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

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

Ray
Well, the bag is quite slim, isn't it? I'd say it worth 15-20 slots.
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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
its ok, was just asking because i found a UH-1Y. the bag looks good i think. cant remember which server i saw it on but it was the rarest and best on the server.
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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 Ray
Ray wrote
Well, the bag is quite slim, isn't it? I'd say it worth 15-20 slots.
I'd love to blame the resolution in that pic, just because I like the backpack and want it to be the best. But you're right.
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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 Rabidgerbil
Rabidgerbil wrote
its ok, was just asking because i found a UH-1Y. the bag looks good i think. cant remember which server i saw it on but it was the rarest and best on the server.
DayZ Origins. :-)

And okey, be careful with the UH-1Y. I think you can only store 2 guns and 10 items.


*EDIT: I'm checking my damage project for the AI now, fast.
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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
Ray wrote
Well, the bag is quite slim, isn't it? I'd say it worth 15-20 slots.
I'd love to blame the resolution in that pic, just because I like the backpack and want it to be the best. But you're right.
hehe, in my opinion you can make 3 best backpacks. the coyote, the czech and this new one :)
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Nabu wrote
Above wrote
Ray wrote
Well, the bag is quite slim, isn't it? I'd say it worth 15-20 slots.
I'd love to blame the resolution in that pic, just because I like the backpack and want it to be the best. But you're right.
hehe, in my opinion you can make 3 best backpacks. the coyote, the czech and this new one :)

We'll see about the backpack. :P

However, if my codingskills is enough, I can give the AI the same damage system as players. Wich means they can break legs, they can get knocked out, they'll bleed. And last but not least, they'll have 12k blood/hp. I'll have to mess with this later, though. D;
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
This post was updated on .
In reply to this post by Above
thanks for the warning! Also bloody fantastic job on this. absolutely loving it. bugs aside, but then again dayz is full of em lol, its a never ending battle!

EDIT: I just found the pack you're thinking of adding... Survivalist Pack (40 slots) and im playing the no AI version with 1.3 update.

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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
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?
I say yes, I love the Mega :3

What do you edit to change the inventory space for different things? i.e. Helicopters, backpacks, tents, etc.
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
In reply to this post by Rabidgerbil
Rabidgerbil wrote
thanks for the warning! Also bloody fantastic job on this. absolutely loving it. bugs aside, but then again dayz is full of em lol, its a never ending battle!

EDIT: I just found the pack you're thinking of adding... Survivalist Pack (40 slots) and im playing the no AI version with 1.3 update.


That's really strange. :O
I remember deleting it. But oh well. ;O
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Firebrand
In reply to this post by Haleks
Haleks wrote
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).
Like i said, in the "BPSPDOGSwithtimecycle" _viewDist = 0; in the DMZ_delete.sqf.
The 200 is not set.

I guess this is a typo.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Firebrand wrote
Haleks wrote
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).
Like i said, in the "BPSPDOGSwithtimecycle" _viewDist = 0; in the DMZ_delete.sqf.
The 200 is not set.

I guess this is a typo.

It is set, now.
Ray
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Ray
In reply to this post by Above
Above wrote
Nabu wrote
Above wrote
Ray wrote
Well, the bag is quite slim, isn't it? I'd say it worth 15-20 slots.
I'd love to blame the resolution in that pic, just because I like the backpack and want it to be the best. But you're right.
hehe, in my opinion you can make 3 best backpacks. the coyote, the czech and this new one :)

We'll see about the backpack. :P

However, if my codingskills is enough, I can give the AI the same damage system as players. Wich means they can break legs, they can get knocked out, they'll bleed. And last but not least, they'll have 12k blood/hp. I'll have to mess with this later, though. D;
If you pull that off , then you're officialy promoted to 'God'.
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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
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.
We totally didn't hax anything....
No really, we didn't. We spawned in and BAM, my friend gets wounded by a MG, and i pop the left tire while he heals himself, whereafter he proceeds to kill the other tire, the Gunner and the driver, and i kill the passenger.
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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
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.
Ok, so, I downloaded the 1.4 Update you just made, and now I can't even enter the "Scenarios". It gives me:

Include file addons\R3F_ARTY_AND_LOG\desc_include.h not found

Help?
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)

A Hobo Panda
A Hobo Panda 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.
Ok, so, I downloaded the 1.4 Update you just made, and now I can't even enter the "Scenarios". It gives me:

Include file addons\R3F_ARTY_AND_LOG\desc_include.h not found

Help?
Ok, so, I found the problem. I'm not sure if it's a problem with all of your missions or not, but the mission without timecycle and without dogs is messed up. I noticed when I extracted the mission.pbo, it was missing a lot of folders... the only folder was the "tweaks" folder. Pretty sure there are supposed to be more folders?

EDIT: Yes, there are definitely supposed to be more folders. I unPBO'd the mission without dogs but with timecycle, and a mission from the 1.3 update without timecycle, and the 1.3 mission had like 10 folders, but the new update missions have the "tweaks" folder but none of the other folders.
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
A Hobo Panda 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.
Ok, so, I downloaded the 1.4 Update you just made, and now I can't even enter the "Scenarios". It gives me:

Include file addons\R3F_ARTY_AND_LOG\desc_include.h not found

Help?
Ok, so, I found the problem. I'm not sure if it's a problem with all of your missions or not, but the mission without timecycle and without dogs is messed up. I noticed when I extracted the mission.pbo, it was missing a lot of folders... the only folder was the "tweaks" folder. Pretty sure there are supposed to be more folders?

EDIT: Yes, there are definitely supposed to be more folders. I unPBO'd the mission without dogs but with timecycle, and a mission from the 1.3 update without timecycle, and the 1.3 mission had like 10 folders, but the new update missions have the "tweaks" folder but none of the other folders.

Really? Well that is not good.
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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
A Hobo Panda 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.
Ok, so, I downloaded the 1.4 Update you just made, and now I can't even enter the "Scenarios". It gives me:

Include file addons\R3F_ARTY_AND_LOG\desc_include.h not found

Help?
Ok, so, I found the problem. I'm not sure if it's a problem with all of your missions or not, but the mission without timecycle and without dogs is messed up. I noticed when I extracted the mission.pbo, it was missing a lot of folders... the only folder was the "tweaks" folder. Pretty sure there are supposed to be more folders?

EDIT: Yes, there are definitely supposed to be more folders. I unPBO'd the mission without dogs but with timecycle, and a mission from the 1.3 update without timecycle, and the 1.3 mission had like 10 folders, but the new update missions have the "tweaks" folder but none of the other folders.

Really? Well that is not good.
Haha, yeah, it isn't :p unPBO them yourself, I no lie :3
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
A Hobo Panda 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.
Ok, so, I downloaded the 1.4 Update you just made, and now I can't even enter the "Scenarios". It gives me:

Include file addons\R3F_ARTY_AND_LOG\desc_include.h not found

Help?
Ok, so, I found the problem. I'm not sure if it's a problem with all of your missions or not, but the mission without timecycle and without dogs is messed up. I noticed when I extracted the mission.pbo, it was missing a lot of folders... the only folder was the "tweaks" folder. Pretty sure there are supposed to be more folders?

EDIT: Yes, there are definitely supposed to be more folders. I unPBO'd the mission without dogs but with timecycle, and a mission from the 1.3 update without timecycle, and the 1.3 mission had like 10 folders, but the new update missions have the "tweaks" folder but none of the other folders.

Really? Well that is not good.
Haha, yeah, it isn't :p unPBO them yourself, I no lie :3

I trust you, of course. But once I went to fix it, they all had the proper folders. :P I can also launch the missions. >_> And I used the same link as the main post. :S
Ray
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

Ray
Above wrote
A Hobo Panda wrote
Above wrote
A Hobo Panda wrote
A Hobo Panda 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.
Ok, so, I downloaded the 1.4 Update you just made, and now I can't even enter the "Scenarios". It gives me:

Include file addons\R3F_ARTY_AND_LOG\desc_include.h not found

Help?
Ok, so, I found the problem. I'm not sure if it's a problem with all of your missions or not, but the mission without timecycle and without dogs is messed up. I noticed when I extracted the mission.pbo, it was missing a lot of folders... the only folder was the "tweaks" folder. Pretty sure there are supposed to be more folders?

EDIT: Yes, there are definitely supposed to be more folders. I unPBO'd the mission without dogs but with timecycle, and a mission from the 1.3 update without timecycle, and the 1.3 mission had like 10 folders, but the new update missions have the "tweaks" folder but none of the other folders.

Really? Well that is not good.
Haha, yeah, it isn't :p unPBO them yourself, I no lie :3

I trust you, of course. But once I went to fix it, they all had the proper folders. :P I can also launch the missions. >_> And I used the same link as the main post. :S

Everything works properly for me , too. And download corruption/AV isn't the causer here.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 22/05* (Completly new map + AI vehicles patrolling)

A Hobo Panda
Ray wrote
Above wrote
A Hobo Panda wrote
Above wrote
A Hobo Panda wrote
A Hobo Panda 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.
Ok, so, I downloaded the 1.4 Update you just made, and now I can't even enter the "Scenarios". It gives me:

Include file addons\R3F_ARTY_AND_LOG\desc_include.h not found

Help?
Ok, so, I found the problem. I'm not sure if it's a problem with all of your missions or not, but the mission without timecycle and without dogs is messed up. I noticed when I extracted the mission.pbo, it was missing a lot of folders... the only folder was the "tweaks" folder. Pretty sure there are supposed to be more folders?

EDIT: Yes, there are definitely supposed to be more folders. I unPBO'd the mission without dogs but with timecycle, and a mission from the 1.3 update without timecycle, and the 1.3 mission had like 10 folders, but the new update missions have the "tweaks" folder but none of the other folders.

Really? Well that is not good.
Haha, yeah, it isn't :p unPBO them yourself, I no lie :3

I trust you, of course. But once I went to fix it, they all had the proper folders. :P I can also launch the missions. >_> And I used the same link as the main post. :S

Everything works properly for me , too. And download corruption/AV isn't the causer here.
Huh, weird. I downloaded from the link in the main post as well, but I guess my computer is retarded? lol.

Also, can you tell me what to edit if I wanted to change vehicle/backpack/tent inventory spaces? You said you made the Huey have almost unlimited, I wanna do that with a few things for myself :3
I have no idea what I'm doing. Trust me, I'm a dentist.
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