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

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Zirdupio wrote
Sorry for my english in some words XD i dont expert in that language *ww*
Your English is better than my attempt at your native language I bet... ;)
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
v10.22a

- fixed collision trash with mission vehicles

- AI's can spawn in houses (added housesTypes list in var)
- bandits getOut of their vehicle if player is near vehicle (for civilian types only)
- friendlies survivors hold fire if player is in sight
- fixed locations names with 2 words (ex: "NovySobor" replaced by "Novy Sobor")

- zeds damages on player slighly reduced

- more time before player fall unconscious with dayz_thirst (oldValue*1.05)
- player_breathFog dropParticles more realistic + fixed day/night condition
- added function On/Off breath in cheatMenu (also by this way, fixes the particles bug by using teleport)
- Sun angle to determinate if day or night (instead of dayTime command)

- minor fixes on repair/remove mouse-scroll actions
- ammo.sqf fixed (ex: reammo BRDM-2)
- fixed dayz repair system for BRDM-2 HQ

- added tank fuel at NWAF for refuel planes or helis (but not for Mozzie)

- 12 Takistan buildings types added + loots positions (WIP)
- for the moment only Chernogorsk have new Takistan POI (around NW of "building_WIP" empty area)
- added tool to move/rotate buildings/objects (selfActions.sqf)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Wow, some more nice work Oliv82! :)

Oliv82 wrote
- fixed collision trash with mission vehicles
Is this the trash piles the AI vehicles get stuck on? I'm a little disappointed, I liked the easy kills...

Oliv82 wrote
- minor fixes on repair/remove mouse-scroll actions
- ammo.sqf fixed (ex: reammo BRDM-2)
- fixed dayz repair system for BRDM-2 HQ
Is the BRDM-2 one of the spawn-able vehicles?

And I'm guessing not being able to refuel or repair AI vehicles is intentional? (could be a bit OP)

Oliv82 wrote
- added tank fuel at NWAF for refuel planes or helis (but not for Mozzie)
Nice! :) Using jerry cans is very survivor style but on jerry can 100 and you're only half way it's a bit tedious.

Oliv82 wrote
- 12 Takistan buildings types added + loots positions (WIP)
- for the moment only Chernogorsk have new Takistan POI (around NW of "building_WIP" empty area)
Good stuff. Will they fit in with the building style on Chernarus? I remember a mod where a survivor/trader camp was made with this style of buildings and it was pretty cool!

Oliv82 wrote
- added tool to move/rotate buildings/objects (selfActions.sqf)
This. Is. awesome. I really was hoping there would be something like this.
 
Great work mate, keep it up! :)
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
Eric the Viking wrote
Is this the trash piles the AI vehicles get stuck on? I'm a little disappointed, I liked the easy kills...
Mmm Ai's are still ignore trash on road and crash on it, its sure :p
I really dont know how to avoid/fix this.. the mod gameplay spawn cars_patrols with a very little chance (in 22a version, also the bandits respawn delay is slighly increased by ~12%)
But by the way, once bandits have getout vehicle, and considered crashed on road trash, vehicle is undrivable because of crash damage, so in all ways you will have to repair it :)

Eric the Viking wrote
Is the BRDM-2 one of the spawn-able vehicles?
It's the (HQ) version, the one with the PKM without "big gun", I've slighly increased the armor of all tyres (old was 0.15, changed to 0.20) and reduced fuel capacity; also chance to be ejected by zeds is nul :)
This vehicle have very very low chance to spawn (1%), and he spawn only for carPatrols

Eric the Viking wrote
And I'm guessing not being able to refuel or repair AI vehicles is intentional? (could be a bit OP)
All vehicles are repairable/refuelable isnt it ?? You can't ?

Eric the Viking wrote
Nice! :) Using jerry cans is very survivor style but on jerry can 100 and you're only half way it's a bit tedious.
I'am not particulary interrested by An-2 plane (but have a good storage cargo) but it force player to land on a dangerous zone :)

Eric the Viking wrote
Good stuff. Will they fit in with the building style on Chernarus? I remember a mod where a survivor/trader camp was made with this style of buildings and it was pretty cool!
This feature can be disabled by opening init.sqf in POI folder,
I took a lot of time to choice Takistan "best" buildings for this mod, Chernarus isnt Takistan for sure, but some of buildings are relativly modern, I spended 1 half day to add the "Villa" Takistan building but finally removed because It doesnt fit with the Chernarus "style"
My choice was very tricky to place each buildings, 1 by one, and on a particular empty area few isolated from center of Chernogorsk (in total 49 objects added in POI script)
Added more Takistan buildings on Chernarus isn't envisageable for the moment for this non-accordance with this style...
(Also I added loots and learned a lot about "positions" commands :))
I remember very long time ago, played a mod where the modder added "Takistan zone" near Stary Sobor and this was not bad ingame

Eric the Viking wrote
This. Is. awesome. I really was hoping there would be something like this
At the moment I work on positioning/removing objects (sandbags, wires and tank trap)
I added function to moveUP/Down object in "buildMenu" and possibility to build objects following ground shape or verticaly on ground
For me, those objects are not OP to carry, and are legit in dayz, I remember a mod where added possibility to bring a bicycle in pocket something like that :p
Well, I think about a "base building" tool but this one do the stuff so far and biggers objects to build a base is for me too OP, I dont have a compete list of Arma2 objects in my brain so I must play and check for candidates :)
I know theres a .pdf file who regroup all objects with pictures but iam lazy
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Oliv82 wrote
Eric the Viking wrote
And I'm guessing not being able to refuel or repair AI vehicles is intentional? (could be a bit OP)
All vehicles are repairable/refuelable isnt it ?? You can't ?
No. I can repair the static spawn vehicles (the ones that spawn via mission.sqm) and I can repair the ones that "spawn near roads.sqf" but I can't repair or refuel the vehicles the AI are driving.

Also, if the vehicle is armed I can reload the weapon from ammo on board but I'm guessing I won't be able to "re-arm" the vehicle either.

Oliv82 wrote
I'am not particulary interrested by An-2 plane (but have a good storage cargo) but it force player to land on a dangerous zone :)
I hate the damn thing but it looks cool and I want one in my collection. But flying it is like trying to nail jelly to the ceiling - a painful experience.

Oliv82 wrote
This feature can be disabled by opening init.sqf in POI folder
Um, yeah, I re-enabled most of the "//" commented out items in the POI.init except those where I could see it was a "double up" (the medical tents in Cherno for example).

Oliv82 wrote
I took a lot of time to choice Takistan "best" buildings for this mod, Chernarus isnt Takistan for sure, but some of buildings are relativly modern, I spended 1 half day to add the "Villa" Takistan building but finally removed because It doesnt fit with the Chernarus "style"
My choice was very tricky to place each buildings, 1 by one, and on a particular empty area few isolated from center of Chernogorsk (in total 49 objects added in POI script)
Added more Takistan buildings on Chernarus isn't envisageable for the moment for this non-accordance with this style...
(Also I added loots and learned a lot about "positions" commands :))
I remember very long time ago, played a mod where the modder added "Takistan zone" near Stary Sobor and this was not bad ingame
Mate, I trust your vision for this mod so if you think they fit (or don't fit) in with what you're aiming for I'm happy to explore. One of the "mods" I remember was one that assumed not all humans had fully turned into zombies but were infected and they created a village (homes) for themselves using the Takistan style buildings to separate themselves from other survivors.

Oliv82 wrote
At the moment I work on positioning/removing objects (sandbags, wires and tank trap)
I added function to moveUP/Down object in "buildMenu" and possibility to build objects following ground shape or verticaly on ground
For me, those objects are not OP to carry, and are legit in dayz, I remember a mod where added possibility to bring a bicycle in pocket something like that :p
Ah, ok, I assumed it would cover more "objects" meaning vehicles but "camp" objects is great really, it would allow us to personalize our home bases a bit better rather than simply "looking" in the right direction and hoping for the best.

I thought vehicles because sometimes things don't work out.... you know that picture I posted of my plane in the field? Yeah, well, I didn't actually land or stop there. My first landing was messy and the plane ended up in the trees. (all the planes fault, obviously!) I tried chopping down the trees to make way for the plane but it wasn't working. So I had the bright idea of getting in the plane and teleporting myself out of the trees.

It worked. Mostly. I re-spawned exactly where I selected. 100 feet in the air.

So lets say those pictures were from a second game I started. My point is that sometimes Arma / DayZ doesn't work the way we expect so this abiltiy to move an object can be quite useful. However, I do see your point about avoiding a potentially OP feature.

*

Btw, did you read a couple of suspected bugs I have encountered which I posted a page back:

I have six spots clear in my inventory but it won't let me pick up that car tyre. I have to clear eight slots before I can pick it up - but it clearly occupies only six slots. This has only started with version 10.xx of the mod.

Which leads me to jerry cans; when selecting a jerry can, you either get the "take jerry can" option (the jerry cans appear as full in your inventory) or the "gear" symbol where you have to manually add them to you inventory (these cans are empty). But when you use the "full" jerry cans the message reads "you added 0L to item xxxx". These jerry can now appear as empty in your inventory.

 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
Eric the Viking wrote
No. I can repair the static spawn vehicles (the ones that spawn via mission.sqm) and I can repair the ones that "spawn near roads.sqf" but I can't repair or refuel the vehicles the AI are driving.

Also, if the vehicle is armed I can reload the weapon from ammo on board but I'm guessing I won't be able to "re-arm" the vehicle either.
I will check, but about refueling, if vehicle isnt totaly repaired with initialy FuelPart too damaged, there is a fuel leak what dont allow to refuel (fuel qty quickly down to 0)
Repair system is very complex to set, and its still probably bugged, Ill check

Eric the Viking wrote
It worked. Mostly. I re-spawned exactly where I selected. 100 feet in the air.
Lol, i knew this problem, I will try to fix it

Eric the Viking wrote
I have six spots clear in my inventory but it won't let me pick up that car tyre. I have to clear eight slots before I can pick it up - but it clearly occupies only six slots. This has only started with version 10.xx of the mod.
Mmm I will check

Eric the Viking wrote
Which leads me to jerry cans; when selecting a jerry can, you either get the "take jerry can" option (the jerry cans appear as full in your inventory) or the "gear" symbol where you have to manually add them to you inventory (these cans are empty). But when you use the "full" jerry cans the message reads "you added 0L to item xxxx". These jerry can now appear as empty in your inventory.
Knew bug, I dont have any solutions to fix this, i recommand to dont remove jerry filled with any fuel qty from inventory, to avoid any "exploit" bug, fuelQty is back to 0


About move buildings/loots features, its a tool for developping the mod, it's not activated by default :)
The stuff must be activated in "player_selfActions.sqf" by removing //

- fixed breath script (now work perfectly)
- fixed nul index in "spawn_loot.sqf" for doSomething_wreck, doSomething_anim_heliCrash2
- increased cursorTarget range for repairing actions (old was 3, new is 3.4)
- teleport script updated (fix the "Air" class condition)
- it "seems" the repair/refuel bug on AI's vehicles is fixed now !
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Zirdupio
In reply to this post by Eric the Viking
Well my native language its Spanish and Thanks *ww*
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
In reply to this post by Oliv82
Oliv82 wrote
Eric the Viking wrote
It worked. Mostly. I re-spawned exactly where I selected. 100 feet in the air.
Lol, i knew this problem, I will try to fix it
It's not a significant issue really, I haven't used the teleport feature before and am unlikely to use it again.

But I bet the look on my face when that happened was priceless.... ;)

Oliv82 wrote
Knew bug, I dont have any solutions to fix this, i recommand to dont remove jerry filled with any fuel qty from inventory, to avoid any "exploit" bug, fuelQty is back to 0
This is a minor issue too - I simply "use" the jerry cans, they then appear as empties, I refill them and now they work properly, forever. I mention it only so you're aware of it.

Do we have a release date for 10.22a?
 

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
All seems to be ok now, I released 22a :)
Good hunting !
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Woo hoo!
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Zirdupio
In reply to this post by Oliv82
Olive i find two bugs in your update

1) I fight a zombie with Crowbar and he never die, i hit hem 15 in the body and 5 in the head and never EVER die, other think its when he finally unstuck in the wall, just with one hit, i gona down and never wakeup o__o i use the speed timer x4 and using the cheats for heal my self, 23 Time i use that Cheat and i just give up and die to restart, pls fix the Zombies or Zeds i dont know how you name them but Fix the Zombie, just with one hit i fall unconscious and never wake up

2) Other think its the Blood when you die and restart to play again, you start with a 12000 Blood in the first time, when i die with that GOD Zombie, start with 4382 Blood
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
@Zirdupio

The zombies are intended to be very tough. They will even need several head-shots using guns.

When you start the game it is supposed to set your blood to a random level around 5000 (the number will actually be somewhere between 4000-6000). But the very first time you play the mod, your blood will actually reset to 12000 - this is the buggy bit.

When you restart the game it will again set your blood to a random level but this time it will stay at that level - this is the correct operation.
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Zirdupio
Well i am okey with everything you say but in two times, one zombie just with one Hit, fall me down and never wake up

And how i say, i speed up the time x4 and using the cheat in radio Heal My Self 25 times or more, and never wake up o__o the zombie just eat my body

In the second time, i teleport to other side for not lose more Blood and with the speed x4 in the morning to the night i just fall sleep in the ground

Edit: i dont know how to add a photo to this comment but i have the picture
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
@ Zirdupio

Did you have "send_Level" during you was unconscious ? Have you been hit by zed or AI before fall unconscious ?

I ve check a lot of times with zeds hits and no bugs (in next version unconcious by AI's hits is fixed)

It is possible (but very rare) to fall unconcious by 1 zed hit, Ill check for this parameter

WHen you fall unconscious, you have a small delay before send_Timer show at screen, same for recover status of player,while this time you are very vulnerable, chance to die is high

About teleport script, try to avoid using it as possible, Dayz 1761 used an antiTP hack and it was very tricky to remove it, some useless variables are probably active thats why its a bit buggy

Zeds are very strong in this version, try to kill a zed with a crowbar is suicidal :p
Just a tip, aim the head, not the body

As Eric said, the lost blood at start have chance to dont work at the first time

Thx for your feed back, Ill check all this points

At the moment I work on AI's/zeds interractions,
Ai's are now considered as targets by zeds every time (and follow AI until he die)
Zeds now react on AI's like player (zed switch to closest target and attack him if insight, firing or not)
Added "feed" zeds animations when AI's is dead. Once AI's is dead, zed return to search others targets
Also AI need to run if they are out of ammo, to give them a chance to survive :p
This part of dev. will be very complex
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Oliv82 wrote
This part of dev. will be very complex
So, release this afternoon then...? :P
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Zirdupio
In reply to this post by Oliv82
what its Send_Level?? its a mod or something¿?

well search in me game, i cant find anything name like that

The first time find this thing so strange, i install the new update 10.22a and how i say, the zombie are stuck in a door, i hit hem, never die, when i open the door to hit hem better (to the head) and go to close, just with one hit i fall unconscious for ever

The second time i was in Berezino, i hear A LOT OF SHOOTS, when i see the AI are shooting to the Zombie, i only have the Axe so, i run front of them, i kill some and the zombie kill others, i just be hit with one shoot in the leg (12000 to 9874 blood) i was hitting in some times with zombies

When i go to kill the zombie are "eating" (they no are eating, just they got paralyzed to close to the body) one bandits, kill three zombie, one of the zombie run like a dog, in the first hit, i fall unconscious, in this time i use the Teleport to not lose blood well the bleeding dont help XD, and well from morning to night never wake up

Naaaah i never like using cheats, just in this time i use the Teleport to not die to fast with the zombie eat my body, the unic cheat i using a loot was the Heal My Self (And I should stop, but I want to survive more)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Oliv82
This post was updated on .
@ Eric the Viking
Not for afternoon, no :p

@ Zirdupio
This is the "unconscious timer" (the left icon)
http://jimeezstuff.weebly.com/uploads/7/5/7/2/7572658/5751748.jpg?944

Do you fall unconscious every times a zed hit you ??

Zeds can be glitched in doors, floors, can TP too, etc ... thats like that since Dayz exist :p

Zirdupio wrote
When i go to kill the zombie are "eating" (they no are eating, just they got paralyzed to close to the body) one bandits, kill three zombie, one of the zombie run like a dog, in the first hit, i fall unconscious, in this time i use the Teleport to not lose blood well the bleeding dont help XD, and well from morning to night never wake up
I work actually to fix zeds/AI moves behaviours (since few days)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Zirdupio
oooh that icon, nope, if the icon of time show i not was here tell you this XDD

and well, the first the Zed o Zombie in the first hit, to the second time i was hurt in some hits with other Zombie, but that zombie run in four legs (two hands and two legs) just with one hit, i have the Picture

how i can upload a picture to this comment?

Just the picture when i fall in the ground and the icon not appears
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
Zirdupio wrote
how i can upload a picture to this comment?

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Eric the Viking
This post was updated on .
 I have been getting some mixed results with this .22a release.

I experienced the death Zirdupio described - I took what I think was a head shot from an AI and it knocked me out but there was no timer.

I restarted, found a beautiful FN-FAL but I'm finding I can't repair or refuel any vehicle.
 
EDIT:

I removed the "-nologs" and added "-showScriptErrors" to my command line and restarted. On this occasion, simply walking up to the car would repair it. It would only happen 50% if it was a "near Road" vehicle spawn. On vehicles which didn't repair themselves, repair options appeared.

Below is my .rpt file if it helps...

ArmA2OA-RPT.zip
 
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