LOL - every time I report a problem I think "did I cause this? is this my setup? have i done something wrong?" This is why I try to include RPT as much as possible, to provide as much information as possible. I have noticed BS behavior that if he gets hurt he will run but yes, the PKM really dishes out the pain quickly so next time I test this, I'll use an AK. Well, if the point is to scare the living crap out of the player, I'd say mission accomplished! :D |
In reply to this post by Oliv82
I'll tell you first hand, bloodsuckers scare the living piss out of you. I love it. Been a follower for quite sometime now Oliv82, great work! Love the updates as always!
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This post was updated on .
v6.10b
- updated names/descriptions of new outfits from stalker game - buyGuns.sqf fix - bloodsuckers spawn conditions fix (player_spawn_1.sqf) - doSomething_bloodsucker.sqf: updated + increased money loot amount (by 2x) @Velo Hi Velo! Thanks for your support ! @Eric I think bloodsucker died movements are ok now |
I have no zeds at all spawn on my game
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In reply to this post by Oliv82
also your update file is missing
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Zeds take a long time to appear for the first time you enter a town, depend also with the range of player > buildings
The link was removed for last fixes last errors now its ready :) |
I have had a chance to play the game for a while, there's a couple of small things;
The following appears when spawning in when starting a new game or loading a save; I cooked some meat and now I have the "cook meat" option available all the time. If I actually have raw meat in my inventory selecting this option will "cook" the meat regardless of any fire availability. This is the same issue I had with the "refuel" option, which I have also experienced in Namalsk. I like the new music on intro and sound effects around A2 and great also! :) |
This post was updated on .
I ll add dayz_communityweapons.pbo in update, I missed to add it :/
Its just the same as previous versions, nothing change For the addAction (cook and refuel), I dont know the problem... if you have still this problem after updating your game try this: open 1987FACTIONS_Namalsk_v610c.namalsk\dayz_code\compile\fn_selfActions.sqf line 493: ... ... if (!(isNull cursorTarget) and !_inVehicle and (player distance cursorTarget < 3.4) and _canDo) then { .. ... try with this code: if ((count cursorTarget > 0) and !_inVehicle and (player distance cursorTarget < 3.4) and _canDo) then { but the initial version is more correct, idk if it will can change something |
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Hang on a sec.... An M240 with a holo sight....? Aw hell yeah! There's just so many things I could shoot with that. When I had this problem in the Chernarus mod you made a suggestion to prevent the problem - I've been doing that on Namalsk and haven't had the "refuel" issue since (touch wood). I'll apply the same theory to this and see what happens. Do you think using the latest Arma 2 version (ie, the non Beta, full Steam version) would address this? Hi Rachel, welcome back. As I mentioned the error occurred when I started (or restarted) a game. I haven't tried the fix yet but I'm sure it will address the issue. :) |
In reply to this post by Rachel-gamer(gaming and more).
Bloody bloodsuckers are OP as hell, took two explosive arrows to take one down alongside 2/3 of my health.
Got a question concerning spawn points: Do we always spawn on a certain area or is it pure random? I mean do we always spawn north? I've spent about two hours running up north until I hit the chore. |
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In reply to this post by Eric the Viking
New officials Dayz versions (since 1.8.xx), add some weapons with attachements, also machineguns :)
I still dont understand your addAction bug.. its not the first time you mentionned this Stream updates dont fix script logics... (if its a script logic bug..) and i dont think its a command critical bug selfActions.sqf have the same script structure since very very long time and nothing have changed in last DayZ official updates, I cheked and its the same structure as this mod: !isNull cursorTarget ... for cursor object detection and ... } else { ... <<removeAction>> ... in 1987FACTIONS_Namalsk_v610c.namalsk\dayz_code\compile\fn_selfActions.sqf line 313 (cook action) s_player_cook = player addAction [localize "str_actions_self_05", "dayz_code\actions\cook.sqf",cursorTarget, 3, true, true]; try with this: s_player_cook = player addAction [localize "str_actions_self_05", "dayz_code\actions\cook.sqf",cursorTarget, 3, true, false]; https://community.bistudio.com/wiki/addAction_TKOH hideOnUse: (optional): Boolean - If set to true, it will hide the action menu after selecting that action. If set to false, it will leave the action menu open and visible after selecting that action, leaving the same action highlighted, for the purpose of allowing you to reselect that same action quickly, or to select another action. Default value: true I usualy add an additionnal "removeAction" command on all called actions scripts.. maybe that cause those bugs ... IDK.. but if you have this problem on only "cook" and "refuel" actions, thats probably not where the problem is.. @mp5lng Bloodsuckers spawn in "forest" (dayz_surfaceType) and outside towns :) Script conditions have a "timer" and a "spawn chance" (default: 100/400) (also a handler to limit bloodsucker quantity to 1, handler restored once the bloodsucker is dead) ONce the timer is reached, the spawn chance will decide if bloodsucker will spawn or not every 10 seconds, if your player is still in forest and outside towns |
If I'm reading that right then using "false" will actually leave the cook option on screen all the time (provided other criteria are met) which is exactly the opposite desired effect? I don't think this is an menu issue anyway - the game seems to think that certain conditions are being met (being close to a fuel container or a fire depending on the action) when they aren't and I'm begining to suspect that the fault is on my end, somehow. I am overclocking this PC quite hard and although it passes every test I throw at it, real world? who knows? I'll lower my overclock and start another game. I'll keep you informed ;) I think mp5lng was referring to player character spawns; @mp5lng In this mod none of my spawns have been further south than the Nemsk Factory - out of say ~30 game starts. |
I even wondered if your DDR memory quantity was too low to run this game...
It seems something is too fast or too slow and generate thoses "addAction" bugs, but its my theory You had overclocked your memory timings too or just the frequency ? (I was an overcloker, I have a world record on 3DMark2001 :p) memory is very sensible with games No, in fact, I edited almost called scripts with additionnal "removeAction" command, a sort of security to be sure the action is removed on player mouse scroll menu, I think its not necessary but this command was doubled by security It will not opposite the effect by set "false" this command argument, nothing will be change because a "removeAction" command is already present in "else" scope in selfactions.sqf (line 598), just this command will be asked just 1 time instead of 2 times I read too fast his reply :) Player spawn at North side of the map, yep. |
Well, I'm using 8Gb DDR2 at the moment - it's quite a load on the system having all the slots filled. It's the XMP profile so timings and frequency are tweaked. I've just finished 5 hour run paying very careful attention to what I was doing (refueling or cooking or boiling) and I had no issues. I did reduce the overclock from 4.25GHz to 4.0GHz (Q9650) as well. 3DMark2001? Wow! That brings back memories - some of the rendered scenes back then were awesome. Wasn't 2001 the "Matrix" themed one? Can you still down load them? I'd love to see them again for the LOLs *************************************** Anyway, as I said, I've just finished a 5 hour play session and here's a few thoughts; * Didn't see a single AI in all that time, not even at A2. Zombies are too slow to spawn and sometimes they didn't at all - I spent a good hour at A2, not a sausage. * Radiation zones - I went to what I guess is the most hostile area, the frozen area on the mountain. With anti-rad pills and the best hazmat suit it is completely impossible to survive there. The suit doesn't protect you well enough, the anti-rad pills don't remove radiation effectively and then there's the cold which the hazmat doesn't protect you from at all. And you simply can't restore your health at the rate at which you lose it. Now, don't get me wrong: I didn't go up there half-assed. I spent the time preparing - I looted the guns to make the money for the suit, I looted the anti-rad pills and collected every heat-pack I could find. I fixed the Ural so I could take away the truck-load of loot I expected. Found nothing there. All dressed up and nowhere to go! * Loot. I don't see loot disappear very often these days. But how far do I have to go to have the existing loot despawn and fresh loot respawn? Overall, it's a pretty good experience. It would be nice to see more feed back from other people playing this mind you... |
Some feedback from me as Eric Points out , if it help it helps :)
It runs great on my pc and it´s laptop and by no means a monster. I get the idea of survival and that is a challange in the beginning which is great. I admit that I´m a hoarder in game and when the challange of getting supplies and vehicles are done the game is done for me. I don´t mean this in a bad way and i don´t know where in development Oliv is and where the end product is supposed to be when it is finished. Personally i would like like some kind of missions, building and some more variety in weapons (I admit M14, EBR fanboy here). This just to have more game to play. I don´t want more loot to spawn or more often just a longer game with more goals in game. Oliv you do great work here and your support and quick fixes/pathes are fantastic. In the end it is your game you are charing with us others and thank you for that. PS long time I wrote so much in English :) |
Thanks for the reply guys, I've found a map and to my shock I was indeed up north, man that was not expected :p Damn those bloodsuckers are dedicated to their cause! one of them kept chasing me for about two kilometers. I went up a watch tower than climbed down the latter in the middle, saw the sucker sitting right out there waiting for me, this time it took two headshots with an M16 I found in the watch tower. I'll just avoid forests...
I did a new start, this time I headed south. To my luck I found a compass which helped me more since weather was too cloudy for me to tell where the sun is xD So here are my thoughts about the game so far and how things went. After spawning I started heading south, encountered three bandits down the road within 3 hours. Found a broken truck with some good stuff, bloodbags and such. Kept heading down until I reached Norinsk "I think" where I found a truck in perfect condition and filled with AK, PM, SVD, and other ammunition, all the truck needed was gas which I found a tank full with and a jerrycan lying just close by. Now here are the weird things: I had only one jerrycan, I refilled the truck with it, went to the tank to refill the can, and after clicking "Fill jerrycan" from the action menu I noticed the same action appearing again, I had a full jerrycan but I still got the action, I clicked it out of curiosity, and it did work. I got a message mentioning the jerrycan being filled and the new estimated gas amount remaining in the tank. The action came back again, I clicked it, and it just kept showing every time I click it until the tank was empty :p When I started refilling the truck I did not get an empty jerrycan, but the same can remained full, so I just kept refilling the truck, than got in to see how much I filled, it was almost full, so I filled it with one more jerrycan. Got into the truck and started transferring the remaining full jerrycans, I ended up with 8 full jerrycans and 4 empty, those empty cans appeared in my inventory only when all the full ones were transferred to the truck. All I had was one single empty jerrycan to begin with :D The second bug is "fill jerrycan", this action kept showing up all the time even when I'm miles away from the last tank I visited "which is the one mentioned above". If I select it I get "tank is empty" message. The third bug is similar, it's the "pick money", at some point it started showing up all the time eventhough there is no money to pick. And if I select the action I do get money out of nothing. Question: can we sell random stuff to traders? I got a bunch or smoke nades I don't need, and bloodbags incompatible with my character. It would be nice if we can trade with free choices :) you know, just like in stalker, select the items we want to sell. |
This post was updated on .
@Eric:
radProtection values was based to the smallest rad zone, Ive totaly forgot radius parameters in my tests ! Values are fixed now for all new suits. (info: best hazmat setted to 674 instead of 360 value) - ppEffect minor values fix - zeds spawn code minor update (randomized selection of _x in nearest houses array) - zeds spawn delays values are now based to the type of location of the player - player_spawncheck.sqf (dayz_maxLocalZombies minor fix) - refuel/refill actions removed while ignited barrels About addActions bug, I think Ive found the problem, Its probably linked to my additionnal "security" commands, in fact "addAction" seems to do the job as I wished even without my codes, I realized now I had added all thoses commands on all actions scripts, they are all removed now @JN: I keep in mind your comment for future updates, welcome and thanks for your feedback ! @mp5lng: Thanks a lot for your precious feedback, I hope my update will fix addAction menu ! Ive already think about player allow to sell some extra items, I keep in mind your reply for future |
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