This post was updated on .
Weird, I dont remember if the unconscious scripts updates was included in 22a, I work actually on ai's for my tests and unconscious bug is history for me since long time... :/ By zeds, by ai's, by falling a wall, almost uncomon situations have been tested without bugs I think to re-upload the entire .pbo files of my config for next update Ive checked, but Ive no found any FN-FAL playable in my mod... this weapon isn't "active" Are you use additionnals mods ? For the repair bug It seems to be a cursorTarget range detection, I increased the range to 3.4 because all vehicles "bouncingBox" can have a non-proportionality dimensions with 3dmodel, the old value was 3 and thats why the repair menu dont appears I tested with "classic" Ural, Ural_ZSU23 and BRDM-2, 3 vehicles with approximativly the same dimensions and bouncing boxes are very differents Error Undefined variable in expression: object_setfixserver File missions\__cur_sp.chernarus\!scripts\!core\!vehicle\vehiclesetdamage.sqf, line 910 A lot of errors like that object_setfixserver script isnt active, I fixed this bug long time ago :/ Dont remember if this bug is fixed in the version you play (22a) Do you have those lines at the beginning of !scripts\!core\!vehicle\vehiclesetdamage.sqf ?? if (!fixHit_handler) then { object_setFixServer = compile preprocessFileLineNumbers "dayz_code\compile\object_setFixServer.sqf"; object_setHitServer = compile preprocessFileLineNumbers "dayz_code\compile\object_setHitServer.sqf"; fixHit_handler = true; }; for info about more bugs, I fixed a big bug on the "fatigue"/"USEC_inPain" and the crosshair aimSensibility By adding the "BunnyHop" feature from Dayz 188, it disable vanilla "hardcoded" fatigue feature of Arma2 All this stuff was in .cpp moves config and it took me 4 days to undestand the functionnalities :/ Now bunnyhop is working fine with the regular Arma2 "fatigue" But bunnyhop with a handgun still not work for any reasons... its actually probably the same problem on Dayz 188. (if someone can confirm...) Zeds behaviour is near to be perfect now with ai's, but tiny problem, after killed a ai, zeds stay at "MIDDLE" position on "loiting" status, minor problem, but they run like Carl Johnson after you once they have spoted you :p I actually work to script ai's react to shotguns (and others behaviours) After that, i will work on skins, for add differents armors factors for each of them, it seems to be possible Also fixed range of respawn loots, increased to 600m, its heavier for cpu but all loots are now correctly deleted/recreated on each respawnLootDelay |
This post was updated on .
This is the first time (with .22a) that I've ever experienced any problem with this aspect of the game. I'm using no additional mods but.... In mission.sqm (from memory) there is a section which details all the vehicles that you manually and individually added to the game - I remove the "Presence=" line so that all vehicles spawn all the time. You might also remember that some of these vehicles can have random loot and there's a line empty the contents - I also remove that section. (;"";") Your script for the "cars near road" spawning I haven't touched at all - but I found the FAL in one of those vehicles. BUT; * Which trucks (and it's only trucks) anything appears in is quite random. * What actually appears is also random A lot of what spawns is actually useless (heat seeker rockets for example) but I personally think it adds a degree of realism - it makes sense that an abandoned truck might have been carrying cargo. It's also just plain cool (let's not forget we are playing a game here) to stumble across this and to have the pure dumb luck to find such a cool gun - it really was a great feeling. And in addition, there was only a few mags for it... so it wasn't really OP, you just needed to choose the best time to use it. Please, I beg you, don't change this! The start of vehicleSetDamage.sqf reads; private["_vehObj","_dam"]; if (!fixHit_handler) then { object_setFixServer = compile preprocessFileLineNumbers "dayz_code\compile\object_setFixServer.sqf"; object_setHitServer = compile preprocessFileLineNumbers "dayz_code\compile\object_setHitServer.sqf"; fixHit_handler = true; }; Line 910 reads; [_vehObj,_x,_dam] call object_setFixServer; Wasn't loitering around a corpse normal for zeds? The body would de-spawn eventually and then the zeds would move on, unless they found something to chase before that. My observation was that a noise wasn't always enough to make them move off a fresh body either. The work you have put into the loot system is obvious Oliv82! Feels a lot more natural with a good spread of "something" vs "trash" EDIT: Corrected grammar & alternative facts. (lol) |
This post was updated on .
v10.23a
- Fixed fatigue"/"NNORN_inPain crosshair sway - Zeds interractions with AI's - Ai react to shots - Armor factor for skins - Reset breath particles when player change skins - Skins chance loot table fixed - Added recover unconscious in cheat menu And some few minor scripts optimizations About unconscious script, I changed a parameter what should avoid the bug (a sort of "security" handler when too much hits on player at the same time) v10.23b Quick fix for pickupObjects, fnc_canAddPrimSlots fixed |
The zeds are already attracted to AI shots, aren't they? Does this mean the zeds will actually attack the AI? So the AI will react to my shots or the shots of other AI? Skins means the clothing a player can wear, right? (just checking ;)) Is there any other benefit to wearing another skin other than this inherent "armor bonus" - what I mean is something like; * It keeps you cooler / warmer / dryer * It has camouflage properties which makes it hard for AI / zeds to see / hear you. I personally prefer the clothing I spawn in with, I like the "civilian survivor" feel. |
Sorry again Eric, this version will be no longer avalaible :p
Ive already updaded scripts for better ai behaviour for "c" version zeds attack ai's but please wait for next update ai's use the old patrol function for the moment and by my tests, you have 50% chances ai's come back to your position after fired with a weapon (still use the "dayz_disAudial" system) seems like ai's try to find you Yes "skins" isnt the right word but yes I mean the clothes player can wear Changing skins will increase slighly your zeds/bullets protection TYPE ARMOR FACTOR Description Survivor4_DZ 1.9 RUS_Commander//Russian Spec Ops Survivor8_DZ 1.5 RU_Commander//Russian Officer Suit Survivor10_DZ 1.7 UN_CDF_Soldier_Guard_EP1//UN Soldier Outfit Survivor11_DZ 0.9 Ins_Bardak//Black Leather Jacket Survivor12_DZ 0.8 Ins_Lopotev//Sportswear Survivor13_DZ 1.2 GUE_Commander//Militia Officer Outfit Survivor14_DZ 1.4 GUE_Soldier_2//Militia Outfit(1) Survivor15_DZ 1.15 GUE_Soldier_3//Militia Outfit(2) Survivor17_DZ 1.4 CZ_Special_Forces_GL_DES_EP1//Spec Ops Outfit Survivor18_DZ 1.55 INS_Soldier_1//Insurgent Outfit ------------//not active inGame Survivor19_DZ 1.6 GUE_Soldier_CO//Militia Outfit(3) Survivor20_DZ 1.5 INS_Soldier_CO//Insurgent Officer Outfit Camo1_DZ 1.1 //texture ugly Soldier1_DZ 2.0 //texture ugly Sniper1_DZ 1.25 guillie Woman skin have only 0.7 and civilian survivor have 1.0 The temperature calculation with clothes isnt work, I dont think this is really important because the time you find a good clothes you are already warmed, for Namalsk its important but not here for me ... Maybe I can add those factors to the sick chances.. I dont know if this feature I added work, maybe yes maybe not... Threre still this Backpack bug, it doesnt show when you wear custom skins, Ill try to find a mod or something like that to fix this I dont like this version about the scripting behaviour, its still not ok for the moment Actually zeds on AI's behaviour is fixed (on my version) but not the ai's on player I recommand to wait for the next version :/ |
thank you so much for still working on this!! i am deeeply grateful bro!!!
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In reply to this post by Oliv82
hey man i was just playing.. i just spawned not long ago and i encountered a zombie.. i wasted an entire clip on him and he hit me once and knocked me dead.. maybe you made the over powered?? also the AI that i encountered also were OP or over powered..
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zeds have much resistance than older versions its true, on my tests, you can kill a zed by aiming head 2 hatchet hits and he's dead, but the damage on player is the same as all previous versions, i didnt change anything about this point If you been killed with only 1 zed hit its not normal, I suppose there are multiple config files in use (who contains zed resistance parameters), but it's just a suggestion I dont know really... Maybe you have installed my mod on others config files 1987 mod dont work with regular dayz files, shortCut start parameters are @DaiZy_1987;@CBA_CO thats all Iam sorry but ai resistance armors are the same as vanilla Arma2, I even think they are too easy to kill (if you survive at their shots) AI's dont use any body armor parts resistance like zeds, since "Factions" original mod, it's still the same and since I develop this mod, Ive never seen any tweaks about armor resistance on ai's If you follow the install procedure, you shouldn't have any problem |
This post was updated on .
v10.23c
- Updated Ai's/zeds behaviours scripts Finaly all behaviours scripts are optimized as possible, to avoid too much cpu load Zeds have correct moves now |
In reply to this post by Sauron
The zeds sure are powerful and although tough it really adds that extra degree of real fear have to deal with them, especially if you like to play with a "Dead is Dead" style. Me, I don't have time for that crap so I make 'em walk Most of the AI you are encountering early in the game on the coast are armed with 5.45mm AK variants. Just like you, they can take a few shots and keep going. Later in the game you will meet other AI armed with higher calibers, including the hunting rifle and you'll miss these early, easy days on the coast.... ;P Nice! |
How can i make the zeds walk? & thank you Oliv82 i figured out the issue! :D
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@Sauron There's a post I made on page 11 of this thread that talks about what to change to have the zeds walking.
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additionnal patch to replace almost 1987 weapons sounds
This patch use the sounds data of JSRS 1.5 mod. - corrected reload sound levels too high - tweaks dispersions values for Silenced/NoSilenced weapons |
This post was updated on .
It's midday on my first day. It's been an frantic and busy 6 hours.
All the issues that had reared their head in the versions previous to v10.23c are gone. Vehicles are no longer repairing themselves as you approach and can be repaired (although I'm yet to test AI vehicles) and refueling works a treat. I did like the "auto refuel", it was a nice convenience but it doesn't get more survivor style than stopping at an abandoned petrol station and getting out the jerry cans.... ;) The AI are spot on - it's hard to get that mix of a challenge without over-powering the player but it's there. The careless will be punished and the patient will be rewarded. The patient behind good cover that is.... ;) I've been knocked out a few times, the extra work you did has paid off as the timer always appears now :) Loot is spawning well, even when approaching in a vehicle (however, it's best not to drive up for best result). I had a question relating to the fatigue / pain cross-hair sway because I seem to be affected by this feature without understanding why or all the factors which go into deciding the effect it has on the player. In some fire fights I have felt myself to be at a severe disadvantage because this effect isn't applied to the AI. And pain killers don't seem to work at all if I'm in pain. And on the subject of fatigue, does any of that effect the hunger / thirst rates? The rate at which you are getting thirsty and hungry is just way too fast again - I can't even jog across the Elektro industrial area without passing out due to thirst - backpack is empty! Eighty percent of your time is spent just managing your next meal or drink and if I am looking for salvage, realistically I'm only doing a loop of a few hundred meters, I need to take 3 water bottles and cooked meat just to make that journey! Can you have a look at this please Oliv82? I was down in Balota, I'd parked my Ural in the forest near the coast before heading in to the airport. I checked a few of the buildings and then, noticing a group of AI I moved off, not looking for a conflict. At the this point an AI vehicle patrol spawned, the big Ural type with the fricking CANNON on the back. Long story short, everyone died. I therefore request a RPG type weapon Oliv82!!!! Or the BFG... |
This post was updated on .
Very complex repair system, I still track bugs about vehicles damages, there are a lot of scripts who manage this feature. "Auto-refuel" script can be reactivated in "compiles.sqf"(in missions folder) at the last lines (line 570), I think it will not interfere with jerryCan refuel script. Free to you to use this feature or not :) Ai's behaviour is still weird sometimes, I tried to use Arma2 "FiredNear eventhandler" command but dont fit with I wanted to do, I dont know if i can script better codes but this one seems to work pretty good. I also added a "escapeArea" function in v10.23c, ai's move to another town in a radius of 3km if he's out of ammo, it was very important to add this feature. (also AI is deleted if 1km out of range of player, same for carPatrols) Ive found the last bug about unconscious status (player_weaponFiredNear.sqf) In very rare ennemy shots, this script was active and let player without possibility to move and the unconscious timer didnt show This problem will be definitivly history for next update the player vehicle condition was removed since long time, Dayz devs. used this condition to force players to park their veh far from buildings and waste ammo on zeds a gameplay feature i didnt like not really in mp... the loot spawn veh or not :) Dayz devs added "inPain"(also "isCardiac") variables just to add a "camShake" command (in case you play at 1rst person view) Sadly this feature isnt working for external view and cant work because hardcoded by Arma2 Painkillers works perfectly (ive also added a 2sec delay), but you can see effect come faster on 1rst person view, the Arma2 delays are hardcoded in player config. moves "InPain" work with the fatigue of player(if run too much) "isCardiac" work when ai's shots on player It seems to be impossible to script a fatigue/weapon sway for ai's, when a AI is created, hes created with skill behaviours who dont contains any weapon sway factor for him The fatigue doesnt affect Thirst/Hunger, only the player speed Long time ago I checked quickly the "playerLoad"(dayz_myLoad) and something was wrong or dont worked correctly, Ill check Mmm ... if I add RPG's, ai's will be allowed to carry this type of weapon in their backpack :) Its same for the zsu23 ural, if ai shot rpg on your car or truck, your are dead Vicious circle of the dead :p I think Strela launcher should the best weapon to balance the gameplay Or I can replace Ural_zsu23 by a BTR60.. or something like that |
Nah, as I said, I like the jerry can method, at least for wheeled vehicles and the fuel truck/tanker for aircraft you added will remove the 500 journeys to fill a heli. True, there are some LOL moments but watching them re-arm from fallen comrades and throw grenades at you means you need some respect! :) Yeah, it does but not properly. If I drive into Elektro to the fire station (near the church) and enter the building nothing will have spawned. There could be some rubbish but there won't be anything useful. Walking in from 2-300 meters will give the full time for max possibilities and probabilities and thus the most loot. I am aware of these in Dayz but they just seemed so much more pronounced, that is, they went from being a nuisance to something that could get you killed real quick. I was in the construction site south of Berizino and saw some AI in the field and thought I could get some easy kills. I opened fire and took a couple out but took shots in return. Even in good cover I was reduced to a shaking mess while the remaining AI (whom where running around like headless chickens continued to shot at me like Dead Eye Dick. The effect seems very pronounced on me as the player but now i understand the mechanic a little better I should be able to manage better. Thanks! :) Ah. Vicious circle indeed ;) I didn't really deal with this situation very well because he'd blown up my innocent Ural (full of my innocent loots) and that wasn't going to stand so I may have been a little YOLO... The problem with that vehicle is the area affect of explosive weapons but you know what? Lets leave it for now, it presents a very deadly threat and challenge. |
This post was updated on .
Thanks alot once again for your precious feedbacks Eric
Ive finished worked on weapons sounds, i hope all is done about it for any reasons, i cant add new sounds for few handguns (M1911, makarov) but itsnt important, all main rifles have their own new sounds (from JSRS awesome mod) Added also real sights for PSO-1 and PSO-1-1 (also added for SVD), based to "Fincuan" fnc_scopes mod, red sights are replaced by black sights, with slight (grey color) self-illumination for night time About Repair system for vehicles, ive spent 1 day to understand better this system Weird script from the Dayz devs, so I created my own function to get vehicle parts names(based on Rmod), very tricky but now all work perfectly, for all vehicles, added eventHandler "handleDamage" for initialization of each vehicle I've removed the ural zu23 and replaced by a "normal" BRDM-2, smaller gun but you cant hit the gunner in this config, this zu23 can destroy your heli in dust, too OP Ive added RPG7v and Strela lauchers, not in loot table but in a very tiny probability to spawn in cars cargo So if you have chance, you can get those types of weapons Carrefull, those launchers still work like a backpackWeapon, Ive tried to add those weapons like primary but without succes, you need to drop your backpack to use them :/ (also added ai shot probability tweaked values), minimal arma2 range value was too close to the target (10m for a RPG7 increased to 30m) all new values: class RPG7V; class RPG7V_DZ : RPG7V { value = 10000; displayName = "RPG-7V"; minRange = 30; minRangeProbab = 0.3; midRange = 90; midRangeProbab = 0.3; maxRange = 160; maxRangeProbab = 0.03; }; class Strela; class Strela_DZ : Strela { value = 6000; displayName = "Strela"; minRange = 60; minRangeProbab = 0.3; midRange = 2300; midRangeProbab = 0.8; maxRange = 4200; maxRangeProbab = 0.1; }; (Value factor isnt the real "price" of the weapon but a "ai target priority" factor) ABout the Thirst/Hunger, i didnt saw any bug in my codes, all seems to work, btw I will try to find time to test all those new updates in a long play |
v11.24 out
Eric, in "missions/fixes/player_spawn2.sqf" line 90 //Sunny Adjustments if ((_refObj == player or _typeOfVeh in bicycleList) and _rain < 0.2 and !dayz_inside) then { if (_rain < 0.01) then {_rain = 0.01}; dayz_thirst = dayz_thirst + ((1 / (_rain * 1.22)) / 100); dayz_hunger = dayz_hunger - ((1 / (_rain * 1.14)) / 100); }; old values were wrong mathematicly but returned not enough big numbers to produce your fast thirst or hunger... except this problem, I don't know where is the bug :/ |
Cheers mate. :)
Work is busting my balls ATM so I will do some testing to verify my in-game experiences when I have a moment. |
In reply to this post by Oliv82
Does anyone have a list of sub mods that I can use?
I would like my Single Player DayZ to be a little more realistic. I have the environment mod, that adds more dynamic noises. Blast core. ASI. Just wondering if there are some more mods that will make my DayZ experience more enjoyable! |
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