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

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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
seconding this request but with a No AI version if at all possible please?
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Nabu
Banned User
In reply to this post by Above
Above wrote
Nabu wrote
Thx guys for the help and the link!

yes it works and yes it is "a bit difficult" to get the objects on the place where i want them. An option to move placed objects would help maybee.
A pitty that it seems that nobody used/adapted the base building script that includes the Lokis lostkey, don't remember how it was called. u start building with an HQ-light tank and then you can place stuff in this area round it with a nice overfiew. that one is really handy to use.

But yes, it adds mor depth, and also, after getting the best weapons there is something to do still.

btw, i found out - you may know this but for me it was new - that there are some weapons with two scopes which can be switched. so for example the acog with an red dot mounted on top. So i use space bar for this and its a powerfull way to control short and medium/large distance with the same weapon!

//Edit, yes i red the changelog of 1.7.7 too and it contains various verry nice sounding changes and fixes.
Oh yes, the dual scope weapons. I love them. :)

There are regular ArmA weapons with dual scopes too.
cool! i will check them all with time. The M1SE1 Tan Acog is actually my favorite dual scope weapon.

I must say i get more and more used to the strange way to do build objects/bases. There is just one thing i wonder. I can remove the camo-nets i build, but the Land_Fortified_Nest_Small i am not able to unconstruct. i spent one toolbox after another but i always fail after 50 seconds trying. You know what i'm doing wrong there or is it normal that it's that difficult?
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
Nabu wrote
I must say i get more and more used to the strange way to do build objects/bases. There is just one thing i wonder. I can remove the camo-nets i build, but the Land_Fortified_Nest_Small i am not able to unconstruct. i spent one toolbox after another but i always fail after 50 seconds trying. You know what i'm doing wrong there or is it normal that it's that difficult?
Apparently it's quite normal. And extremely frustrating. I have broken many, many toolboxes tryng to deconstruct stuff I've built and then didn't like. I can honestly say I have not yet deconstructed ANYTHING I've built. I make a tedious point of saving every time I construct something now. I've also noticed in my game it also take's quite a while for the option to deconstruct something actually come up too. I don't know if there is some kind of in-game time limit before the option come's up but again it can very frustrating. Save, save and save and again has become my building motto!
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Nabu
Banned User
Wayne wrote
Nabu wrote
I must say i get more and more used to the strange way to do build objects/bases. There is just one thing i wonder. I can remove the camo-nets i build, but the Land_Fortified_Nest_Small i am not able to unconstruct. i spent one toolbox after another but i always fail after 50 seconds trying. You know what i'm doing wrong there or is it normal that it's that difficult?
Apparently it's quite normal. And extremely frustrating. I have broken many, many toolboxes tryng to deconstruct stuff I've built and then didn't like. I can honestly say I have not yet deconstructed ANYTHING I've built. I make a tedious point of saving every time I construct something now. I've also noticed in my game it also take's quite a while for the option to deconstruct something actually come up too. I don't know if there is some kind of in-game time limit before the option come's up but again it can very frustrating. Save, save and save and again has become my building motto!
yea ok, thx man. thought also that saving will be the best way to treat with this.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
In reply to this post by A Hobo Panda
A Hobo Panda wrote
Hey, Above, mind if I request something?
Can you edit the dayz_code.pbo you already made me (survivalist 80 slots, normal Chernarus temperatur) so that the Survivalist pack has a .02 chance to spawn, instead of .01? Also, change all the Urals/V3S's/MTVRs to have 500 inventory slots? Thanks :3

P.S. You should add respawning :o
I will add respawning when I've done/gotten a script that doesn't give you a new, non-working unit.

And changing the backpack to 0.02 wont change anything. There's to much loot for a difference. :P

And yes I can change the ural slots. :P I'll do it for the update, though. So that I can upload it all.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
In reply to this post by Rabidgerbil
Rabidgerbil wrote
seconding this request but with a No AI version if at all possible please?
NO AI has been on the "What you can expect for the next update:" forever. :)
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
In reply to this post by Wayne
Wayne wrote
Nabu wrote
I must say i get more and more used to the strange way to do build objects/bases. There is just one thing i wonder. I can remove the camo-nets i build, but the Land_Fortified_Nest_Small i am not able to unconstruct. i spent one toolbox after another but i always fail after 50 seconds trying. You know what i'm doing wrong there or is it normal that it's that difficult?
Apparently it's quite normal. And extremely frustrating. I have broken many, many toolboxes tryng to deconstruct stuff I've built and then didn't like. I can honestly say I have not yet deconstructed ANYTHING I've built. I make a tedious point of saving every time I construct something now. I've also noticed in my game it also take's quite a while for the option to deconstruct something actually come up too. I don't know if there is some kind of in-game time limit before the option come's up but again it can very frustrating. Save, save and save and again has become my building motto!

I will see if I can lower the fail percentage greatly for the update. We had the same problems on the server we played on, kept wasting toolboxes, hahaha.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Nabu
Banned User
hahah, yes if you could do that, that would be perfect!
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
In reply to this post by Above
Above wrote
I will see if I can lower the fail percentage greatly for the update. We had the same problems on the server we played on, kept wasting toolboxes, hahaha.
That would be greatly appreciated. Would it also be possible to reduce the time in which you can get the option to deconstruct stuff?

Lol, I was just watching some Dayz Origins vid's and those little shack's and garage's you can make there gave me an awfully erotic tingle downstairs. Awesome stuff
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Wayne wrote
Above wrote
I will see if I can lower the fail percentage greatly for the update. We had the same problems on the server we played on, kept wasting toolboxes, hahaha.
That would be greatly appreciated. Would it also be possible to reduce the time in which you can get the option to deconstruct stuff?

Lol, I was just watching some Dayz Origins vid's and those little shack's and garage's you can make there gave me an awfully erotic tingle downstairs. Awesome stuff

I doubt there's any "coded in" timer for the action. :(

Ha, "my" shack wont be that advanced if it works.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
Above wrote
Ha, "my" shack wont be that advanced if it works.
Yeah, but they won't be able to build their shack in a field full of mary jane so sucks to be them ;P
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Wayne wrote
Above wrote
Ha, "my" shack wont be that advanced if it works.
Yeah, but they won't be able to build their shack in a field full of mary jane so sucks to be them ;P
Hah! I like you! :)
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Kryptic
maybe be on the next update add a place "Bandit Camp" somewhere far north, and have it heavily guarded by bandits with like snipers on Automatics? would be really awesome
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Skullmaster20
In reply to this post by megaborg
Hey, nice work, been dying to try out Breaking Point since I saw it on youtube but my PC can't handle the multiplayer servers. not sure if this has been picked up on or whether it is a local bug or whatever, but when I spawn my tazer seems to be bugged and does not seem to register as a weapon, though it fixes itself if I drop the tazer and pick it up again. only a minor inconvenience but quite tedious when you're as bad at DayZ as I am, managed to catch the wrong key and vault off the roof of a firestation - that was my most successful run :P
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

dom.stb
Skullmaster20 wrote
Hey, nice work, been dying to try out Breaking Point since I saw it on youtube but my PC can't handle the multiplayer servers. not sure if this has been picked up on or whether it is a local bug or whatever, but when I spawn my tazer seems to be bugged and does not seem to register as a weapon, though it fixes itself if I drop the tazer and pick it up again. only a minor inconvenience but quite tedious when you're as bad at DayZ as I am, managed to catch the wrong key and vault off the roof of a firestation - that was my most successful run :P
It's not your PC, the servers have been buggy as hell. It's been taking like 30-45 mins to get in sometimes, and some servers seem to be entirely full of backpacks and nothing else (i literally went into 2 barracks, 1 firestation, and 6 hangars, a supermarket, two apartment buildings and saw nothing but backpacks!). Also, my buddy kept respawning like 5 clicks from where he logged off, I kept spawning with a broken leg etc. There are many problems...

BUT

When you do get in and it's working, it's the best DayZ by far IMO. The night is slightly brighter so it's not unplayable, the fog makes it look like a John Carpenter film, the vehicles are awesome and there are a load more of them, there are tonnes more lootable areas (Komorovo has a firestation and supermarket, NEAF has a firestation and a barracks etc) it makes the smaller towns more fun - but also WAY more zombies everywhere so it's not so easy to loot them. There are bases around the place, and Devil's castle is now some awesome empty survivor outpost (it's all sealed up except for the main entrance). The weapons are great. The sound mods make distant gunfire sound properly distant, like it's really coming from the other side of a hill, which add huge amount s of immersion.

I've some of the most exciting gunfights by far in these servers. Lots of medium-far stanag assault rifle battles, and big fights for vehicles. Also have had strangers run for 30 mins to blood bag me.

I could go on, I really love the mod, but it's currently a bit broken to say the least. I recommend you keep trying. Might see you on the UK servers.

Also try this SP too, because it's awesome :). It has most of those features that I've just described too.
Ray
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Ray
The BreakingPoint MP US servers seem to be a bit more stable then Uk or EU ones.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
yeah i cant play online, cant find a reliable Breaking Point AU server and alot of the US/EU servers dont like people with higher pings connecting, or its too laggy :/
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
In reply to this post by Above
Hmm, another possible new crafting item has occurred to me...helicopter landing pads, you know those big 'H's' you get on the ground at miilitary bases and elsewhere.

Maybe utilise those netting materials you can find at industrial spawns with some sandbags or wire kits maybe. Not a major dealbreaker if it can't be implemented but it would make a nice addition to bases I think.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
i like that idea, can then be walled off with barricades as a sort of 'extension' to the base, so you can get it bigger and bigger.

EDIT: could even try one step further, and create large square slabs of concrete, put them into a long line and make a basic runway of sorts
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
Rabidgerbil wrote
i like that idea, can then be walled off with barricades as a sort of 'extension' to the base, so you can get it bigger and bigger.

EDIT: could even try one step further, and create large square slabs of concrete, put them into a long line and make a basic runway of sorts
I was also, after seeing the origins stuff, toying with the idea of being able to make concrete foundations/floors to be able to craft stuff onto but I image that would be a real bugger to implement, if possible at all...
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