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@whiteLotus
No you dont need, thats was provisory I release a new version, by the way you can access all variables in game by the Cheat menu v11.30c: - Gameplay options changeable during the game: Double press "0" to access cheat menu then go to "Utilities" --> "User Gameplay" Bandits Timer (delay between bandits can spawn) Survivor Chance (work only for "doSomething_bandits.sqf") Max. Local Zeds (max local number of zeds near player) Walking Zeds (On/Off) Loot Chance (inc./dec. by +- 0.1) Starvation Loot (On/Off) Load Div.(Fatigue) (inc./dec. by +- 1 min:1 max:10) Engine Wearing (On/Off) Wind/Ash Effects (On/Off) Breath Effect (On/Off) - fn_windDust code fix |
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This post was updated on .
In reply to this post by Oliv82
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http://www.armaholic.com/page.php?id=26499
I work on this precious tool at the moment, I found it just after my last version .. :/ So another update will come soon, once again I really need this tool to debug faster this mod, and its better than create 1 .sqf for each values !!! And it will be better to change values very faster good to know you like it ) "speedDamagedVeh.sqf" (engine wearing script) is a very fast loop (0.01s) so I take very attention to it |
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v11.30d:
- KeyPad by "AirFell" (http://www.armaholic.com/page.php?id=26499) (for Cheat Menu) - Added "." key to enter decimals numbers - Only one "." on the screen - "0" is created before the "." if it's pressed as first - "0" and "." buttons on the same line - inverted "1" "2" "3" / "7" "8" "9" buttons - "AF_KP_fncs.sqf" edited for min. and max. vars limits 1. Bandits Timer 2. Survivor Chance 3. Max. Local Zeds 4. Walking Zeds 5. Loot Chance 6. Loot Delay 7. Starvation Loot 8. Load Div.(Fatigue) 9. Engine Wearing 10. Wind/Ash Effects 11. Breath Effect 12. Clear Sky Finaly we have a keypad :p, it was difficult to add but I did it :p |
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For this survival game, the tweak problem is fixed yes :p
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"Starvation loot" work only on zeds loot, when "thirst" OR "hunger" ratios are under 0.2 (GUI blinking).
Each zeds will spawn with "food" loot instead of regular loot. There is 3 sorts of loots: loot for buildings (config.cpp), for zeds (loot.cfg) and for AI's (arrays inside .sqfs) Loot for zeds is generated when a zed is created (zombie_generate.sqf) By adding this "cheat" command, the loot class is still the same (loot.cfg) but the loot array is switched to "food" name. (building_spawnZombies.sqf) But you need to kill some zeds re-spawned after you switched this command to "ON", so I recommand to active this command just after a new game. About "engine wearing", values are pretty "soft" and you will need to play long time to see effects (in fact values are close to real life, Ive already destroyed 2 engines in real life :p I know it) There is a little chance to see BRDM2's in my mod :), you can repair it if you are able disable it (with RPG) For ammo, you need to seach a Ural who transport ammo of course :) I work for another version, new HT calc. values for vehicles, and some code minors fixes... |
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v11.31a:
- "player_selectWeapon.sqf" (hatchet + crossbow bug fix) - H/T values: "speed vehicle" instead of "velocity" code fix ("vehicle player == player" isn't changed) - "speedDamagedVeh.sqf": boats classes minor fix - Loot spawn in backpacks: (4=default 1=MaxLoot 24=NoLoot), value adjustable in Cheat Menu ("civilian" + "food" + "hospital" loot tables + low chance for "PG7V","OG7","Strela") - survSpawnChance.sqf (min. value is now =1) - "RPG7V_DZ" added to "MilitarySpecial" loot table (chance: 0.01) - "RPG7V_DZ","Strela_DZ" added to "HeliCrash1987" loot table (chance: 0.02,0.01) New H/T values tested with all worst conditions (hot_Sun, rain, night, max load, max Temp.) Thanks for support Rachel ) |
v11.31b:
- Crossbow Flashlight fix - G36C ACOG: missed 3d model from official Dayz mod - Flashlight on AKS-74U (no extra 3d model for FL) - Flashlight on MP5A5 (no extra 3d model for FL) - Flashlight on G36C (no extra 3d model for FL) |
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Default values (of player options) are the same since a long time, and they are balanced Min and max intervals are enough larges to keep "luck" or "no luck" feeling :), and lot of gameplay factors use large intervals hintSilent "(2.1=Default) (< More Chance) (min:0.1 max:6)"; //(lootChance.sqf in cheats folder) min: and max: limits values of the global variable "loot_Ch", counter intuitive, max:6 mean less loot :) This var is placed in "building_spawnLoot.sqf": ... if (random(loot_Ch select 0) < _lootChance) then { ... If you increase "loot_Ch" var, the "random" command will work with more numbers so more chance to miss the condition and stop the code, but "random" command still have chance to continue the code, thats why you feel this "counter intuitive" in the game. To avoid adding lines, this code isnt optimized to avoid non desired random numbers, but return values are low and not very necessary to change "random" command :) You was lucky this time, enjoy your character is still alive :) The "random" command work on larger intervals of numbers, maybe I need to remove this command... But its like replacing condition by "true" or "false"... (1<2 //true 3<2//false) I will check this If you want to see loot blinking :p I didnt tested this for long time but by checking codes I recommand to active "walking zeds" soon as possible at starting game if you dont want to see those "anomalies" :) This var is linked to "zombie_agent.fsm" and .fsm work like a loop For avoid this you can also use the cheat menu to type 2 lines to remove all zeds around player: if (count zeds_Monitor > 0) then {{deleteVehicle _x} count zeds_Monitor}; //remove all zeds walking_zeds = true; //force zeds to walk now |
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It take 40~50 sec to each zeds respawns cycles, so its normal if you dont see any zed in small locations
specialy if you are in vehicle, same for the teleport cheat function, each time you leave a location fast, zeds are deleted and the delay timer is reinitialized there is no special locations where zeds spawn, the code is checking if you are near buildings who can create loots, the code count the number of buildings and create zeds, thats approximativly the same code of the official Dayz code Just if you wait a long time, max zeds quantity will increase to the max allowed, this max limit is linked to the number of the buildings (with loots or not) near the player Loots in backpacks wasnt a priority but it increase slightly the "food" chances, obviously if player find a backpack Thanks again for the support Rachel :) I work on weapons scopes PSO-1 and ACOG For some reason PSO-1 texture on ak-74 dont work :/ Also not a priority but I try to modify the ACOG sight too |
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v11.31c
- Correct classname of SVD in loot tables (dayz_code.pbo) - PSO-1-1 sight texture fix on AK-74 - PSO-1 sight texture fix on SVD - ACOG sight (FNC_Scopes mod merged in fnc_scopes_pso_m.pbo) for G36C, M16A4 |
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v11.31d
- AK-74, SVD: stadiametric rangefinder calibrated - AK-74, SVD: new zoom values - CZ550: Sounds from JSRS mod (mag reload, bolt reload + muzzles) the noise level is comparable than SVD - CZ550: illuminated sight replaced by simpler "cross" sight - CZ550: variable zoom replaced by a locked zoom - CZ550: zeroing limited to 600m - Revolver: Sounds from JSRS mod - Makarov: Sounds from JSRS mod - Colt1911: Sounds from JSRS mod - Micro UZI: Sounds from JSRS mod - LeeEnfield: Sounds from JSRS mod |
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