RELEASE: DaiyZ ULTIMATE (Chernarus)

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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
RE: Ammo types...

That's how ArmA works. Certain weapons can use different ammo if they are a similar class of ammo. I used the default ArmA index and not the modified DayZ one for maximum compatibility and to make sure the AI was armed properly (be able to shoot).

RE: Friendly AI Shooting You if You Kill One of their own...

That's how ArmA is supposed to work since it is a military simulator.

The Survivors killing you because you kill a Bandit is obviously a glitch and is fixed in the current version I am testing. You need to be more patient with these releases because they are open alphas/betas that are going to have problems, regardless of how polished I try and make them before release.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
In reply to this post by Forgemaster
Hahaha! That's a hilarious story! xD

Btw, I know exacly what friendly bandit is. :D I used to be one, then I went hero.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Forgemaster
In reply to this post by DayZ_SP
That's okay, don't rush the polished release. I can wait. I can't speak for everybody else that is interested in this project, but I think they can wait a bit too.

@AboveDayz I wish I would have been able to see my face when I got killed. It was a "WTF" moment.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
In reply to this post by DayZ_SP
Oh, DayZ. Don't missunderstand my spam for impatience. I'm just hyped as fuck. And also, just trying to report. They can't use the AK74 with AKM ammo, I changed it though.


But you're doing an awesome job, mate. Don't get me wrong.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
In reply to this post by Forgemaster
Forgemaster wrote
That's okay, don't rush the polished release. I can wait. I can't speak for everybody else that is interested in this project, but I think they can wait a bit too.

@AboveDayz I wish I would have been able to see my face when I got killed. It was a "WTF" moment.
 

Hahaha, something like that never happened to me. Would be hella funny tho. xD
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Forgemaster
In reply to this post by Above
Things seem to be coming together. And Above you are right to be so excited because because this is great. I am trying to calm down myself and find time to play other games while I wait for next releases.

Oh and the most funny things are when you least expect it to happen. These surprises make me laugh and cry and it enriches my gameplay experience.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
Haha! I'm playing the shit out of the version we have atm. xD Messing with new ArmA weapons on bandits. I can see green tracers flying across cherno now LOL. And alot of new gunsounds. :D
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
@AboveDayz:

You were right. I changed the ammo type.

Thank you, for bringing it to my attention

RE: Friendly Survivors turning on you if you kill a Bandit...

I figured out what the problem was, so this should not happen in the next release.

However, this means we are still very limited with regard to AI "factions" a.k.a. side. So, as it stands, the Friendly Survivor AI will still not defend themselves against all of the Bandits. They can now defend themselves against the Sniper (Ghillie Suit) Bandit because he is a different class... But everybody else is the SAME class (underneath) as the Survivors. This is why if you kill a Bandit they (used to!) turn on you; They think you killed one of their own even though it is a Bandit skin according to the game.

Rocket created the Survivor and Bandit classes by basing them on the PMC soldier class all ArmA 2 owners have as part of the 1.62 patch that includes PMC and BAF lite. He did this for maximum MP compatibility to ensure the largest player base possible and not SP compatibility, obviously.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
DayZ_SP wrote
However, this means we are still very limited with regard to AI "factions" a.k.a. side. So, as it stands, the Friendly Survivor AI will still not defend themselves against all of the Bandits. They can now defend themselves against the Sniper (Ghillie Suit) Bandit because he is a different class... But everybody else is the SAME class (underneath) as the Survivors. This is why if you kill a Bandit they (used to!) turn on you; They think you killed one of their own even though it is a Bandit skin according to the game.

Ahh! Makes much more sense now! Thank you. :D

I only got one concern regarding the survivors turning on you if you kill one of them, will they still spawn ontop of you and shoot you/ will every future friendly team kill you/try to?
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Forgemaster
In reply to this post by DayZ_SP
I have an idea, make a LAN version of DaiyZ Ultimate Chernarus, get on Tunngle and make a private game. I would definitely join you two guys to shoot anyone who gets in the way. There hasn't been a new LAN map for a while now.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
Or we could just go on a server and mess people up. :D
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Forgemaster
Are you trying to bring me to the dark side? :P
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
Nope, I'm not a part of the dark side either. But... but.... We can mess bandits up. :D
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Forgemaster
Just played 01b for a bit, friendly survivors that joined after I killed previous ones pulled fire on me on joining. Also ArmA 2 target marking seems to work, most likely because the bandits that were after me have been marked as targets in red by the friendly survivors, they were more focused trying to kill me than actually helping me defeat the bandits. :P
CPU: AMD Phenom II X6 960T/1600T @ 3.8GHz
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Above
Administrator
Forgemaster wrote
Just played 01b for a bit, friendly survivors that joined after I killed previous ones pulled fire on me on joining. Also ArmA 2 target marking seems to work, most likely because the bandits that were after me have been marked as targets in red by the friendly survivors, they were more focused trying to kill me than actually helping me defeat the bandits. :P

Hahaha! I don't mind not having backup vs bandits, rather do it myself tbh. But sometimes, I need a wingman on my quad. D:

Would like them to be friendly on next spawn, rather than you having to bother with a team all the time.  Because I'm pretty sure I'm not alone about shooting them most of the times.
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
I've pulled 1b from further download.

You and a few others were able to experience the new AI, so now it is time to polish all of the outstanding issues that have been reported.

Thank you, for all your valuable feedback and taking the time to test it

I will release 1c when it is polished & ready. No ETA...
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Josh M
I don't know if this has been brought up, or if anybody else has had this issue.

Using the cheat menu to equip any ArmA skin other than the PMC ones, the Zombie AI completely fails to detect the player, and ignores (me) as if they do NPC bandits/survivors/snipers. The bandits seem to behave normally (so far), however, towards the player.

If this can be fixed that would be nice, otherwise I don't see much point in providing additional skins since they essentially break a significant factor of the gameplay.

Also, possibly look into enabling other ArmA2 vehicles to be repairable in the same manner as the basic DayZ ones, and/or adding them to the vehicle spawn triggers in some limited fashion?

Another question; is it possible to tweak the ArmA2 faction AI to function within DaiZY, so mission building becomes possible? Or has this functionality been completely removed by Rocket?
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Matsuda_sempai
I have to agree with Josh I would love a small campaign with dayz as a base also I know I could just cheat them in but could someone add the rh weapon packs to the loot lists?
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

DayZ_SP
Using the cheat menu to equip any ArmA skin other than the PMC ones, the Zombie AI completely fails to detect the player, and ignores (me) as if they do NPC bandits/survivors/snipers. The bandits seem to behave normally (so far), however, towards the player.
This is because Rocket coded the Zombies only to attack PMC (Survivor & Bandit) based skins. That's why if you switch to a normal ArmA 2 skin you are "invisible", more or less.

Creating a campaign is possible if you unban some of the mission construction elements and commands e.g. move to, unload, etc. in the dayz_anim.pbo, but the main problem is the side/factions are upside down in DayZ e.g. Civilians are Zombies who are the only ones who can attack; Both Bandits & Survivors are on the same side as far as their base model, thus won't attack each other reliably, etc.

Rocket intended DayZ to be exclusively MP and he coded it that way. Everything we're doing is one big hack that has it's limitations.

Besides, offline MP with free roam is far more interesting than scripted, linear game play, IMO... But regardless, you can go ahead and try to make your own campaign if you want, but it won't be easy.

All the tools and elements are available on this forum; if you want to do it, go for it :)

RE: Other Mods...

You can use any mod with DaiyZ / DayZ. Just follow the standard ArmA 2 guide for using multiple mods at once...
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Re: RELEASE: DaiyZ ULTIMATE (Chernarus)

Matsuda_sempai
Yeah I know about the other mods and I use support call to summon them but I would like to know if it is possable to add new weapons to the loot tables and if it is maybe a quick tut  on how to add weapons/vehicles to the spawn list.
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