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
This post was updated on .
awesome! thanks, installing it now
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
Rabidgerbil wrote
awesome! thanks, installing it now
No problem :)

Oh, btw just be aware the Lost Key doesn't exactly spawn items at your feet. I usually find a nice empty flat spot devoid of any grass or clutter as sometimes the items can spawn quite away from you and to the side of you and a camo backpack can be hard to see/find at first.

EDIT: @Above, that reminds me is there anyway to open up access to all backpacks so that certain 'heavy' weapons won't force you to drop your backpack? I mean its cool I can drop my pack and store it to use them and all but sometimes I forget, pick myself a nice, say BAF Para L110A1, and then spend a good amount of time trying to find where the hell the game has thrown my pack!
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
not sure whats going on, I put the Loki lost key PBO file in my ArmA 2 OA Addons folder, but im not getting any context menu for it in game, cant work out why.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
This post was updated on .
In reply to this post by Rabidgerbil
Hmm, yeah you should get the cyan blue text on your screen for 'Lost Key' if you have installed correctly.

Mine go's like this:

C:\Program Files\Bohemia Interactive\Arma 2\Addons\loki_lost_key

I don't know about OA but do you have an Addons folder in your Arma 2 directory? I assume you do, so try placing it there. I think OA has its own separate Addons folder.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
im following the instructions from here:
http://kodabar.blogspot.com.au/2012/12/how-to-install-lokis-lost-key-for-daizy.html

may have just figured it out. someone commented they had the same prob as me but they needed to restart their character, so i'll give that a go.

EDIT: restarting character fixed it.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
Rabidgerbil wrote
im following the instructions from here:
http://kodabar.blogspot.com.au/2012/12/how-to-install-lokis-lost-key-for-daizy.html

may have just figured it out. someone commented they had the same prob as me but they needed to restart their character, so i'll give that a go.

EDIT: restarting character fixed it.
Ahhh, I forgot that! D'oh!

oh, yeah, sometimes when starting a new a character and trying to access the goodies on LLK it won't work properly. The lists won't come up, ie the Weapons and vehicle creation. If this happens just start a new character again until it does.

Oh, boy, you're in for some naughty fun! :D
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Rabidgerbil
im going to love this
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
Rabidgerbil wrote
im going to love this
Hahaha! yeah my new favourite toy of Totally Overpowered Stupidity atm is a handheld Minigun!
 (codename: The Tosser as an invisible hacker once killed me with this very weapon on a public MP server). It's another separate dl from Armaholic that once added can be spawned with LLK.

After a hard day of zombie bashing, looting and bandit skirmishes just take a stroll down to the NWA and go absolutely nuts on everything in your path GTA style!
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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 noobz0r
noobz0r wrote
In regards of the C130 Crash sites I would like to make a little request if you dont mind :D
Before the only place where the M107 could spawn were the heli crashes I think ... now that they are gone the M107 isnt't in the game anymore :( Now the KSVK is the only .50 and it sucks :D So would you edit the loot tables so that the M107 (and maybe AS50 too) will spawn at C130 Crashes too? :) Not only that Im a really big fan of .50 sniper rifles but they are the only weapons that can go through the windows of the armored suv patrols (yea the M136 AT launcher could destroy them too, but it isnt even animated in dayz) :D

Both the AS50 and M107 already spawns. :P

They both spawn in barracks too, I might change that, however.

Also, the Lapua spawns, so there's 3 .50's, and I think the KSVK spawns too, so there are 4! :D
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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
noobz0r wrote
In regards of the C130 Crash sites I would like to make a little request if you dont mind :D
Before the only place where the M107 could spawn were the heli crashes I think ... now that they are gone the M107 isnt't in the game anymore :( Now the KSVK is the only .50 and it sucks :D So would you edit the loot tables so that the M107 (and maybe AS50 too) will spawn at C130 Crashes too? :) Not only that Im a really big fan of .50 sniper rifles but they are the only weapons that can go through the windows of the armored suv patrols (yea the M136 AT launcher could destroy them too, but it isnt even animated in dayz) :D
If you're really desparate for them you could alway double tap '0' and rustle up a magical box of naughtiness....

I've just found something so incredibley OTT that I just burst out laughing...if any of you guys use the rMod mod then you have the power to rustle up a backpack with 400 slots!

Probably old news to lot of you but when I saw it  yesterday for the first time I nearly choked on my Mountain Dew!

I'm not going to use as an actual backpack but it will make for a super tidy storage dump at my camp until above creates the craftable ammo crates :)

You can actually mod any backpack to have X slots. The only problem is that you'll only see the first 80-100 slots. The rest will be hidden.

But if you put it on the floor for storage, then it's another thing, since you got a list. :D
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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
Rabidgerbil wrote
awesome! thanks, installing it now
No problem :)

Oh, btw just be aware the Lost Key doesn't exactly spawn items at your feet. I usually find a nice empty flat spot devoid of any grass or clutter as sometimes the items can spawn quite away from you and to the side of you and a camo backpack can be hard to see/find at first.

EDIT: @Above, that reminds me is there anyway to open up access to all backpacks so that certain 'heavy' weapons won't force you to drop your backpack? I mean its cool I can drop my pack and store it to use them and all but sometimes I forget, pick myself a nice, say BAF Para L110A1, and then spend a good amount of time trying to find where the hell the game has thrown my pack!

Yes, I should be able to add classes for weapons so that they wont remove your backpack. But the L110A1 should allow backpack? :S
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

noobz0r
In reply to this post by Above
Above wrote
noobz0r wrote
In regards of the C130 Crash sites I would like to make a little request if you dont mind :D
Before the only place where the M107 could spawn were the heli crashes I think ... now that they are gone the M107 isnt't in the game anymore :( Now the KSVK is the only .50 and it sucks :D So would you edit the loot tables so that the M107 (and maybe AS50 too) will spawn at C130 Crashes too? :) Not only that Im a really big fan of .50 sniper rifles but they are the only weapons that can go through the windows of the armored suv patrols (yea the M136 AT launcher could destroy them too, but it isnt even animated in dayz) :D

Both the AS50 and M107 already spawns. :P

They both spawn in barracks too, I might change that, however.

Also, the Lapua spawns, so there's 3 .50's, and I think the KSVK spawns too, so there are 4! :D
Ah ok, thought they'd only spawn on heli crashes because I never found them on C130 crashes or in the barracks.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
This post was updated on .
In reply to this post by Above
Above wrote
Yes, I should be able to add classes for weapons so that they wont remove your backpack. But the L110A1 should allow backpack? :S
Nah, none of the Lost Key spawned 'heavy' weapons allow backpacks. Even odder regular DayZ heavies like AS50, M107, MK.48 and M249 spawned in with LK will make your backpack drop once you equip them. Find them ingame or spawn them in with a magic box from the ingame cheat menu and they're fine however. Quite perplexing. A lot of normally game spawned weapons will drop your pack too. Again its the big boys like the M200 Intervention and nearly all of the big machine guns like PKM, etc.

EDIT: A thought springs to mind. Is it because of the variants you can have? there are TWS AS50 and M107 variants, a few M240/M249 variants (scopes, para butts and camo skins) two MK. 48 skinned variants and two M200's - regular and fake suppressed.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Haleks
Wayne wrote
Above wrote
Yes, I should be able to add classes for weapons so that they wont remove your backpack. But the L110A1 should allow backpack? :S
Nah, none of the Lost Key spawned 'heavy' weapons allow backpacks. Even odder regular DayZ heavies like AS50, M107, MK.48 and M249 spawned in with LK will make your backpack drop once you equip them. Find them ingame or spawn them in with a magic box from the ingame cheat menu and they're fine however. Quite perplexing. A lot of normally game spawned weapons will drop your pack too. Again its the big boys like the M200 Intervention and nearly all of the big machine guns like PKM, etc.

EDIT: A thought springs to mind. Is it because of the variants you can have? there are TWS AS50 and M107 variants, a few M240/M249 variants (scopes, para butts and camo skins) two MK. 48 skinned variants and two M200's - regular and fake suppressed.
Weapons like the m249 have modified configurations in DayZ, wich is why they don't overwrite Backpacks. I guess Loki's spawns the un-modified weapons...
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Wayne
Haleks wrote
Weapons like the m249 have modified configurations in DayZ, wich is why they don't overwrite Backpacks. I guess Loki's spawns the un-modified weapons...
Ah, of course! thanks Haleks.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Blaze
In reply to this post by Nabu
Nabu wrote
Rabidgerbil wrote
i'll have a double check, it may have been a small mod added to standard DaiZy that did the electrics for everything ( cant remember the name of it)
yes, it may was (AEG) Arma Electrical Grids:
http://www.youtube.com/watch?v=sVi3HGKX4rI

Greetings
This would be AWESOME! I hope above looks into adding this to the mod :)
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Blaze
In reply to this post by Wayne
Wayne wrote
Well its funny because I've used Rmod for quite a while, using it for all the silly avatar skins you could dl and use. I used to run around as a blowup sex doll when the MP servers would allow for it.

But, anyways when used in conjunction with the Lost Key it allows you to access the 400 slot Admin backpack (looks just like a czech pack so its not bad looking either).

Enjoy! :D  

EDIT: @Rabidgerbil: no the '00' remark was for Mr. N00bz in reply to his .50 snipers query...use the Lost Key ;P

How can I access the features from rMod through Loki? such as skins ans such??
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Blaze
In reply to this post by Above
Above wrote
Sb8i wrote
well i guess the lag is due to 2 things when the time changes and when the Z or Ai spawns. it have nothing to do with settings. But i wanted u to ask help about towing if u edit the mission where ur gonna get the rope?
It used to lag for a second before when zombies and zeds spawn in, aswell as loot. (Since every vehicle spawn both zombies and loot now).

The timescript doesn't cause lag for me, like the lag appears (rarely) but when the time is not changing.

The AI triggers can occasionally also cause small stutter for a second.



The amount of mods might also lag it down.

@Above

So how often is the lag suppose to happen? When I was playing seems like it was happening every 30 seconds or so.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Haleks
Blaze wrote
So how often is the lag suppose to happen? When I was playing seems like it was happening every 30 seconds or so.
Every time an AI spawn trigger is activated, as far as I know.
I've the same microfreezes on Factions Chernarus (maybe less noticeable since I use less units per trigger); but none on Factions 2017 : only 3 units max per trigger and less items for NPC's.
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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 Blaze
Blaze wrote
Nabu wrote
Rabidgerbil wrote
i'll have a double check, it may have been a small mod added to standard DaiZy that did the electrics for everything ( cant remember the name of it)
yes, it may was (AEG) Arma Electrical Grids:
http://www.youtube.com/watch?v=sVi3HGKX4rI

Greetings
This would be AWESOME! I hope above looks into adding this to the mod :)
It should already be included in BreakingPoint. :P

It used to be, and I don't remember deleting it.
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