RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Blaze
@Above,

I just found out that the actual BreakingPoint Mod has a Aircraft carrier off the shore of Cherno. Has that by any chance been incorporated into this mod?
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
In reply to this post by Fred_Duc
What do you mean by "food thingy"? :o
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
In reply to this post by Blaze
Blaze wrote
@Above,

I just found out that the actual BreakingPoint Mod has a Aircraft carrier off the shore of Cherno. Has that by any chance been incorporated into this mod?
I made my own map, we're not using the BreakingPoint map at all. Dearthlyrage was going to throw me his map, but we never spoke about it after that.

I might add one for whatever reason, but I'd rather keep my map "mine". I'm thinking about upgrades to the map, though. I'll restart completly, and make it more apocalyptic. If it's possible, I'll make the buidings look dirtier etc. Make some more millitary bases, some roadblocks and what not.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Blaze
Above wrote
Blaze wrote
@Above,

I just found out that the actual BreakingPoint Mod has a Aircraft carrier off the shore of Cherno. Has that by any chance been incorporated into this mod?
I made my own map, we're not using the BreakingPoint map at all. Dearthlyrage was going to throw me his map, but we never spoke about it after that.

I might add one for whatever reason, but I'd rather keep my map "mine". I'm thinking about upgrades to the map, though. I'll restart completly, and make it more apocalyptic. If it's possible, I'll make the buidings look dirtier etc. Make some more millitary bases, some roadblocks and what not.
I see, I was under the impression it was the same map as the actual mod.(I've never played Bp online) But none the less what you just mentioned sounds good and I hope it turns out well :) I do understand taking pride in ones work and keeping it your map "Yours". Thank you for responding.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
Blaze wrote
Above wrote
Blaze wrote
@Above,

I just found out that the actual BreakingPoint Mod has a Aircraft carrier off the shore of Cherno. Has that by any chance been incorporated into this mod?
I made my own map, we're not using the BreakingPoint map at all. Dearthlyrage was going to throw me his map, but we never spoke about it after that.

I might add one for whatever reason, but I'd rather keep my map "mine". I'm thinking about upgrades to the map, though. I'll restart completly, and make it more apocalyptic. If it's possible, I'll make the buidings look dirtier etc. Make some more millitary bases, some roadblocks and what not.
I see, I was under the impression it was the same map as the actual mod.(I've never played Bp online) But none the less what you just mentioned sounds good and I hope it turns out well :) I do understand taking pride in ones work and keeping it your map "Yours". Thank you for responding.

Yes, the online map is quite similar to mine, perhaps someone even got inspired? ;o

But yes. I like what I did, but it doesn't suit DayZ at all. Not was it properly done either. About the bases, though. I wanna limit the amount of good loot you get south. So I'll try to keep the military loot to the north. And somehow make the southern bases mean something anyways.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Kaviity
In reply to this post by Above
How long does it take to Spawn and how come i cant get single player i only get LAN
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Havoc
In reply to this post by Above
Above wrote
Havoc wrote
So I've been playing around with Breaking Point SP for a few days and started about 4 to 6 games and every single time, about 2 hours in, all Bandit Triggers stop working. I even edited the map before the most recent play and created a couple more triggers, even a cluster of overlapping triggers in one area to test.
After 2, max 3 hours all bandits stop spawning. I even went to the area which had a large amount of triggers, walked from NW Airport to Cherno, from Cherno up to NE Airfield, visited every settlement on the way, and not a single bandit spawned.
Is there something I can adjust to keep the Triggers working? Is this related to my ArmA2 install or my machine? Or is that just a general bug with SP mods?
I don't know what to say, I've heard 1 more say this on an older release of another mod. But this has never happened to me. I've played for hours and hours, not only for testing. But also playing. Aswell as restarted the mission alot of times. They always spawn. But they're random 0-8 bandits (if I remember correctly).

Could you just be unlucky? Have you changed the triggers to only spawn once? I'll take a look at the mission now.
I've checked all the triggers and they are all set to activate repeatedly. By Anyone. I just don't think that the game can't spawn any more AI, since Arma2 is supposed to be able to simulate up to 2000 AI at the same time. I got the GOG.com version and the beta patch etc. Running @BreakingPointSP and @rMod, my machine is pretty decent so I really don't get what breaks in my game. Is there anything in the script files that I could change to see if something happens, like the amount of bandits spawned at once or the frequency with which they spawn, decrease spawn distance etc?
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
Havoc wrote
Above wrote
Havoc wrote
So I've been playing around with Breaking Point SP for a few days and started about 4 to 6 games and every single time, about 2 hours in, all Bandit Triggers stop working. I even edited the map before the most recent play and created a couple more triggers, even a cluster of overlapping triggers in one area to test.
After 2, max 3 hours all bandits stop spawning. I even went to the area which had a large amount of triggers, walked from NW Airport to Cherno, from Cherno up to NE Airfield, visited every settlement on the way, and not a single bandit spawned.
Is there something I can adjust to keep the Triggers working? Is this related to my ArmA2 install or my machine? Or is that just a general bug with SP mods?
I don't know what to say, I've heard 1 more say this on an older release of another mod. But this has never happened to me. I've played for hours and hours, not only for testing. But also playing. Aswell as restarted the mission alot of times. They always spawn. But they're random 0-8 bandits (if I remember correctly).

Could you just be unlucky? Have you changed the triggers to only spawn once? I'll take a look at the mission now.
I've checked all the triggers and they are all set to activate repeatedly. By Anyone. I just don't think that the game can't spawn any more AI, since Arma2 is supposed to be able to simulate up to 2000 AI at the same time. I got the GOG.com version and the beta patch etc. Running @BreakingPointSP and @rMod, my machine is pretty decent so I really don't get what breaks in my game. Is there anything in the script files that I could change to see if something happens, like the amount of bandits spawned at once or the frequency with which they spawn, decrease spawn distance etc?

I don't think it could be rmod, but it's well possible. You could change the spawnrange/distance in the do_somethingBandits and do_somethingBanditstwo.




Also, things on the look-into-list for the update:
-Look into R3F.
-Look into Dogs.
-Make the minimum amount of AI spawning 0, and max 15. I've tried those settings, and they're ok. 10 is max for the starter areas, since north should be the most dangerous.
-Completely new map.
?
?


I can't remember what more I promised.
Ray
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Ray
Above wrote
Havoc wrote
Above wrote
Havoc wrote
So I've been playing around with Breaking Point SP for a few days and started about 4 to 6 games and every single time, about 2 hours in, all Bandit Triggers stop working. I even edited the map before the most recent play and created a couple more triggers, even a cluster of overlapping triggers in one area to test.
After 2, max 3 hours all bandits stop spawning. I even went to the area which had a large amount of triggers, walked from NW Airport to Cherno, from Cherno up to NE Airfield, visited every settlement on the way, and not a single bandit spawned.
Is there something I can adjust to keep the Triggers working? Is this related to my ArmA2 install or my machine? Or is that just a general bug with SP mods?
I don't know what to say, I've heard 1 more say this on an older release of another mod. But this has never happened to me. I've played for hours and hours, not only for testing. But also playing. Aswell as restarted the mission alot of times. They always spawn. But they're random 0-8 bandits (if I remember correctly).

Could you just be unlucky? Have you changed the triggers to only spawn once? I'll take a look at the mission now.
I've checked all the triggers and they are all set to activate repeatedly. By Anyone. I just don't think that the game can't spawn any more AI, since Arma2 is supposed to be able to simulate up to 2000 AI at the same time. I got the GOG.com version and the beta patch etc. Running @BreakingPointSP and @rMod, my machine is pretty decent so I really don't get what breaks in my game. Is there anything in the script files that I could change to see if something happens, like the amount of bandits spawned at once or the frequency with which they spawn, decrease spawn distance etc?

I don't think it could be rmod, but it's well possible. You could change the spawnrange/distance in the do_somethingBandits and do_somethingBanditstwo.




Also, things on the look-into-list for the update:
-Look into R3F.
-Look into Dogs.
-Make the minimum amount of AI spawning 0, and max 15. I've tried those settings, and they're ok. 10 is max for the starter areas, since north should be the most dangerous.
-Completely new map.
?
?


I can't remember what more I promised.

The almighty flashlights on shoulders, if you can find the script. That look-into-list looks damn good, though.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Haleks
This post was updated on .
In reply to this post by Above
Hey Above, about the bandits not spawning anymore : did you know that Arma 2 can handle 144 groups max? (More or less, I think)
I don't know if it's related but it could be a possible cause : if one switches skins too often in a trigger zone, he might reach that limit sooner than others. If I remember correctly, killing all the units of a group doesn't delete that group - it just turns it into an empty group.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Blaze
In reply to this post by Above
Above wrote
Havoc wrote
Above wrote
Havoc wrote
So I've been playing around with Breaking Point SP for a few days and started about 4 to 6 games and every single time, about 2 hours in, all Bandit Triggers stop working. I even edited the map before the most recent play and created a couple more triggers, even a cluster of overlapping triggers in one area to test.
After 2, max 3 hours all bandits stop spawning. I even went to the area which had a large amount of triggers, walked from NW Airport to Cherno, from Cherno up to NE Airfield, visited every settlement on the way, and not a single bandit spawned.
Is there something I can adjust to keep the Triggers working? Is this related to my ArmA2 install or my machine? Or is that just a general bug with SP mods?
I don't know what to say, I've heard 1 more say this on an older release of another mod. But this has never happened to me. I've played for hours and hours, not only for testing. But also playing. Aswell as restarted the mission alot of times. They always spawn. But they're random 0-8 bandits (if I remember correctly).

Could you just be unlucky? Have you changed the triggers to only spawn once? I'll take a look at the mission now.
I've checked all the triggers and they are all set to activate repeatedly. By Anyone. I just don't think that the game can't spawn any more AI, since Arma2 is supposed to be able to simulate up to 2000 AI at the same time. I got the GOG.com version and the beta patch etc. Running @BreakingPointSP and @rMod, my machine is pretty decent so I really don't get what breaks in my game. Is there anything in the script files that I could change to see if something happens, like the amount of bandits spawned at once or the frequency with which they spawn, decrease spawn distance etc?

I don't think it could be rmod, but it's well possible. You could change the spawnrange/distance in the do_somethingBandits and do_somethingBanditstwo.




Also, things on the look-into-list for the update:
-Look into R3F.
-Look into Dogs.
-Make the minimum amount of AI spawning 0, and max 15. I've tried those settings, and they're ok. 10 is max for the starter areas, since north should be the most dangerous.
-Completely new map.
?
?


I can't remember what more I promised.

Not an urgency but another thing that is broken is the sleep feature :)
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Hey Above, about the bandits not spawning anymore : did you know that Arma 2 can handle 144 groups max? (More or less, I think)
I don't know if it's related but it could be a possible cause : if one switches skins too often in a trigger zone, he might reach that limit sooner than others. If I remember correctly, killing all the units of a group doesn't delete that group - it just turns it into an empty group.
One group can contain unlimited AI, though? Right? I've really never had this problem. :o
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
This post was updated on .
In reply to this post by Above
Updated list:

Above wrote
Also, things on the look-into-list for the update:
-Look into R3F.
-Look into Dogs.
-Make the minimum amount of AI spawning 0, and max 15. I've tried those settings, and they're ok. 10 is max for the starter areas, since north should be the most dangerous.
-Completely new map.
Look inteo the flashlight feature from Lingor.
Fix the sleeping script, will pass 3 hours and regen health, with snoring and a new sleepscreen. (Not the one from Origins).
Maybe a new timecycle script. (Similar to the Origins one). You'll have to vote on this one.
?
?
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Haleks
In reply to this post by Above
Above wrote
One group can contain unlimited AI, though? Right? I've really never had this problem. :o
Yeah but a new group is created each time a trigger is activated. I never had the problem neither, I'm just saying that it might be a possible cause.
By the way, I'm using the DMZ delete script in Factions (eventhough I wasn't convinced it was necessary), and it also handles deletion of empty groups ;)
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Tike
In reply to this post by Above
Hey @Above, does this work with LAN? And if yes, how? I want to play with my friend, we're in the same network.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Above wrote
One group can contain unlimited AI, though? Right? I've really never had this problem. :o
Yeah but a new group is created each time a trigger is activated. I never had the problem neither, I'm just saying that it might be a possible cause.
By the way, I'm using the DMZ delete script in Factions (eventhough I wasn't convinced it was necessary), and it also handles deletion of empty groups ;)

Nice, I might use that too. Having to do it manually with the cheat does actually fuck up the feeling of playing.

I gotta work on adding flies back, too. I just need to work out a way to delete them. But I think I got that sorted, I just haven't tried yet.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
This post was updated on .
In reply to this post by Above
COMPLETELY NEW CHANGELOG!
COMPLETELY NEW CHANGELOG!




CHANGELOG:


- I added the body clean up script. (It will remove all bodies each 30 min). DONE

- HELI PATROLS (I'm finally looking into this one, I saw that Haleks got something up and running. So I got inspired). I'm not promising anything, but bear with me.(LOOKING INTO NOW).

- Added a new backpack becuase I was messing with it before and left it there. (Biggest backpack (40) RPG pack model). DONE

 -Make the minimum amount of AI spawning 0, and max 15. I've tried those settings, and they're ok. 10 is max for the starter areas, since north should be the most dangerous. DONE

The sleeping script will pass 3 hours and regen health, with snoring and a new sleepscreen. (Not the one from Origins). DONE

A new timecycle script. (Similar to the one on Origins, and you will have a choice). DONE

- Fixed the map, left alot of the old stuff in there. But I will remove most of the custom buildings, and fix what I didn't to the way I wanted it. WIP

- Try to fix the debug monitor on re-load. (Also added blood to it). DONE!

-Try to fix R3F. WIP

-Look into Dogs. WIP

- Look into the flashlight feature from Lingor. WIP
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

SharpVenom
so when will the next update come admin? ^^ i just can't wait
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Above
Administrator
SharpVenom wrote
so when will the next update come admin? ^^ i just can't wait

There's still alot of "WIP's" that I've not been focusing to much on. I'm still fighting with the AI helis. And R3F for that matter, I didn't look into R3F for too long before I started thinking of stuff that could use a fix-up. But I should be done with it soon, either with, or without some of the features. But I'll make sure to do my best first.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

Dalereo
Above just a Suggestion for the "Bases" up North im not sure if it can be done or not But maybe you should set a "Military" Presence there? to make it really hard,Kinda like Wastelands missions where its a Pain in the ass to get but worth it if you do? Also i thought someone was going to add those modes from wasteland? did that end up being a NO GO?
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