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

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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
A Hobo Panda wrote
Above wrote
A Hobo Panda wrote
Above wrote
Also, I think I forgot something in the heli script, so that only cars spawn. I'll take a look at it and the dogs tomorrow, hopefully I can fix both. Otherwise I know how to fix the helis at least.  I've just noticed this.
No, no, the helis are spawning like normal. I just found one in Stary Sobor, so it's working fine for me.
The AI helicopters. :P
Oh xD and can you fix/remove the bodies despawning? I posted earlier about it but you didn't respond :/

Sure but why? I already made 4 missions too. D; + you have enough time to loot them and everything before they despawn. :P
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

A Hobo Panda
Above wrote
A Hobo Panda wrote
Above wrote
A Hobo Panda wrote
Above wrote
Also, I think I forgot something in the heli script, so that only cars spawn. I'll take a look at it and the dogs tomorrow, hopefully I can fix both. Otherwise I know how to fix the helis at least.  I've just noticed this.
No, no, the helis are spawning like normal. I just found one in Stary Sobor, so it's working fine for me.
The AI helicopters. :P
Oh xD and can you fix/remove the bodies despawning? I posted earlier about it but you didn't respond :/

Sure but why? I already made 4 missions too. D; + you have enough time to loot them and everything before they despawn. :P
 

I don't have enough time D: I run out of space and have to choose what to carry and store in my truck, which takes a while. Can you tell me what I need to change to remove it? I can figure it out if you tell me what to edit
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
A Hobo Panda wrote
Above wrote
A Hobo Panda wrote
Above wrote
A Hobo Panda wrote
Above wrote
Also, I think I forgot something in the heli script, so that only cars spawn. I'll take a look at it and the dogs tomorrow, hopefully I can fix both. Otherwise I know how to fix the helis at least.  I've just noticed this.
No, no, the helis are spawning like normal. I just found one in Stary Sobor, so it's working fine for me.
The AI helicopters. :P
Oh xD and can you fix/remove the bodies despawning? I posted earlier about it but you didn't respond :/

Sure but why? I already made 4 missions too. D; + you have enough time to loot them and everything before they despawn. :P
 

I don't have enough time D: I run out of space and have to choose what to carry and store in my truck, which takes a while. Can you tell me what I need to change to remove it? I can figure it out if you tell me what to edit

They should not disappear at all unless you further than 200 away from them. But it's in the mission, and look for "DMZ_delete". You can either edit that, or remove the launch line for it in "init.sqf".
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Gianluca
In reply to this post by Gianluca
Why the zombies can go often throw the walls and closed doors?It's a bug,annoyng bug.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

A Hobo Panda
In reply to this post by Above
Above wrote
A Hobo Panda wrote
Above wrote
A Hobo Panda wrote
Above wrote
A Hobo Panda wrote
Above wrote
Also, I think I forgot something in the heli script, so that only cars spawn. I'll take a look at it and the dogs tomorrow, hopefully I can fix both. Otherwise I know how to fix the helis at least.  I've just noticed this.
No, no, the helis are spawning like normal. I just found one in Stary Sobor, so it's working fine for me.
The AI helicopters. :P
Oh xD and can you fix/remove the bodies despawning? I posted earlier about it but you didn't respond :/

Sure but why? I already made 4 missions too. D; + you have enough time to loot them and everything before they despawn. :P
 

I don't have enough time D: I run out of space and have to choose what to carry and store in my truck, which takes a while. Can you tell me what I need to change to remove it? I can figure it out if you tell me what to edit

They should not disappear at all unless you further than 200 away from them. But it's in the mission, and look for "DMZ_delete". You can either edit that, or remove the launch line for it in "init.sqf".
Like I said, they disappeared while I was looting them, literally 1-2m away from them. But thanks, I'll try to edit it, thanks :D do I have to restart the mission if I remove that or not?
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Firebrand
In reply to this post by Above

I just unpboed the BPSPDogsWithTimecycle.chernarus mission and there is no "viewDistance" set in the DMZ_delete script.
This mean distance to player is NOT checked when deleting items (dead bodies, vehicles and so on).

Maybe a typo? Or am I just dumb?
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

jst2fst
In reply to this post by Above
could you put in the option to be able to drag dead bodies like dead A.I and dead animals.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

A Hobo Panda
In reply to this post by Firebrand
Firebrand wrote
I just unpboed the BPSPDogsWithTimecycle.chernarus mission and there is no "viewDistance" set in the DMZ_delete script.
This mean distance to player is NOT checked when deleting items (dead bodies, vehicles and so on).

Maybe a typo? Or am I just dumb?
Well well, congratulations, sir. You just won 1 Internet.
Guess we know why it is deleting the bodies while looting them now.
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Haleks
In reply to this post by Firebrand
Firebrand wrote
I just unpboed the BPSPDogsWithTimecycle.chernarus mission and there is no "viewDistance" set in the DMZ_delete script.
This mean distance to player is NOT checked when deleting items (dead bodies, vehicles and so on).

Maybe a typo? Or am I just dumb?
There is a view distance check :
DMZ script wrote
_viewDist = 200;   // min distance in meter from a player unit to allow delete, if you dont care if player sees the delete, set it to 0. [...]
        // fail safe for excluded and included.
        if (isNull _del OR _abort OR _del in DMZ_Excluded) exitWith {};
        {
                _arr = _x; _obj = ""; _timer = _tim; _dist = _dis;
                if ((typeName _arr) == "ARRAY") then {
                        _obj = _arr select 0; _timer = _arr select 1;
                        if ((count _arr) == 3) then {_dist = _arr select 2} else {_dist = _viewDist};
I don't know why it wouldn't work though - didn't have the problem (yet).
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0. *UPDATED! 29/04*

marx109
In reply to this post by Above
I see thanks for replying :)) Now I have another question. Do the land and air patrol respawn if I take them down? :))
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
In reply to this post by Above
just another quick question, if i destroy an aircraft in the NO AI version, will another eventually respawn at that location? or are the vehicles that spawn on first start the only ones on the map?
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Rabidgerbil wrote
just another quick question, if i destroy an aircraft in the NO AI version, will another eventually respawn at that location? or are the vehicles that spawn on first start the only ones on the map?

It's a hard question, I haven't read any of the mission code recently. (Not the one we use for the vehicles at least), but I think there's a respawn script in there. Don't take my word for it, though.


And you're right, it didn't have a viewdistance limit. I'll fix that while I'm updating the helicopter AI to work. I must've mixed up the cleanup script with another project I'm messing with.

Sorry for this, I'll update it  today asap.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Haleks
Above, just a quick thought : since you set a pretty short timer on the Delete script, you should increase the view distance check - in case of long range gunfights ;)
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Haleks wrote
Above, just a quick thought : since you set a pretty short timer on the Delete script, you should increase the view distance check - in case of long range gunfights ;)
That's what I was thinking, rather have it remove them faster (since zombies). I guess 1000 would be ideal. :P
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
In reply to this post by Above
thanks, i'll see what happens
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Nabu
Banned User
Hey Above,

was playing a while MP but it seems it was verry worth it to check back here. Thank you verry much for the work again! Some feedback from me (after playing some hours the timecircle-version):

1. Nice  work on the Map. Some bigger buildings placed into grass still look a bit strange to mee, but in general its really, really good! Also the Bases look really nice!
2. Patrol Vehicles "work" and add a nice new enimy to the mission. First encounter was on NEAirfield. Could take them out easily because they came so close to my cover (crashed transport plane) that they couldnt shoot at me anymore. Second encounter was a group of 3 Bandit-chicks who were attacking me on feet. As i got closer after killing them i found a Armored Offroader with started engine some 100m behind them. So they decided to attack walking. Nice feature, the patrols, also if AI is quiet stupid using vehicles. ok i have no cowarmod installed at the moment because i dont want to screw things up, may they act better with parts of this mod installed.
3. With the dogs i have the same issue as on other places reported yet - i hear them but they wont spawn. I threw raw meet and cooked meet infront of the doghouse, but not even this could animate this little doggy to get out and be my friend. :)
4. Lootingtime: There spawn many Bandits, and if i kill one around 2-300m away and there are more living bandits around i cant go and loot, i have to kill the others first. Normaly i have no problem. I loose the loot of 3 Bandits of 20 to the unspawn-skript i would say. (running back to vehicle unload stuff, run back....etc)
5. Lags onley got acceptable reducing the grafic quality close to minimum. Still have small freezing-lags sometimes.
6. If i land with heli on Mounten Klen south of NEAirfield. Then every time a bandit spawnes like 20-40m beside me. Looks like the spawndistance you made for Bandits get a little bit screwed up if using vehicles or helis. May letting them spawn still more far away could help? If not its ok as it is. I just have to be faster then him every time i get back to my base on this mountain ;)
7. Did you change the size of inventory of some backpacks? Seems at least the backpack coyote is bigger now, and the UH-1H huey inventory too. nice!
8. I am close before to say that now there is no need for zeds anymore, everywhere Bandits to fight and loot. :) Well done!
9. Please, please get working the features dogs and towing, that would be supergreat!

Thx again!



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

Grayjoker
In reply to this post by Above
Above wrote
marx109 wrote
Is anyone able to see a land vehicle patrol? I've trekking and flying for at least 3-5 mins and I don't see one :(

You need to stay in the trigger for 15 min.
Not really. me and my friend found an Armored SUV Patrol right off the bat, and since we wanted it so bad we spawned AS50'ies and shot the tires out, killed the AI's and grabbed the car (After destroying the AS50'ies)
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
In reply to this post by Nabu
Nabu wrote
Hey Above,

was playing a while MP but it seems it was verry worth it to check back here. Thank you verry much for the work again! Some feedback from me (after playing some hours the timecircle-version):

1. Nice  work on the Map. Some bigger buildings placed into grass still look a bit strange to mee, but in general its really, really good! Also the Bases look really nice!
2. Patrol Vehicles "work" and add a nice new enimy to the mission. First encounter was on NEAirfield. Could take them out easily because they came so close to my cover (crashed transport plane) that they couldnt shoot at me anymore. Second encounter was a group of 3 Bandit-chicks who were attacking me on feet. As i got closer after killing them i found a Armored Offroader with started engine some 100m behind them. So they decided to attack walking. Nice feature, the patrols, also if AI is quiet stupid using vehicles. ok i have no cowarmod installed at the moment because i dont want to screw things up, may they act better with parts of this mod installed.
3. With the dogs i have the same issue as on other places reported yet - i hear them but they wont spawn. I threw raw meet and cooked meet infront of the doghouse, but not even this could animate this little doggy to get out and be my friend. :)
4. Lootingtime: There spawn many Bandits, and if i kill one around 2-300m away and there are more living bandits around i cant go and loot, i have to kill the others first. Normaly i have no problem. I loose the loot of 3 Bandits of 20 to the unspawn-skript i would say. (running back to vehicle unload stuff, run back....etc)
5. Lags onley got acceptable reducing the grafic quality close to minimum. Still have small freezing-lags sometimes.
6. If i land with heli on Mounten Klen south of NEAirfield. Then every time a bandit spawnes like 20-40m beside me. Looks like the spawndistance you made for Bandits get a little bit screwed up if using vehicles or helis. May letting them spawn still more far away could help? If not its ok as it is. I just have to be faster then him every time i get back to my base on this mountain ;)
7. Did you change the size of inventory of some backpacks? Seems at least the backpack coyote is bigger now, and the UH-1H huey inventory too. nice!
8. I am close before to say that now there is no need for zeds anymore, everywhere Bandits to fight and loot. :) Well done!
9. Please, please get working the features dogs and towing, that would be supergreat!

Thx again!

First of all, thank you so much for the amazing feedback. I'll respond to each question/statement below. =)

1. I'm glad you like most parts of the map. And I know, it looks kinda shite when you have to place buildings on grass without any concrete base. But I don't have the tools to make a good texture change. It's deffo something I'll do in the future if I get the tools for it (if it's even possible on already-made maps.

2. I also play without CoWarMod, but I haven't had the luck to actually have an encounter with a vehicle AI patrol. I've messed with the mission more than I've played it. The helis don't work as of now, but I'm about to fix them, and more of the "broken" features. I'll do my best and hopefully I can manage to fix all of it. But the heli AI is a prio, and the only thing I know for sure how to fix. The other stuff is scripts that I have to actually read to find out why it's not working. :P

3. Yes, I tested, and the barking was actually just the doghouse. I'll have to check what's missing. But I'm not sure how you get a dog on MP, so it'll be hard for me to even test it.

4. About the despawn script, this is also something I'm fixing today (after I've replied to comments). This was also just a fuck-up of mine, I was sure that I added a despawn range. So for instance, if you kill X at X, you'd have to be 200  metres away from it before it despawns. Now I'll make this respawn range 1000m, but there'll be alot of dead zombies. I don't know if you'll start lagging or not. But at least you'll be able to loot AI, and you still got the manual remove bodies option in the cheat menu if it starts lagging.

5. I don't understand why it would lag, perhaps an error in what I've done to the mission. I didn't lag while playing for a while and testing it. But more people have said this, so I'll take a look at it. If it's only small freezes, it could be the timecycle script. I've noticed that it's abit jumpy when it's skipping time.

6. The spawnscript, or the "find_safepos or whatever, is written to spawn them on land, so if you're close to water, they'll still spawn really close to you. This is something I have to look into aswell. And if you change skin, the bandits will spawn again. That's something I haven't worked out a fix for yet, but I'm almost sure that it's impossible, unless you rewrite the changeclothing script, since it's giving you a new unit, wich makes the trigger go off again.

7. I did change the inventory slots for personal use, it wasn't meant to be in the release. I tried to change the backpack ones back. I realize now that the Coyote should have 30, and not 35 slots, however. (Or is it 35 on BP?). And yes, same for the heli, I gave it close to unlimited amount of slots. This was also not meant to be in the release, but face it. You'd stuff alot of shit into a heli. :D
Not just 2 guns and a can of pasta.

8. Thanks! :3

9.  I'll do my best. The thing is that the dogs and stuff are made for MP, and much of it is in the server code etc, wich I don't have. So I gotta work everything out myself. And that's not always easy since some triggering lines of code are hidden.
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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 Grayjoker
Grayjoker wrote
Above wrote
marx109 wrote
Is anyone able to see a land vehicle patrol? I've trekking and flying for at least 3-5 mins and I don't see one :(

You need to stay in the trigger for 15 min.
Not really. me and my friend found an Armored SUV Patrol right off the bat, and since we wanted it so bad we spawned AS50'ies and shot the tires out, killed the AI's and grabbed the car (After destroying the AS50'ies)

It's setup to need you in the trigger for 15 min. >_>

I don't know of anything that can bypass that setting.



EDIT, I can promise working helis, clean up working properly., and maybe dogs. I've downloaded the dogs addon that they use, and I'll set my own up instead. So that I know that nothing is missing.

R3F, though. Is something I can't promise as of now. I'll have to look deeper on that one.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

A Hobo Panda
In reply to this post by Above
Above wrote
Nabu wrote
Hey Above,

was playing a while MP but it seems it was verry worth it to check back here. Thank you verry much for the work again! Some feedback from me (after playing some hours the timecircle-version):

1. Nice  work on the Map. Some bigger buildings placed into grass still look a bit strange to mee, but in general its really, really good! Also the Bases look really nice!
2. Patrol Vehicles "work" and add a nice new enimy to the mission. First encounter was on NEAirfield. Could take them out easily because they came so close to my cover (crashed transport plane) that they couldnt shoot at me anymore. Second encounter was a group of 3 Bandit-chicks who were attacking me on feet. As i got closer after killing them i found a Armored Offroader with started engine some 100m behind them. So they decided to attack walking. Nice feature, the patrols, also if AI is quiet stupid using vehicles. ok i have no cowarmod installed at the moment because i dont want to screw things up, may they act better with parts of this mod installed.
3. With the dogs i have the same issue as on other places reported yet - i hear them but they wont spawn. I threw raw meet and cooked meet infront of the doghouse, but not even this could animate this little doggy to get out and be my friend. :)
4. Lootingtime: There spawn many Bandits, and if i kill one around 2-300m away and there are more living bandits around i cant go and loot, i have to kill the others first. Normaly i have no problem. I loose the loot of 3 Bandits of 20 to the unspawn-skript i would say. (running back to vehicle unload stuff, run back....etc)
5. Lags onley got acceptable reducing the grafic quality close to minimum. Still have small freezing-lags sometimes.
6. If i land with heli on Mounten Klen south of NEAirfield. Then every time a bandit spawnes like 20-40m beside me. Looks like the spawndistance you made for Bandits get a little bit screwed up if using vehicles or helis. May letting them spawn still more far away could help? If not its ok as it is. I just have to be faster then him every time i get back to my base on this mountain ;)
7. Did you change the size of inventory of some backpacks? Seems at least the backpack coyote is bigger now, and the UH-1H huey inventory too. nice!
8. I am close before to say that now there is no need for zeds anymore, everywhere Bandits to fight and loot. :) Well done!
9. Please, please get working the features dogs and towing, that would be supergreat!

Thx again!

First of all, thank you so much for the amazing feedback. I'll respond to each question/statement below. =)

1. I'm glad you like most parts of the map. And I know, it looks kinda shite when you have to place buildings on grass without any concrete base. But I don't have the tools to make a good texture change. It's deffo something I'll do in the future if I get the tools for it (if it's even possible on already-made maps.

2. I also play without CoWarMod, but I haven't had the luck to actually have an encounter with a vehicle AI patrol. I've messed with the mission more than I've played it. The helis don't work as of now, but I'm about to fix them, and more of the "broken" features. I'll do my best and hopefully I can manage to fix all of it. But the heli AI is a prio, and the only thing I know for sure how to fix. The other stuff is scripts that I have to actually read to find out why it's not working. :P

3. Yes, I tested, and the barking was actually just the doghouse. I'll have to check what's missing. But I'm not sure how you get a dog on MP, so it'll be hard for me to even test it.

4. About the despawn script, this is also something I'm fixing today (after I've replied to comments). This was also just a fuck-up of mine, I was sure that I added a despawn range. So for instance, if you kill X at X, you'd have to be 200  metres away from it before it despawns. Now I'll make this respawn range 1000m, but there'll be alot of dead zombies. I don't know if you'll start lagging or not. But at least you'll be able to loot AI, and you still got the manual remove bodies option in the cheat menu if it starts lagging.

5. I don't understand why it would lag, perhaps an error in what I've done to the mission. I didn't lag while playing for a while and testing it. But more people have said this, so I'll take a look at it. If it's only small freezes, it could be the timecycle script. I've noticed that it's abit jumpy when it's skipping time.

6. The spawnscript, or the "find_safepos or whatever, is written to spawn them on land, so if you're close to water, they'll still spawn really close to you. This is something I have to look into aswell. And if you change skin, the bandits will spawn again. That's something I haven't worked out a fix for yet, but I'm almost sure that it's impossible, unless you rewrite the changeclothing script, since it's giving you a new unit, wich makes the trigger go off again.

7. I did change the inventory slots for personal use, it wasn't meant to be in the release. I tried to change the backpack ones back. I realize now that the Coyote should have 30, and not 35 slots, however. (Or is it 35 on BP?). And yes, same for the heli, I gave it close to unlimited amount of slots. This was also not meant to be in the release, but face it. You'd stuff alot of shit into a heli. :D
Not just 2 guns and a can of pasta.

8. Thanks! :3

9.  I'll do my best. The thing is that the dogs and stuff are made for MP, and much of it is in the server code etc, wich I don't have. So I gotta work everything out myself. And that's not always easy since some triggering lines of code are hidden.
The time cycle is what makes it lag. I tested it, and whenever the lag happened, the minute hand on the watch would skip ahead 5 minutes
I have no idea what I'm doing. Trust me, I'm a dentist.
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