errors in player_spawn2 (not syntax errors but errors btw)

@Sauron

As Eric say, bandits encounters are relatively rare, except in military buildings zones
In fact, the probability increase with the size of the town

About survivors spawn, Ive no work too much on this point, its clearly pretty impossible to know how they appear...
EDIT v9.20b fix
added 15% chance to spawn a survivor in "Bandits zones"
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Sauron
In reply to this post by Eric the Viking
Thanks for the response! I did come across some bandits and friendlies! I hope you all have a great Christmas! If you celebrate it haha
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Sauron
In reply to this post by Oliv82
I was wondering.. to apply that update you just released.. Do i click the UPDATE link or do i have to download the entire thing again?
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
Hi, just download the update link !
You don't have to re-download main .rar

Easy way and (maybe) safer is to delete old files then replace by update files

For Christmas i will work to update my english skill :p
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Sauron
haha hope your new years was good also haha I have a question

The new update is which link?
-1- Download the MAIN FILES here:
(http://www.mediafire.com/file/4kfaef768k6ajo5/%40DaiZyFACTIONS_Chernarus_1987_v9.15.zip) (380Mb)
-2- Download the FIX PATCH here:
(http://www.mediafire.com/file/8upoe70p7w592ca/%40DaiZyFACTIONS_Chernarus_1987_PATCH_v9.20b.zip) (37Mb)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Sauron
In reply to this post by Oliv82
nevermind. lol I must say that it is great! i appreciate your work !! :D
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
moved to op
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Wow, you've been busy! ;)

Some interesting things in there...

Oliv82 wrote
- Each unitType have his own camouflage factor (ex: 0.6 for sniper camos)
Does this benefit the player if they wear the same skin? What function does it have, making the AI harder to spot?

Oliv82 wrote
- zero_buildings new 3d (from dayz_zero) + new loot position
I know it's a survival mod but I love cool stuff and it doesn't get cooler than having new places to explore!

Oliv82 wrote
- Vehicles spawn at mission start, randomized positions, not respawnable (carsNearRoads.sqf)
Is this in addition to the current vehicle spawn or does it replace the existing?

Oliv82 wrote
- Vehicle speed reduced for each parts damaged (speedDamagedVeh.sqf)
- Smoke if engine damage + variable intensity with engine damage (with multiples parameters)
- setFuel 0 if vehicle spawn with fuel_part too damaged
Nice touches!

Oliv82 wrote
- Vehicles stats from Namalsk1987mod (ground coef fixes, etc ...)
What does this mean? Increase vehicle speed off road?

Oliv82 wrote
- CSJ gyroac (Gyro-copter) added ("Mozzie" heli)
Woot! Cool stuff. They are a bugger to fly from memory...

Oliv82 wrote
- fixed cutText bug "_inconsciousCT..." (fn_selfActions.sqf)
Been meaning to mention this, I seemed to encounter it when having (friendly) AI around. I don't mind them being unconscious - makes it easier to shoot 'em ;P

Oliv82 wrote
- added BunnyHop feature from dayZ_188
What is this?

Oliv82 wrote
- Almost all spawnAI Triggers remplaced by better code (I realized how work repeatable triggers now :p)
What does this mean Oliv? More effective / efficient?

****

That's some nice work mate! :)

I've been playing a new game (v20b) and have found myself a little place to set up camp (I'll need to take some pictures) but there's something missing - I need to construct a camo netting to hide parts of my home from eyes in the sky. I'm not sure of this is something that can be constructed but there was existing ones that could be dismantled and reassembled. Do you know of anything like this?
 

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
Eric the Viking wrote
Does this benefit the player if they wear the same skin? What function does it have, making the AI harder to spot?
I dont have still tested, but I feel it's affect only ai's and not the player, maybe about show red dot on map but dots are desactivated in the mod..
Maybe it's about delay before your AI detect and inform you... idk for the moment

Eric the Viking wrote
I know it's a survival mod but I love cool stuff and it doesn't get cooler than having new places to explore!
This addon replace 5~6 3d buildings, and i need to say it's an impressive work :) and fit perfectly to Chernarus world because the creator of this mod(Idk his name) used existing arma2 textures
This mod was also included with the Epoch mod, and loot system was rewritted to have single items placed randomly on shelfs, awesome work
I didnt work about this new loot system but I often think to merge this feature for my mod :p but it's a lot of work :(

Eric the Viking wrote
Is this in addition to the current vehicle spawn or does it replace the existing?
It's in addition of existing vehicles placed on map, the script use "nearRoad" command to set vehicles position near roads obiously ) (randomly + or - 8m from the center of the road)
Thats create more empty vehicles on the map but keep in mind you will need to search fuel ) and fuel part to repair leak of fueltank if too damaged )
The script (I think) show pretty good a poputation panic searchng to leave towns after a zombie attack :p

Eric the Viking wrote
Nice touches!
Thanks I took me lot of time to adjust values, especialy for the "Mozzie", I need to test now for the An-2 and it will be ok

Eric the Viking wrote
What does this mean? Increase vehicle speed off road?
Yes, offroad ground coefs only, also I slightly changed few maxSpeed values to clearly opposite modern veh and old vehicles, ingame, the effect is clearly visible offroad and not really "onRoads"

Eric the Viking wrote
Woot! Cool stuff. They are a bugger to fly from memory...
It took me 1 day to adjust new sounds parameters :p, it's still not the "perfect" sounds for this type of engine but its better than the vanilla version

Eric the Viking wrote
Been meaning to mention this, I seemed to encounter it when having (friendly) AI around. I don't mind them being unconscious - makes it easier to shoot 'em ;P
I have removed messages when bandits spawn so you will should be more unconscious than before :p

Eric the Viking wrote
What is this?
The bunnyHop feature add the possibility to jump over fences or others things not too high, work by double pressing "V" key
The animation is a bit uggly but its better than nothing :p

Eric the Viking wrote
What does this mean Oliv? More effective / efficient?
Hard to explain in english, in fact when you enter a repeatable trigger, you need to exit the trigger to reactive it, and this was not the goal in all previous version !!!
So, even if the trigger was setted to 20s.30s.40s, you will never encounter anothers bandits while you dont leave the trigger zone !
Now, in new version, you can stay at the same place and wait to spawn bandits, kill them, loot them and re-wait for another spawn
I also added a parameter to limit bandits spawn, to avoid too much performance lose

About remove/build objects, I removed all scripts addons about this feature since long time (Iam not the autor of those scripts)
I will see if I can do something to reactivate it without bugs
If you don't want to wait, add a cheat script in cheat mission folder, or use an allready exist


_location = player modeltoworld [0,2.5,0];
_location set [2,0];
_dir = round(direction player);
player playActionNow "Medic";
sleep 1;
_obj = createVehicle ["Land_CamoNetVar_NATO", _location, [], 0, "CAN_COLLIDE"];
_obj setdir _dir;
_obj setpos _location; //(setPosATL dont use the normal of terrain)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
v10.21a has released !

- @M77WWIIPack1.15 has moved inside dayz addons folder, so you can delete old
- Attention to the new shortcut launch parameters on .exe

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