Nice! It's great to find a useful scope for a weapon, it can really give you an advantage especially in open areas. Wait, you understand voodoo magic...? I could say I'll miss having having the living crap scared outta me when this thing rolled into view, cannon BOOMING, but I'd be lying... :P I agree; I think the spawn rate and also having to choose between it and a backpack is fair. But can I put a launcher in a backpack? The code snippet you posted is different to what is in v10.23c player_spawn2.sqf - mine reads;
Although I'm not sure it matters much. I installed v11.24, it being the latest version and did some testing. I spawned into the world, ran to the road, (cheated) fully healed myself and gave myself a map. Set the mark on my position and then ran north - repeated this twice, then repeated it twice more but running south. Results are; 4200m start losing blood, 4330 become unconscious 4300m start losing blood, 4337 become unconscious 4000m start losing blood, 4132 become unconscious 4561m start losing blood, 4570 become unconscious So, I don't see any problem there - what ever I might have been getting in the "Old Version" is now irrelevant but as you say, now's the time for some quality game time and see how it works "real world" Once again, nice work mate! |
This post was updated on .
Finaly I found the Thirst/hunger problem you mentionned in last post
WHen player Temp. reached 36°, the thirst factor was exagerated high and upper to 1, thats explain the fast thirst increase This calcul is replaced by "... * (dayz_temperatur / dayz_temperaturmax)..." now this factor is 1 maximum AT the moment I test with all weathers configs Ill check, maybe another mag item is required.. idk for the moment Ive removed weapons from vehcargo except for mission.sqm vehicles but I kept magazines I played with this new config and it seems better now :) The next patch will be small @EDWARD: hi ! There are a lot of mods, I dont follow very well all it created on the web Maybe you should search about custom textures... But personnaly a lot of custom mods have strange effects on gameplay and dont have a good "feeling" Thanks for your post anyway, is allways good to have some others players settings :) Some guys have nice creativity |
v11.24a out
- Various minors script errors in medical scripts - Adjusted Thirst/hunger values - Added faster "bleedTime" when player dont move (~10% faster) About launchers, you can only add those weapons in large backpacks (it take 11 slots) |
Hi, to make your mod works, do i download DaiZy Faction latest version, or 2018 mod ?
It seems to work with the two of them, but i don't know if this is fully compatible... |
DaiZy FACTIONS Chernarus 1987 (my mod) was developped of the base of an "old" Halek's Daizy mod (the FACTIONS mod) 2018 mod is another mod created by Haleks, but all those 3 mods arent compatibles If you want to play 2018 mod, you install "2018" mod in a different folder, each mod have their own configs files you can't start a 2018 game with 1987 files for exemple... Its a bit confusing, but to be clear, each threat on this forum contain only 1 playable mod For my Daizy mod, just install the MAIN and the PATCH files.. thats all |
kay, thx.
Good work anyway ;) |
In reply to this post by Oliv82
Ah, I'm glad you tracked that down in the end. :) Could you tell me which file controls the vehicle cargo for these units please? I'd like to keep the weapon spawns in these vehicles. The code for this in carsNearRoads.sqf is commented out...? |
This post was updated on .
In init vehicles damage scripts: "missions/.../!scripts/!core/!vehicle/vehiclesetDamage.sqf" "missions/.../!scripts/!core/!vehicle/vehiclesetDamAI.sqf" vehiclesetDamage is for initializing vehicles very damaged (not able to move) vehiclesetDamAI is for light damaged vehicles (~%20 damaged) At end of each scripts, you have those comands lines: clearMagazineCargo _vehObj; clearWeaponCargo _vehObj; Use // to able/disable lines Yes Eric, this code is commented out I can't imagine a AI crew leaving their vehicle without their best stuff :) thats was the idea... Also you can use "//[_veh] call fnc_dropLoot;" to add some loot in empty vehicles This code is active in "missions/.../scripts/mission/fnc/doSomething_carspatrols2.sqf" (line40 to 51) if (random 100 > 99) then { _lunchrs = ["RPG7V_DZ","Strela_DZ"] call BIS_fnc_selectRandom; _veh addWeaponCargo [_lunchrs,1]; if (_lunchrs == "RPG7V_DZ") then { _mg = ["PG7V","OG7"] call BIS_fnc_selectRandom; _veh addMagazineCargo [_mg, floor(random 3)]; }; if (_lunchrs == "Strela_DZ") then { _veh addMagazineCargo ["Strela", floor(random 2)]; }; }; [_veh] call fnc_dropLoot; So by this way, I think its better realistic, but its my point of view of the gameplay, I hope you will set your own gameplay :) |
Ah, I saw these files and assumed their names actually were closely defined to their function. I wasn't looking for a "Randomvehiclelootspawn.sqf" file but it would have made life easier.... :P I misunderstood what you meant when you said... ...I assumed you meant they spawn in the random vehicles that are generated from carNearRoads.sqf but yes, I see that it makes sense to have these in AI vehicles. |
Alright, I've been in-game for a few hours now, it's around 10am. The ambient temperature has increased, it's a moderately sunny day.
I mention this of course because it seems the food/thirst issue is back. I literally cannot do anything else other than manage food and water. I'd intended to leave Berizeno and check out the NEAF but realized I'd need fuel for my partially repaired Ural. I parked near the small village of Klen, and traveled the 1600m to the central part of the city, the lower super market across from the 3 apartment blocks. I ate and drank prior to leaving but after the 1600m jog, I was passing out from dehydration as I tried to fill my canteen. Perfect opportunity for the AI to appear and shoot me in the bum. Everything else seems to be working ok but there's maybe too many AI spawning? My body count is 25+ after only five or so hours and I haven't been looking for a fight yet... having that said that however I have been in the area for all that time - I've been "blessed" by thoroughly buggered vehicles (six fricking wheels for that Ural) and slim pickings on the salvage front. Still, it's good fun!! :D The new sound FX blew me away when I heard the shots and echo from my puny 5.45mm AK!!! |
I checked in player_spawn2.sqf "sunny adjustments" dayz_thirst = dayz_thirst + ((1 / (_overcast * 1.20)) / 100); dayz_hunger = dayz_hunger - ((1 / (_overcast * 1.14)) / 100); ((1 / (_overcast * 1.20)) / 100) return ~0.75 with _overcast = 0.011 (worst condition) After test, this value(0.75) seems too high :/ Ive tested with ((1 / (_overcast * 1.20)) / 800) The player can run ~2600m with overcast ~ 0.14 Maybe you should try this value Also tested ((1 / (_overcast * 1.20)) / 1000) ~3300m with overcast 0.01(clear sky) and max player Temp All Ai spawn settings are in player_spawn1.sqf For AirFields: if (_cntBan < 10 and dayz_townTimer > 24 + random 8) then {... For CapitalTowns: if (_cntBan < 8 and dayz_townTimer > 28 + random 9) then {... For MediumTowns: if (_cntBan < 6 and dayz_townTimer > 32 + random 10) then {... For Villages: if (_cntBan < 4 and dayz_townTimer > 36 + random 11) then {... For Wasteland:(no locations) if (_cntBan < 2 and dayz_townTimer > 40 + random 12) then {... 24, 28, 32 etc are the main delays you can adjust (with random delay too..) _cntBan is the maximum Bandits allowed near the player (radius 600m) Above those lines you can set Heli patrols delays too About weapons sounds the Ak is particulary realistic by checking youtube vids :) Its really nice to have new sounds because i was bored of have "plastics toys" sounds without amplitude |
This post was updated on .
I'll have a fiddle with the values. But I'm only guessing as to what's happening based on your last comments. I don't know if what I'm experiencing is due to temp, weather or time of day and thus I don't know if changing one value addresses the issue. dayz_thirst = dayz_thirst + ((1 / (_overcast * 1.20)) / 100); <= lower or raise 1.20 to decrease dehydratrion rate? (get hungry slower) dayz_hunger = dayz_hunger - ((1 / (_overcast * 1.14)) / 100); <= lower or raise 1.14 to lower hunger rate? (get thirsty slower) But tell me, what do you think? Have you played for 6+ hours and what did you experience? Thanks for the info. The thing is, this means there will always be AI around. Is it possible to make their spawning a probability rather than a timer based certainty? I'll honest with you mate, first time I heard the sounds it scared me little. I was in upper Berezino and I shot something; the crack of the rifle was much louder than expected and then I heard the distinct shot echo from further down towards the coast and I realized how dangerous it was to tell the whole world where you were.... |
1.20 and 1.14 ares differents values in goal of separate thirst and hunger factors They are based to main H/T ratio (1440/876) If you really want to set by this way I recommand to low 1.20 value by this way: 20/(1440/876) = 12.16666.. so new value will be 1.1216666... round to 1.12 Same for 1.14 --> 1.0851666... round to 1.085 A bit tricky to set :/ sharp values.. Larges numbers have better precision to set parameters I recommand you to replace ".../100" numbers (instead of 1.20 and 1.14) now if you increase 100, you will reduce the hunger of thirst 800 or 1000 seems to be better values There is also the player temp parameter who work with H/T... (_tempRat) Your H/T are slow if the player temp is low (metabolism) (I dont recommand to change this ratio) _overcast value is allways between 0 and 1 (overcast is calculated by the game you can't change it) if overcast is 0 (or near 0), it mean clear sky (thats the reason Ive added an "anti 0 divider", if (_overcast < 0.01) then {_overcast = 0.01;}... Ive not to be able to play to reach 11h (hour witch sun azimuth factor begn to be active) ingame because each times I was killed cowardly by bandits... :/ But before 11h, all seems to be ok ingame... I didnt realize this 0.75 number affect too much H/T values, I knew this number must be lower but apparently it still not enough :/ Like I said in previous post you can try with: dayz_thirst = dayz_thirst + ((1 / (_overcast * 1.20)) / 800); //or 1000 something like that dayz_hunger = dayz_hunger - ((1 / (_overcast * 1.14)) / 800); If you leave a city location, the player is in a "Wilderness" zone, and the probability of spawn Ai is slower Its true, the probability factor isnt enough important but it exist I often use "random 100" if (count _nearLocs == 0) then { dayz_townLoc = "Wilderness"; } else { dayz_townLoc = text (_nearLocs select 0); }; switch (1==1) do { case (_nearAF): { if (_cntBan < 10 and (random 100 > 95)) then { execVM "scripts\mission\fnc\doSomething_banditSquad.sqf"; if (random 100 > 90) then { "Airfield" execVM "scripts\mission\fnc\doSomething_carspatrols2.sqf"; }; }; }; Or on doSomething.. scripts begin code by: if (random 100 < 95) exitWith {}; |
I tested a ~3 hours gameplay and there is a big problem on H/T like you said Eric
its not about my H/T settings but others things I try to undestand This bug seems to appears after multiples saves, but not sure, i search... |
In reply to this post by Oliv82
Tsk, yes, of course... I now remember you mentioning this before. I will have a look at that! Thank you! :) As I've already said, from my point of view, as the day moves along I start to need to drink and eat more often to keep alive; So the only factors I see are; As the ambient temperature increases, so does my temperature - so those two factors could be the basis of a problem especially if they are multipliers. I think the hour might be a factor too, although this could simply be tied to the ambient temps. As for save games - On all the occasions I have experienced this it has been on single play through - no playing of save games, just a single 3-5 hour game session. |
This post was updated on .
I still don't know where the bug is, I have some clues and I need to check all of them one by one
the init player_monitor is fixed by security, but not sure its the problem... I continue to search After 1 hour of gameplay, all seems to be ok, the H/T increase slowy with the player temp and with all others factors I will try to play longer again to recreate the problem Thanks for your infos in your last post Eric, ... but it's like all survival scripts run faster all together..; even the temperature increase/decrease faster, weird... For the moment, I have created 2 new scripts for recruted survivors interractions, "Take my Weapon" and "Take my BackPack" will be include in actions menu By this way, recruted units can help player to bring more stuff in larger backpacks and can carry better weapons if player want :) Minor script error fixed on dismissAI script |
I have faith you'll track it down, perhaps start with a simple system and slowly add additional factors. I modified the weather system so it rains all the time to see the affect on ambient temperatures but still playing with it (there are side effects).
And my survivor interactions are simple... I shoot you in the face and take what I want off your corpse.... |
I think Ive found the problem, a wrong command ("weapons" command) on dayz_myLoad variable counted also special items with a big factor multiplier, this command is replaced by "items" command now and added the right multiplier factor on it.
replaced also by "primaryWeapon player" and "dayz_onBack" parameters Now I test all gameplay conditions to adjust new values |
Well, I played and tested very long time and discovered the last major bug of the H/T problem
It seems "abs" command dont like to work with "velocity" command and generate strange increased values... By looking at player_spawn_2.sqf of original Dayz1.8.8, devs dont use this command and it work. I used this command to prevent negatives speed values so this command is removed now. Like you said Eric, I think also there was too many spawn of bandits, every minutes, every streets of Berezino was full of bandits ! boring... and like you said too, you spent all your time to loot bodies, drink and eat... So Ive added an additionnal random chance for spawn for each of town types |
It's good news you're on the right track. :)
I imagine it does your head in after a while, especially with the unusual "undocumented" features that exist in both Arma and Dayz to provide strange results... ;) As for AI spawns, I think it depends on what it is you're trying to create. If you're after a Dayz PVP experience then I found the flow of the game to be pretty good - there was always a steady stream of things to shoot and plenty of chances to die. If, on the other hand, the aim is PVE with PVP elements then I think keeping the spawn timers but adding a 50% chance to spawn for the AI would add that degree of uncertainly and I think is also adds more tension because while currently you know AI are spawning, now there might be AI around and you'd never know... There are also plenty of areas to be sure of AI appearing - military zones. Just as in multiplayer these zones should be areas of interest to the player and AI alike. And moving into the future, once the mod is to your satisfaction, you might consider adding missions (yes, I know how you feel about this sort of thing ;p) which would feature a greater focus on friendly or hostile AI. |
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