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

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Oliv82
Hi Eric

Ive played a lot on this mod trying to detect errors about jerrycans/refuel new feature
I had a kind of "no-detection of Object" error ingame on a refuel script, it happens after few hours of play...

The problem seems to be also about variable parameters, actually I test the new code actually
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Eric the Viking
I've played the latest version for a couple of hours now - it's been raining when I spawned in and it makes things just that little bit harder... good stuff! :D

I just love the "chance to spawn" for the AI now - you really never can know if they are near or not. This current game I discovered one bandit as he mag-dumped in my general direction. My ninja skills took care of him - well, after I finished running away yelling "shit" and then returned to hunt him down, that is....

<cough>

The loot spawn is working brilliantly - moving around Elektro I'm finding a real good mix of items. Although the random crap is nice in the sense of "realism", it's pity that a lot of what is spawning is useless, ie, the pipes, pallets, metal plates.

I also notice many small changes; the fire barrels which you used to be able to light without matches are gone and now have a limited fuel supply (can we refuel these?).

There's also a number if interesting items in the /POI directory - but they aren't enabled. Not to mention the other sections of commented out code I've noticed... are these future plans or WIPs?

There is a couple of things;

Is @CBA_CO still a required download? You have in in the command line but it's not included in the download nor mentioned in the installation instructions.

I finally see all the work that's gone into the fuel system; I like the new fuel containers and the now limited supply is going to make exploration a necessity with some very interesting late game consequences - is the fuel truck (which used to be at the castle) still in the game? Where have you moved it to you sneaky devil!

However, I regret to say I have encountered a new problem with the refueling;

I had three jerrycans in my inventory and I approached a fuel tank. The option "fill jerrycan" appears three times; I selected each "fill jerrycan" option in turn and now have three full jerrycans in my inventory which I use to fill the vehicle - I refill them and then put them in the gear of the vehicle.

The problem is this; I still have the "fill jerrycan" x3 option appearing when I scroll the mouse wheel. I can be in the middle of an empty field and I still get the option - and if I select the first option "the tank is empty" - if I select the second option, "the tank is empty" - and if I select the last my character starts filling a jerrycan (a full one appears in the inventory) and I get message saying how much is left in the "tank".

Additionally, I left a fuel tank with 2 litres in it. I later returned with an empty jerrycan which it filled to 22 litres telling me the tank was now empty.

Saving and restarting didn't have any effect. I'm going to start a new game with the -showscripterrors switch and see if I can duplicate the problem.
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Eric the Viking
I've been doing some testing. Just for the record, my Arma 2 install is a fresh install of the GOG version of Arma2 CO; 1.62 95248 with nothing but the Beta patch 112555 applied.

I started a new game, spawned in a vehicle, weapon, healed myself and headed to Berezino - the petrol station near the coastal industrial area. I spawned in the jerrycan using the cheat menu [this gives you two jerrycans plus a hose]. I stood in front of the tank and the single option "fill jerrycan" appeared - I filled a jerrycan and then again to fill the second one. I then selected the "fill building" option, emptying both jerrycans into the tank.

I repeated this about three times before I started getting the two "fill jerrycan" (see picture) and again the options appear even when I'm near nothing else and/or have no jerrycans in my inventory.


 
No script errors appeared. I'll attach my .RPT as well.
 
arma2OA.zip
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Oliv82
In reply to this post by Eric the Viking
Eric the Viking wrote
I've played the latest version for a couple of hours now - it's been raining when I spawned in and it makes things just that little bit harder... good stuff! :D
I test new codes for the rain on T/H values, this is very tricky to set because i dont know in approximativly scale numbers it change
The Thirst ratio is decreased by divide the playerLoad by 1.1 (it took me white nights to choose what to do just for this number !)
New codes for dayz_hotSun var
Few minor fixes but it fix also bad maths calc.

About loot spawn my system work nicely, I didnt see any problem
I've changed chances parameters for "Binoculars item" but very slightly (I removed it from Supermarket and set slighly in other building classes to few better chances of binoculars in army buildings +0.01+0.02 increased)

Eric the Viking wrote
I also notice many small changes; the fire barrels which you used to be able to light without matches are gone and now have a limited fuel supply (can we refuel these?).
Yes you can refuel/pickup fuel from Fuel_barrels and ignite them with matches
Once your fire is ignited, a text info show you the fuel qty left in the ignited barrel
Like you saw, I wanted to remove this feature to ignite/lightOff barrels just with player action
The only way was to delete/create new Barrels classes in the shortest delay possible
(thats maybe why you should see a barrel teleportating and desappear fastly near the player)
This feature was generated selfactions bug about "Boil" and "Cook" because of old Dayz code not fitted with this new one, now I check it seems fixed

Eric the Viking wrote
There's also a number if interesting items in the /POI directory - but they aren't enabled. Not to mention the other sections of commented out code I've noticed... are these future plans or WIPs?
Lot of work but I didnt manage to do something fast and "elegant" without spend 10 years of waste of time
Theres a ton of objects to re-write to have best performances
I tested with few script patterns to do THE best script but It seems impossible
You noticed I removed some POI because some of them create doubles buildings at the same places
and others I removed just because I didnt like the buildings/positionning ... multiples reasons
But as I can tell you, it's the best solution at the moment, I dont think I will /I have skill to optimize this feature

Eric the Viking wrote
Is @CBA_CO still a required download? You have in in the command line but it's not included in the download nor mentioned in the installation instructions.
Yes @CBA_CO is needed to run the mod, it contains few functions for AI's
Some of them are useless because I prefer Vanilla functions in term of AI behaviour but I recommand highly to keep this addon to avoid script errors/game corrupted

Eric the Viking wrote
I finally see all the work that's gone into the fuel system; I like the new fuel containers and the now limited supply is going to make exploration a necessity with some very interesting late game consequences - is the fuel truck (which used to be at the castle) still in the game? Where have you moved it to you sneaky devil!
Now this feature add something more "immersive" and more "survival" to the gameplay (now I keep 1 additional matchbox in my backpack in case of)
and by this way limit the exploit of the free fuelBarrels fires :)
Yes the fueltruck is removed ofcourse :) but... if you are lucky, this vehicle can be captured when carsPatrols appears, this vehicle is in list to spawn but the probability to see is pretty low
(I remember 1 time long time ago to see the refuel vehicle spawning far from me, but impossible to catch :(

Eric the Viking wrote
However, I regret to say I have encountered a new problem with the refueling;

I had three jerrycans in my inventory and I approached a fuel tank. The option "fill jerrycan" appears three times; I selected each "fill jerrycan" option in turn and now have three full jerrycans in my inventory which I use to fill the vehicle - I refill them and then put them in the gear of the vehicle.

The problem is this; I still have the "fill jerrycan" x3 option appearing when I scroll the mouse wheel. I can be in the middle of an empty field and I still get the option - and if I select the first option "the tank is empty" - if I select the second option, "the tank is empty" - and if I select the last my character starts filling a jerrycan (a full one appears in the inventory) and I get message saying how much is left in the "tank".

Additionally, I left a fuel tank with 2 litres in it. I later returned with an empty jerrycan which it filled to 22 litres telling me the tank was now empty.

Saving and restarting didn't have any effect. I'm going to start a new game with the -showscripterrors switch and see if I can duplicate the problem.
the -showscripterrors will not help about this bug, its a script logic bug (my logic in this case)
Since long time Im afraid about to have same multiples player actions, I hate this bug
I take a look about that
ONce you have this bug, you can restart a game sadly... I tried by writing commands ingame but had no effect
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Oliv82
In reply to this post by Eric the Viking
Ive updated the selfaction menu yesterday
And yes its the typical bug in the picture you show
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Eric the Viking
In reply to this post by Oliv82
Oliv82 wrote
Eric the Viking wrote
I've played the latest version for a couple of hours now - it's been raining when I spawned in and it makes things just that little bit harder... good stuff! :D
I test new codes for the rain on T/H values, this is very tricky to set because i dont know in approximativly scale numbers it change
I wasn't complaining ;) just noting the small touches :) My third game was overcast with no rain. I've also found the food & thirst values to be perfect.

Oliv82 wrote
About loot spawn my system work nicely, I didnt see any problem
No, as I said, that's working perfectly too :)
 
Oliv82 wrote
Yes @CBA_CO is needed to run the mod
A new user to your mod wouldn't know this based on the first post installation instructions...
 
Oliv82 wrote
The only way was to delete/create new Barrels classes in the shortest delay possible
(thats maybe why you should see a barrel teleportating and desappear fastly near the player)
I thought I noticed something odd when igniting one, I thought it just a glitch.

Oliv82 wrote
Yes the fueltruck is removed of course :) but... if you are lucky, this vehicle can be captured when car Patrols appears, this vehicle is in list to spawn but the probability to see is pretty low
Hmm.

Just a thought but, IMHO, the changes to the fuel system make an item like the fuel truck an infinitely valuable vehicle. The difficultly in trying to refuel a helicopter without a fuel truck is one issue.

Oliv82 wrote
Since long time Im afraid about to have same multiples player actions, I hate this bug
I've never experienced this bug prior to this version (v26c).

As much as I love these changes I'd rather return to the "old" jerrycans, fueling and refueling mechanic than have this as a problem.
 

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Oliv82
I managed to see the bug about the no-activation of repair/salvage parts on certain vehicles
"v3s_gue" is replaced by "v3s_civ" (the same truck model) and work now
all veh "v3s_gue" class in all mission.sqm file are replaced

I detected a lot of veh who can't show properly the repair menu but all veh classes were tested so I know whitch veh work or not

I removed some useless lines in vehicles.cfg, now rtp file dont have the missed hitPart of lada1 and lada2
only 2 rpt errors about a BTR-60 ???? but its not priority because its not playable or included
still have "not-detected" objects big list ... mystery... maybe those fueltanks variables...idk

I tested to refuel with 3 jerrys, i dont see any problem, but i keep an eye on this very carefully

I work on another feature(long time I think about) its to pickup/unload a bicycle in trucks !
90% finished, i try to optimize and check for bugs
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Eric the Viking
Oliv82 wrote
I tested to refuel with 3 jerrys, i dont see any problem, but i keep an eye on this very carefully
I'm not sure the number of jerrycans really matters - I was using 4 here;



-noScriptErrors did flash up a notice when I started to fill a jerrycan for the first time; I was too slow to screen cap it but the .RPT had this;

Error in expression <};

} forEach AllJC;
player addMagazine _jcNewType;

cutText [format ["You have >
  Error position: <_jcNewType;

cutText [format ["You have >
  Error Undefined variable in expression: _jcnewtype
File missions\__cur_sp.chernarus\dayz_code\actions\jerry_fill.sqf, line 60
But didn't you say you've already done something about this....

Oliv82 wrote
Ive updated the selfaction menu yesterday
And yes its the typical bug in the picture you show
...so maybe you've addressed that issue.

Oliv82 wrote
I work on another feature(long time I think about) its to pickup/unload a bicycle in trucks !
90% finished, i try to optimize and check for bugs
Nice! but surely we could load it into any vehicle? It's only a bike after all...
 

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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Oliv82
Can you post the totality of your "jerry_fill.sqf" ? Id like to check it

Eric the Viking wrote
Nice! but surely we could load it into any vehicle? It's only a bike after all...
Ive spent long time to try to use this way:

-the bike must be close to a truck to activate "pickup" action
-once "pickup" action activated, the bike object is deleted (and keep damages parameters)
-player near the truck, he activate "unload bike" action
-new bike object is created and damages parameters are setted

Ive never managed to bring back those damages parameters idk why....
By this way, the list of vehicles who could carry a bike was increased and a lot of work is avoided

So I decided to use the "attachTo" command, and scripting was easy so faster work
in this case, the attached object is visible and keep damages parameters so I think ill keep this solution

At this moment, bicycles and motorbikes can be picked by Ural and V3S trucks classes (all covered and open), just a little problem, mirrors of motorbikes can appear a bit outside truck cargo
Another thing, the wheels of attached object still turn with the same speed of the truck, ill see if i can fix this by stopping animation... idk atm
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Eric the Viking
Oliv82 wrote
Can you post the totality of your "jerry_fill.sqf" ? Id like to check it
Sure, here it is...

//Used only for fuelTanks like "Land_Ind_TankSmall", "Land_fuel_tank_big", etc...
private["_jcType","_jcNewType"];

_selJF = _this select 3;

player removeAction s_player_fillfuel;
s_player_fillfuel = 1;

_foundJC = false;
_jcCap = 0;
{
        if (!_foundJC) then {
                if ((_x in AllJC) and (_x != "ItemJerrycan20L")) then {
                        _foundJC = true;
                        _jcType = _x;
                        _jcCap = getNumber (configFile >> "CfgMagazines" >> _x >> "fuelQuantity");
                };
        };
       
} forEach (magazines player);

_fuelQtyVeh = _selJF getVariable ["fuelqty", 0];

if (_fuelQtyVeh < 1) exitWith {
        cutText ["The fuel tank level is too low !","PLAIN DOWN"];
};

player playActionNow "Medic";
[player,"refuel",0,false,10] call dayz_zombieSpeak;
[player,10,true,(getPos player)] spawn player_alertZombies;

_JCQtyToFill = 20 - _jcCap;
_fuelQtyVehAfter = _fuelQtyVeh - _JCQtyToFill;

sleep 6;

if (_fuelQtyVehAfter > _JCQtyToFill) then {
       
        _selJF setVariable ["fuelqty", (round _fuelQtyVehAfter)];
       
        player removeMagazine _jcType;
        player addMagazine "ItemJerrycan20L";
       
        cutText [format ["You have filled %1l in jerrycan. Estimated quantity left: %2l", _JCQtyToFill, (round _fuelQtyVehAfter)], "PLAIN DOWN"];

} else {
       
        _selJF setVariable ["fuelqty",0];
       
        player removeMagazine _jcType;
        _JCQtyToFill = ceil _fuelQtyVeh;
        _jcNewCap = _jcCap + _JCQtyToFill;
        {
                _jcSearchType = getNumber (configFile >> "CfgMagazines" >> _x >> "fuelQuantity");
                if (_jcSearchType == _jcNewCap) then {
                        _jcNewType = _x;
                };
               
        } forEach AllJC;
        player addMagazine _jcNewType;
       
        cutText [format ["You have filled %1l in jerrycan. The tank is now empty !", _JCQtyToFill], "PLAIN DOWN"];
};

s_player_fillfuel = -1;
 
FYI, in Notepad++ line 60 is;

player addMagazine _jcNewType;
 
Oliv82 wrote
So I decided to use the "attachTo" command, and scripting was easy so faster work in this case, the attached object is visible and keep damages parameters so I think ill keep this solution
LOL - I think we all remember the tow and lift scripts for Epoch using the "attach" command and the bizarre results which could happen, like the wheels turning. I'm really not sure there's a solution to that. Remember if you lifted a vehicle with a helicopter the wheels would also turn... but that was a short coming of Arma 2, not the people modding or writing scripts.

It's a nice idea regardless but I'd like to add that it's easier to lift a bike into the boot of a car than it is to lift it over your head into the back of a truck. (I speak from experience and also, you know how shy I am about sharing my opinion ;))

Just a thought but have you considered any of the "deploy bike" scripts? They would allow the player to "unpack" a bike generally using their toolbox (if they had one) to create the bike - you could also specify any extra resources (like scrap metal) needed to build and you'd get your toolbox back when you "repacked". This would make an interesting use for those metal pipes we find laying around....
 
Then you could really limit vehicles making them even more valuable...
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Oliv82
your "jerry_fill.sqf" isnt exacty the same of me, its the previous version
my version is:

//Used only for fuelTanks like "Land_Ind_TankSmall", "Land_fuel_tank_big", etc...
//private["_jcType","_jcNewType"];

player removeAction s_player_fillfuel;
s_player_fillfuel = 1;

_selJF = _this select 3;
if (isNull _selJF) exitWith {
        cutText ["_selJF doesn't exist ! isNull","PLAIN DOWN"]; //you can remove this line if you want!
        s_player_fillfuel = -1;
};

_foundJC = false;
_jcType = "";
...
...
...


Take attention also to desactivate "private" command (line 2) with //
I don't know if it will fix your problem, but it better than nothing, at least it avoid to create bugs about jerryCans qty/levels etc etc..
I think about your bug is created by refueling near the fuelTank not exactly by aim the center box of the fuelTank 3d object, its maybe a false idea but its the feeling I have, or something dont save correctly your "cursorTarget" variable in selfactions.sqf, like your selfactions.sqf" have a too long loop delay... but I hope Iam wrong

Eric the Viking wrote
LOL - I think we all remember the tow and lift scripts for Epoch using the "attach" command and the bizarre results which could happen, like the wheels turning. I'm really not sure there's a solution to that. Remember if you lifted a vehicle with a helicopter the wheels would also turn... but that was a short coming of Arma 2, not the people modding or writing scripts.

It's a nice idea regardless but I'd like to add that it's easier to lift a bike into the boot of a car than it is to lift it over your head into the back of a truck. (I speak from experience and also, you know how shy I am about sharing my opinion ;))
hehehe, yes the towing feature was dangerous to use, as you said you repported this situation IRL, its relativly the same risks; you have chance to get wounded by attach/detach any heavy object

I take every situations when player can carry bikes/bicycles in any vehicles
But Iam affraid to overload "selfactions.sqf" script if I code every situations for each vehicles, and I wish to keep FPS as possible, and this feature stay a very low priority and "light" about code

Eric the Viking wrote
Just a thought but have you considered any of the "deploy bike" scripts? They would allow the player to "unpack" a bike generally using their toolbox (if they had one) to create the bike - you could also specify any extra resources (like scrap metal) needed to build and you'd get your toolbox back when you "repacked". This would make an interesting use for those metal pipes we find laying around....
 
Then you could really limit vehicles making them even more valuable...
I took long time to understand what you meant lol, and google translate dont help lol
Its a good idea but creating an entire bike with scrapmetal items its in "McGyver" skills lol
Metal pipes are used to create the gyroCopter, I think its a better use to keep those items in the mod :)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Eric the Viking
Oliv82 wrote
your "jerry_fill.sqf" isnt exacty the same of me, its the previous version
What I pasted is what is in the 11.26c available on the first post. I've downloaded it again and can confirm - the file jerry_fill.sqf does not contain any of the additional code you posted.

Oliv82 wrote
Its a good idea but creating an entire bike with scrap metal items its in "McGyver" skills lol
Metal pipes are used to create the gyroCopter, I think its a better use to keep those items in the mod :)
The mod had multiplayer servers in mind and used the toolbox as the minimal requirement to build a bike. The server owner could also specify other requirements, such as scrap metal. Just for interests sake here it is. It was intended for DayZ and what I have linked is a smaller part of a larger thread.

Anyway, as I said, it was just a thought in case you were not aware of it. No point re-inventing the wheel as it were :) What you have in mind sounds good and I look forward to breaking it. Uh, I mean testing it! :p
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Oliv82
Well.. I upload my actual version renamed "d" version

I hope it will fix the jerrys system... idk... personnaly I hadnt any bug... but I keep an eye on this
I played a long time, H/T values seems to be corrects
Few vars are slighly changed to fit a better H/T system (about overcast and rain vars)
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

benevolentdevil
Whats the difference between this mission ( Factions) and the one I've been playing called "wasteland"?
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Oliv82
Wasteland is maybe some years before the zeds apocalipse p
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.26d (updated 7.12.17)

Disastrous1337
In reply to this post by Oliv82
I'm having a small issue, not sure why but when I bring my Map up, it's just black.
Anyone know why that is?
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

benevolentdevil
In reply to this post by Eric the Viking
Eric the Viking wrote
Oliv82 wrote
your "jerry_fill.sqf" isnt exacty the same of me, its the previous version
What I pasted is what is in the 11.26c available on the first post. I've downloaded it again and can confirm - the file jerry_fill.sqf does not contain any of the additional code you posted.

Oliv82 wrote
Its a good idea but creating an entire bike with scrap metal items its in "McGyver" skills lol
Metal pipes are used to create the gyroCopter, I think its a better use to keep those items in the mod :)
The mod had multiplayer servers in mind and used the toolbox as the minimal requirement to build a bike. The server owner could also specify other requirements, such as scrap metal. Just for interests sake here it is. It was intended for DayZ and what I have linked is a smaller part of a larger thread.

Anyway, as I said, it was just a thought in case you were not aware of it. No point re-inventing the wheel as it were :) What you have in mind sounds good and I look forward to breaking it. Uh, I mean testing it! :p
  hrmm... by any dayz/daizy accounts ... one could use this code to modify to "deploy" just about any "craftable" vehicle ... mozzies, bikes, atvs , motorbikes for example.  
   I don't really see how it'd help in SP really, but would be a nice/neat feature just because you -can- do it.
   Honestly, in Epoch/Overpoch online ... I'd only have vehicles for storage mostly.  The servers that had bikes/mozzies ... those are how I traveled around if I was lone-wolfing.  Mostly by Bike , yeah it's slower ... but it's also quiet mode of transport.  Large gunbag+ Bike, about as good as it gets.  
 While younger players "needed" bikes to get off the coast ... I simply used bikes to Operate.  
If not lonewolfing ( rarely) , I'd buy like a armored SUV , or if KOS traffic was a problem in areas a vodnik for the armor protection while driving.
  Usually though ... I'd bike mostly.  It's quiet , easily packed away ( out of sight, out of mind), goes decently off road ...
 I'd use a Mozzie ( if avaliable) to get across the map quickly , but at very high altitude so didn't get shot down much.  
 
 Which reminds me ... wtf are backpacks in Factions/wasteland not got large capacities? You can't use a gunbag except for having a tripod/gun in it.

 I wish Epoch building wasn't requiring a SQL database to work and use.  maybe SQL is just for persistent saving I dunno.  
MGB "building" is alright, but it isn't quite as "modular" as epoch building is.  

 I'd really wish someone would single-player "wrapper" for latest Dayz update.  It added regular DayZ Building/crafting back in it , and some other updates that are nicer than these older mod SP wrappers have.
I have no idea how to do it.  
 
If I knew specifically which codes were needed for SP, and what to over-write in latest DayZ update ... I'd try it.


 
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

Eric the Viking
@Disastrous1337

If you're hitting "M" for your map and getting a black screen it's because your character doesn't actually have one. It's very rare to find one in the world (in thirty games I've only ever found one). The intention behind the lack of maps was to make survival just that little more challenging. You can use the cheat menu "spawn items" -> "inventory items" option to give yourself one if you like.

benevolentdevil wrote
  hrmm... by any dayz/daizy accounts ... one could use this code to modify to "deploy" just about any "craftable" vehicle ... mozzies, bikes, atvs , motorbikes for example.
There were scripts which did that but they are mostly for DayZ Epoch.

benevolentdevil wrote
 Which reminds me ... wtf are backpacks in Factions/wasteland not got large capacities? You can't use a gunbag except for having a tripod/gun in it.
Well, I think that the basis of the Factions mod was DayZ versions 1.7.x and at that time there was no larger backpacks - these all appeared with Epoch where due to the crafting / base building and general dynamic of that mod, larger packs were needed.

Also, smaller backpacks make for a more challenging survivor experience because sometimes you have to make a choice between an extra magazine or a can of food. I bet we've all been in the barracks at NEAF and found a cool gun but don't have the room - and we know if we leave, the weapon will de-spawn and be gone when we return - so what do you do.....
 
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

benevolentdevil
What you do is ... use a bigger back pack lol.  

 Honestly, I simply got used to having them from updated DayZ or things like Epoch mods.  I actually never knew/realized backpacks in Arma2 were so "small capacity" in the first place.  When I got A2 , I jumped into DayZ right off the bat, it was by then already 1.8_something , so I had no clue capacities were different.

 If I remember correctly ... I only played vanillia DayZ about 15 minutes , I was so "noob" it's pathetic... the only Vanilla Server at the time with a Ping I could realistically get into , was night time always when I logged in.  Couldn't see anything, I didn't know what road flares were for lol ... I slunk through the darkness, came right up to a standing Zed thinking it was another player, and I tried talking to it.  Yeah, that pathetic ... I thought it was a player in the darkness.  Until it aggro'd and about beat me to death ( I got stuck on a low fence, didn't know to vault over it. ).  

 After my demise ... my buddy was online, and got me to d-load and try the Overpoch server he played on too.  I probably stayed on the OP there well over a year.  SO I had no clue of any real differences between "normal dayz" and Epoch/Overpoch.  From all I knew, EPoch added building, traders, and currency.  Overwatch just added more weapons and mil spec gear/vehicles.  Overpoch, just combined the two.
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Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v11.25d (updated 4.09.17)

benevolentdevil
In reply to this post by Eric the Viking
Eric the Viking wrote
@Disastrous1337

If you're hitting "M" for your map and getting a black screen it's because your character doesn't actually have one. It's very rare to find one in the world (in thirty games I've only ever found one). The intention behind the lack of maps was to make survival just that little more challenging. You can use the cheat menu "spawn items" -> "inventory items" option to give yourself one if you like.

benevolentdevil wrote
  hrmm... by any dayz/daizy accounts ... one could use this code to modify to "deploy" just about any "craftable" vehicle ... mozzies, bikes, atvs , motorbikes for example.
There were scripts which did that but they are mostly for DayZ Epoch.
 yes for Epoch ... but unless the toolbox is Epoch specific , that code you pasted is nothing to copy as scripts. Everything it uses to "build a bike" is already included in Arma2/Vanillia dayz( or Daizy )   ... I think anyways.  
 You wouldn't absolutely need to have epoch "parts" to build it ... just whatever you thought would work to do em.  Me, I'd simply have such "low end" vehicles deployable , and not require anything but the toolbox.  
 
 BUT ... most are simply gonna use the cheat menu, or Loki's Lost Key to spawn themselves in a decent vehicle anyways.
So Like I said, not sure how "useful" it'd be anyways.
I try to play all DaiZy mods/missions as legit as possible myself, only use cheat menu or loki's if I encounter a glitch or bug that needs corrected.  But I doubt, most do that.

Deployable "vehicles" were never added to the server database to "save them" in epoch/overpoch ... they went away after a restart ... so, technically , you could take that code, modify it slightly ... and be able to "deploy" anything you seen fitting to deploy in SP.  User saving , it'd always be there.  If damaged/blown up/lost ... just go make another.  

For example -  Build-a-boat ... toolbox+ engine part+full jerry can+ cloth/tent/whatever you want = deploy PBX?  Great for coastal excursions, island exploration ... especially if you can't find a boat to do so?
( or dev/maker forgot to include them?) ... I mean it's just a thought really.  

 
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