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
could use the concrete slabs instead to make a solid/flat spot to park cars. i can picture myself lining them all up on the slab, and standing there thinking of which to choose :p
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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 Skullmaster20
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
The gun glitch happens online too, all you gotta do is double tap "f".

Hahah! I always fall down from stupid places, it's one of them things you'll always do occasionally.
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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
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.

Yes, that's a good idea. But BreakingPoint is using their own building shit, that doesn't even work. So adding anything now has been impossible. I'll remove their building system and use the one I always use.



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
It wouldn't be possible, they would be really hard to place. And it would take alot of time, + landing would be hell since it would be really glitchy. :<
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
yeah thats understandable, was just spit-balling ideas.
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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
Wayne wrote
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.

Yes, that's a good idea. But BreakingPoint is using their own building shit, that doesn't even work. So adding anything now has been impossible. I'll remove their building system and use the one I always use.
i was thinking exactly the same the last days. there is not missing much for me but a heli-landing-pad would be a great addition to the building stuff there is yet. Hope you find a way to include that idea!
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Nabu wrote
Above wrote
Wayne wrote
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.

Yes, that's a good idea. But BreakingPoint is using their own building shit, that doesn't even work. So adding anything now has been impossible. I'll remove their building system and use the one I always use.
i was thinking exactly the same the last days. there is not missing much for me but a heli-landing-pad would be a great addition to the building stuff there is yet. Hope you find a way to include that idea!

Adding stuff doesn't seem hard at all. The problem is that the BreakingPoint building scripts aren't working in SP, probably another hidden exec line, or just the fact that they simply don't work at all. But yes. I'll replace it.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

MasterNe0
In reply to this post by Wayne
Above,

   Is their a reason why the mission keeps freezing constantly while moving around the map? Screen would just freeze for a second like something is about to load.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
In reply to this post by Above
Hey Above, if I was to install the R3F Artillery and Logistics mod, would i then just have to add it to the launch parameters of ArmA 2 beta shortcut to get it to work? or is it a bit trickier than that?
Ray
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Ray
Rabidgerbil wrote
Hey Above, if I was to install the R3F Artillery and Logistics mod, would i then just have to add it to the launch parameters of ArmA 2 beta shortcut to get it to work? or is it a bit trickier than that?
You need to include it into the mission.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
so i cant add it onto this? "Expansion -nosplash -skipintro -mod=@BreakingPointSP;@CBA_CO;@JSRS"
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Rabidgerbil wrote
so i cant add it onto this? "Expansion -nosplash -skipintro -mod=@BreakingPointSP;@CBA_CO;@JSRS"

Doubt it, I think it's a mission addon.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

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

Above
Administrator
Rabidgerbil wrote
fair enough then.

I'll try to fix it, though. Or in a worst case scenario, try to add a towing script. Aswell as improve the building system, if possible.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
sounds good, no 'huge' rush though, now i know the huey has a huge storage space, im just storing everything in there for the mean time, and building what i can without the items that need air lifting
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Rabidgerbil wrote
sounds good, no 'huge' rush though, now i know the huey has a huge storage space, im just storing everything in there for the mean time, and building what i can without the items that need air lifting
:D
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Matsuda_sempai
I did some testing use this release and renaming the mission file from BreakingPointSP.chernarus to BreakingPointSP.fdf_isle1_a

This map
http://www.armaholic.com/page.php?id=8791

And it works and as far as I know any map that follows the chernarus layout can be used I tried Takistan and it worked a little bit but not all the way. I think if I messed with it some more I could get more missions to work I would have to get rid of the custom building right?
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Matsuda_sempai wrote
I did some testing use this release and renaming the mission file from BreakingPointSP.chernarus to BreakingPointSP.fdf_isle1_a

This map
http://www.armaholic.com/page.php?id=8791

And it works and as far as I know any map that follows the chernarus layout can be used I tried Takistan and it worked a little bit but not all the way. I think if I messed with it some more I could get more missions to work I would have to get rid of the custom building right?
Why would you wanna get rid of the custom building? Take the loot coords from whatever map got those buildings! :D

I think you'll get errors unless you edit the actual mission too, though.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Ishtar
1st off: Love your work and efforts you have put into this SP.

All the hacking killed Dayz for me but this has given me back my loot goblin hording self. Thx...I think!

A towing script would be V nice as above mentions. I have found the base building totally fine as it atm. It works, i have a base. Just noone to man the nests and guard ma stock piles of Heli's that ran out of fuel.

Love the Armored Vok or Vol something or other, its a beast. Had to chase it down and AS50 the wheel off it to get it to stop. You are untouchable in it.

Only thing missing is a few mates to man guns and towing. Rest works fine or great and i am loving DayZ once more. Even if the NPC AI can Aim better than most people.

Thanks and keep up the great work.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
the Vodnik, yes i know that one too. small storage space on it, but the armaments make up for it
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Matsuda_sempai
In reply to this post by Above
@Above I have played FDF Podagorsk breakingpoint for about 5hrs today and not a single error happened, I was saying if you try to play Takistan or any other desert map then it has errors. FDF Podagorsk was a very challenging because the Ai would spawn along the only way to get to the very large airfield. I recommend trying that map it was very fun.  
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