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

classic Classic list List threaded Threaded
5520 messages Options
1 ... 69707172737475 ... 276
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
A Hobo Panda wrote
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
Yup, I don't think there's a decent way to cycle time smoother. I'll leave the mission in there for whoever wants them. I use the timecycle scripts on another project, or mission. And it doesn't really lag there. I'll see if I can manage to fix it. No luck with the dogs, and I'm not working on R3F for a while. I'll go back to the dogs when I've had any result with R3F, otherwise I'll just add towing feature.
Reply | Threaded
Open this post in threaded view
|

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

Nabu
Banned User
In reply to this post by Above
Above wrote
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.
Thank you Above that you took your time with the answer!

(Nr3) I saw some vids about dogs, and it seems that in MP it should be enough to get close to the doghouse and they spawn.

(Nr5) May it is the timecycle-script, i will test the normal version too.

EDIT/// ok i have seen the last posts now! so i play without timecycle from now on! thx!

(Nr7) I like the coyote with 30+ slots a lot! :) And the heli with bigger inventory now makes sense to use for raids. If it is not too much work a suggestion could be to make a "magic-box"-cheat which spawns an empty weapon-crate with huge inventory-space. Because my main problem after some hours playing and starting building camps and bases is the organisation of all the loot i have. Tents are ok, but hold onley 50/10/5. So i look for Urals 200/50/8. But to have the possibility to spawn a empty weapon-box which has a huge space for loot i would really appriciate. All i can spawn with lostkey is full weapon-crates which destroy the fun searching weapons and other loot.

Thx again for responding on my feedback!
Reply | Threaded
Open this post in threaded view
|

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

A Hobo Panda
In reply to this post by Above
A Hobo Panda wrote
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
Yup, I don't think there's a decent way to cycle time smoother. I'll leave the mission in there for whoever wants them. I use the timecycle scripts on another project, or mission. And it doesn't really lag there. I'll see if I can manage to fix it. No luck with the dogs, and I'm not working on R3F for a while. I'll go back to the dogs when I've had any result with R3F, otherwise I'll just add towing feature.


The timecycle is usually handled by the server, which is why Origins doesn't lag every minute client-side. I don't think you can do much about it.

Also, what is R3F? XD

P.S. Towing <3
I have no idea what I'm doing. Trust me, I'm a dentist.
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
A Hobo Panda wrote
A Hobo Panda wrote
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
Yup, I don't think there's a decent way to cycle time smoother. I'll leave the mission in there for whoever wants them. I use the timecycle scripts on another project, or mission. And it doesn't really lag there. I'll see if I can manage to fix it. No luck with the dogs, and I'm not working on R3F for a while. I'll go back to the dogs when I've had any result with R3F, otherwise I'll just add towing feature.
The timecycle is usually handled by the server, which is why Origins doesn't lag every minute client-side. I don't think you can do much about it.

Also, what is R3F? XD


Probably. :( I like the timecycle to be honest.

R3F would be the addon wich lets you tow other vehicles and store objects in your car. Now I got bad news, I don't have enough time to fix that and the dog scripts tonight. Because I don't even know what's causing it to break as of now. So it will take way longer to find out and then fix it. But I'll sort the AI helis and the despawn body script so that it deletes every body 1000m or more away from you, each 5 min. That's really the best I can do today. :<


Also, to compensate for the timecycle lagging, I'll make night brighter on the non-cycle missions. :P
Reply | Threaded
Open this post in threaded view
|

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

A Hobo Panda
In reply to this post by Nabu
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o
I have no idea what I'm doing. Trust me, I'm a dentist.
Reply | Threaded
Open this post in threaded view
|

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
A Hobo Panda wrote
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
Yup, I don't think there's a decent way to cycle time smoother. I'll leave the mission in there for whoever wants them. I use the timecycle scripts on another project, or mission. And it doesn't really lag there. I'll see if I can manage to fix it. No luck with the dogs, and I'm not working on R3F for a while. I'll go back to the dogs when I've had any result with R3F, otherwise I'll just add towing feature.
The timecycle is usually handled by the server, which is why Origins doesn't lag every minute client-side. I don't think you can do much about it.

Also, what is R3F? XD
Probably. :( I like the timecycle to be honest.

R3F would be the addon wich lets you tow other vehicles and store objects in your car. Now I got bad news, I don't have enough time to fix that and the dog scripts tonight. Because I don't even know what's causing it to break as of now. So it will take way longer to find out and then fix it. But I'll sort the AI helis and the despawn body script so that it deletes every body 1000m or more away from you, each 5 min. That's really the best I can do today. :<


Also, to compensate for the timecycle lagging, I'll make night brighter on the non-cycle missions. :P


I'd say the R3F addon fix should come before the dog fix, because you should be able to figure out the R3F stuff fairly quickly in comparison to the dogs, which you say you don't have any idea what to do with (I think xD)

Either way, I admire your ability to code/script/mod DayZ to be singleplayer and whatnot, I think it's truly amazing. You and all the other admins/mods/daizy creators are the people I look up to in the coding field :3
I have no idea what I'm doing. Trust me, I'm a dentist.
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
In reply to this post by A Hobo Panda
A Hobo Panda wrote
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o

It would still be cheating. D;

What if I could get it to spawn empty, and you needed something to build it? OR! You need X woodpiles to build one?


BreakingPoint update 1.4 (fixed AI helis and the body-despawn)

And again, I wish I had more time to fix dogs and the R3F addon now. But I'll mess with it whenever I can. And as I said, if I can't get it to work, I'll just add a towing feature.
Reply | Threaded
Open this post in threaded view
|

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

Haleks
Above wrote
A Hobo Panda wrote
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o

It would still be cheating. D;

What if I could get it to spawn empty, and you needed something to build it? OR! You need X woodpiles to build one?
I might actually do that!
Will see if I can add it as a buildable item in the building script - that's a friggin' good idea!
Reply | Threaded
Open this post in threaded view
|

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

Nabu
Banned User
This post was updated on .
In reply to this post by Above
Above wrote
A Hobo Panda wrote
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o

It would still be cheating. D;

What if I could get it to spawn empty, and you needed something to build it? OR! You need X woodpiles to build one?


BreakingPoint update 1.4 (fixed AI helis and the body-despawn)

And again, I wish I had more time to fix dogs and the R3F addon now. But I'll mess with it whenever I can. And as I said, if I can't get it to work, I'll just add a towing feature.
OF COURSE!!! if i could built a weapon-box, with some x woodpiles and maybee the entrenchingtool and/or the tool box would be perfect. Much better than spawning it! Could be x (3?) woodpiles, entrenching tool and hatchet also.

would be awsome! :D
Reply | Threaded
Open this post in threaded view
|

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

Haleks
I think a couple of scrap metal would be enough :P
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Above wrote
A Hobo Panda wrote
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o

It would still be cheating. D;

What if I could get it to spawn empty, and you needed something to build it? OR! You need X woodpiles to build one?
I might actually do that!
Will see if I can add it as a buildable item in the building script - that's a friggin' good idea!

Wicked, I'm looking into the handledamage commands. I wanna give AI 12k blood/health. :P
Reply | Threaded
Open this post in threaded view
|

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

A Hobo Panda
In reply to this post by Nabu
Nabu wrote
Above wrote
A Hobo Panda wrote
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o

It would still be cheating. D;

What if I could get it to spawn empty, and you needed something to build it? OR! You need X woodpiles to build one?


BreakingPoint update 1.4 (fixed AI helis and the body-despawn)

And again, I wish I had more time to fix dogs and the R3F addon now. But I'll mess with it whenever I can. And as I said, if I can't get it to work, I'll just add a towing feature.
OF COURSE!!! if i could built a weapon-box, with some x woodpiles and maybee the entrenchingtool and/or the tool box would be perfect. Much better than spawning it! Could be x (3?) woodpiles, entrenching tool and hatchet also.

would be awsome! :D
It should be 3 wood piles and 1 scrap metal, and it requires an entrenching tool and toolbox (scrap for nails/reinforcing structure)
I have no idea what I'm doing. Trust me, I'm a dentist.
Reply | Threaded
Open this post in threaded view
|

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

Nabu
Banned User
A Hobo Panda wrote
Nabu wrote
Above wrote
A Hobo Panda wrote
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o

It would still be cheating. D;

What if I could get it to spawn empty, and you needed something to build it? OR! You need X woodpiles to build one?


BreakingPoint update 1.4 (fixed AI helis and the body-despawn)

And again, I wish I had more time to fix dogs and the R3F addon now. But I'll mess with it whenever I can. And as I said, if I can't get it to work, I'll just add a towing feature.
OF COURSE!!! if i could built a weapon-box, with some x woodpiles and maybee the entrenchingtool and/or the tool box would be perfect. Much better than spawning it! Could be x (3?) woodpiles, entrenching tool and hatchet also.

would be awsome! :D
It should be 3 wood piles and 1 scrap metal, and it requires an entrenching tool and toolbox (scrap for nails/reinforcing structure)
That sounds great for me!

@Above 12k blood for AI is great! Do you know if AI can loose consciousnes after for example a shot with DMR like player in MP too?
Reply | Threaded
Open this post in threaded view
|

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

A Hobo Panda
In reply to this post by A Hobo Panda
If we can't get the weapon crate thing working properly, what you do is spawn in a US Launcher Box with Loki's Lost Key in your base, then spawn a Huey out in a field nearby, then teleport back and forth and put the stuff in the Huey until the crate is empty. Then just get in the Huey, fly out of the map, spawn a Satchel Charge, place it under the Huey, get 100m away and blow up the heli, then teleport back to base :3

I say US Launcher Box because I believe that's the crate with the least amount of stuff in it, but I'm not entirely sure.

WAIT GENIUS IDEA. Spawn in the same stuff, put everything YOU have into a (spawned in/found) ural, then spawn in an Open AdminPack (classname: Open AdminPack), and that will let you grab everything in the launcher crate in one trip (probably), so it'll save time. Just put the backpack in the Huey, drive the ural up to it (assuming they're both spawned in and in an open field), grab your crap and satchel the 2 vehicles :D

I like explosions ;~;
I have no idea what I'm doing. Trust me, I'm a dentist.
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
In reply to this post by Nabu
Nabu wrote
A Hobo Panda wrote
Nabu wrote
Above wrote
A Hobo Panda wrote
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o

It would still be cheating. D;

What if I could get it to spawn empty, and you needed something to build it? OR! You need X woodpiles to build one?


BreakingPoint update 1.4 (fixed AI helis and the body-despawn)

And again, I wish I had more time to fix dogs and the R3F addon now. But I'll mess with it whenever I can. And as I said, if I can't get it to work, I'll just add a towing feature.
OF COURSE!!! if i could built a weapon-box, with some x woodpiles and maybee the entrenchingtool and/or the tool box would be perfect. Much better than spawning it! Could be x (3?) woodpiles, entrenching tool and hatchet also.

would be awsome! :D
It should be 3 wood piles and 1 scrap metal, and it requires an entrenching tool and toolbox (scrap for nails/reinforcing structure)
That sounds great for me!

@Above 12k blood for AI is great! Do you know if AI can loose consciousnes after for example a shot with DMR like player in MP too?

I don't think I ever had the DMR knock someone out for me. x)

But yes, you can probably allow the AI to pass out. But first I gotta work out the math for 12k blood. And it's hard, because the calculations I've seen on it has no explaination as to what they're calculating in the first place. But I'll come up with something. They got zombie damage atm. >_<
Reply | Threaded
Open this post in threaded view
|

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

A Hobo Panda
In reply to this post by Nabu
Nabu wrote
A Hobo Panda wrote
Nabu wrote
Above wrote
A Hobo Panda wrote
Nabu, the empty weapon crate would be AMAZING.. You are a genius :o

It would still be cheating. D;

What if I could get it to spawn empty, and you needed something to build it? OR! You need X woodpiles to build one?


BreakingPoint update 1.4 (fixed AI helis and the body-despawn)

And again, I wish I had more time to fix dogs and the R3F addon now. But I'll mess with it whenever I can. And as I said, if I can't get it to work, I'll just add a towing feature.
OF COURSE!!! if i could built a weapon-box, with some x woodpiles and maybee the entrenchingtool and/or the tool box would be perfect. Much better than spawning it! Could be x (3?) woodpiles, entrenching tool and hatchet also.

would be awsome! :D
It should be 3 wood piles and 1 scrap metal, and it requires an entrenching tool and toolbox (scrap for nails/reinforcing structure)
That sounds great for me!

@Above 12k blood for AI is great! Do you know if AI can loose consciousnes after for example a shot with DMR like player in MP too?
Until he figures out to give them 12k blood, no, the will die instantly when shot with the DMR/M14(variants)
I have no idea what I'm doing. Trust me, I'm a dentist.
Reply | Threaded
Open this post in threaded view
|

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

Haleks
In reply to this post by Above
Above wrote
They got zombie damage atm. >_<
Oh wait! what do you mean by that?
You have zeds wounding them?!

EDIT : just figured out what you meant ^^'
Reply | Threaded
Open this post in threaded view
|

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

A Hobo Panda
Haleks wrote
Above wrote
They got zombie damage atm. >_<
Oh wait! what do you mean by that?
You have zeds wounding them?!
He means they have the same health as zombies xD
I have no idea what I'm doing. Trust me, I'm a dentist.
Reply | Threaded
Open this post in threaded view
|

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

Rabidgerbil
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.
Is the huge inventory on the Huey only on the base model UH-1H? or is it also on the armed UH-1Y model as well?
Reply | Threaded
Open this post in threaded view
|

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

Above
Administrator
Rabidgerbil wrote
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.
Is the huge inventory on the Huey only on the base model UH-1H? or is it also on the armed UH-1Y model as well?

It is only on the UH1H, I can make a class for the other heli, though. This was just a small mess-around that I forgot to delete when I updated BP.


Also, a 40 slot backpack with this model or not? What do you guys say?
1 ... 69707172737475 ... 276