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)

Above
Administrator
Grayjoker wrote
Above wrote
Grayjoker wrote
Above wrote
Grayjoker wrote
Okay.
And i just recorded a very short video of me showing that the R3F Logistics are actually working. I'll Edit this post and put it in when i've uploaded it to youtube.
Also, i'll be stuttering alot and stuff, but that's cause i've never been really good at talking when recording videos and so on... Kinda annoying but yeah... I'll live with it.

Cool, and no worries. I haven't made a commentary yet either. :D

It's easier if you play a game and talk on Skype with a mate.

Also, humanity didn't have anything to do with the skins messing up. I've re-loaded my mission alotta times now, I'm trying to find what's causing it. But it looks like one of the new features (not the take skin from dead AI feature) because I've tested that on another mission and never had problems. But I'll find out and try to fix it. :D
Cool ^^ don't expect to find anything by looking at my Video though lol. I'm using the COWarMod, with SMK movements enabled and all that shit. So i have the ability to trag dead corpses away, and the AI will re-arm themselfes with any weapon they may find if it suits them and shit... I love the COWar Mod lol c:
Ha! I noticed nothing with COWarMod, and it had so many downsides (the inventory beeing one).


Also, I've found what seems to be the problem. As soon as I click "modify weapon" with ASC, the next skin change will fuck me up.

I'll have to mess abouts with it.
Yes, the ASC and Skin changes are a bit annoying. But are you sure that you adjusted your CoWarmod files? inside of the foler there should be something called Customization, which contains a lot of different folders all split up into different aspects of the game. One would be PVPScenes, and so on. That's where you can add in the SMK Movements and a lot of other things. I can make a Video tutorial if you guys would like me to?

Actually, nope. I assumed EVERYTHING was just on from scratch. I'll have to mess abouts with it later.

Great video, Grayjoker. I added it to the mainpost above the picture so that it's easier to find. If you don't want it there, I'll remove it.


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

Grayjoker
Above wrote
Grayjoker wrote
Above wrote
Grayjoker wrote
Above wrote
Grayjoker wrote
Okay.
And i just recorded a very short video of me showing that the R3F Logistics are actually working. I'll Edit this post and put it in when i've uploaded it to youtube.
Also, i'll be stuttering alot and stuff, but that's cause i've never been really good at talking when recording videos and so on... Kinda annoying but yeah... I'll live with it.

Cool, and no worries. I haven't made a commentary yet either. :D

It's easier if you play a game and talk on Skype with a mate.

Also, humanity didn't have anything to do with the skins messing up. I've re-loaded my mission alotta times now, I'm trying to find what's causing it. But it looks like one of the new features (not the take skin from dead AI feature) because I've tested that on another mission and never had problems. But I'll find out and try to fix it. :D
Cool ^^ don't expect to find anything by looking at my Video though lol. I'm using the COWarMod, with SMK movements enabled and all that shit. So i have the ability to trag dead corpses away, and the AI will re-arm themselfes with any weapon they may find if it suits them and shit... I love the COWar Mod lol c:
Ha! I noticed nothing with COWarMod, and it had so many downsides (the inventory beeing one).


Also, I've found what seems to be the problem. As soon as I click "modify weapon" with ASC, the next skin change will fuck me up.

I'll have to mess abouts with it.
Yes, the ASC and Skin changes are a bit annoying. But are you sure that you adjusted your CoWarmod files? inside of the foler there should be something called Customization, which contains a lot of different folders all split up into different aspects of the game. One would be PVPScenes, and so on. That's where you can add in the SMK Movements and a lot of other things. I can make a Video tutorial if you guys would like me to?

Actually, nope. I assumed EVERYTHING was just on from scratch. I'll have to mess abouts with it later.

Great video, Grayjoker. I added it to the mainpost above the picture so that it's easier to find. If you don't want it there, I'll remove it.


I don't mind :)
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Above
Administrator
Grayjoker wrote
Above wrote
Grayjoker wrote
Above wrote
Grayjoker wrote
Above wrote
Grayjoker wrote
Okay.
And i just recorded a very short video of me showing that the R3F Logistics are actually working. I'll Edit this post and put it in when i've uploaded it to youtube.
Also, i'll be stuttering alot and stuff, but that's cause i've never been really good at talking when recording videos and so on... Kinda annoying but yeah... I'll live with it.

Cool, and no worries. I haven't made a commentary yet either. :D

It's easier if you play a game and talk on Skype with a mate.

Also, humanity didn't have anything to do with the skins messing up. I've re-loaded my mission alotta times now, I'm trying to find what's causing it. But it looks like one of the new features (not the take skin from dead AI feature) because I've tested that on another mission and never had problems. But I'll find out and try to fix it. :D
Cool ^^ don't expect to find anything by looking at my Video though lol. I'm using the COWarMod, with SMK movements enabled and all that shit. So i have the ability to trag dead corpses away, and the AI will re-arm themselfes with any weapon they may find if it suits them and shit... I love the COWar Mod lol c:
Ha! I noticed nothing with COWarMod, and it had so many downsides (the inventory beeing one).


Also, I've found what seems to be the problem. As soon as I click "modify weapon" with ASC, the next skin change will fuck me up.

I'll have to mess abouts with it.
Yes, the ASC and Skin changes are a bit annoying. But are you sure that you adjusted your CoWarmod files? inside of the foler there should be something called Customization, which contains a lot of different folders all split up into different aspects of the game. One would be PVPScenes, and so on. That's where you can add in the SMK Movements and a lot of other things. I can make a Video tutorial if you guys would like me to?

Actually, nope. I assumed EVERYTHING was just on from scratch. I'll have to mess abouts with it later.

Great video, Grayjoker. I added it to the mainpost above the picture so that it's easier to find. If you don't want it there, I'll remove it.


I don't mind :)

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

A Hobo Panda
In reply to this post by Above
Above, can you give "Just some guy" permission to post his custom mission?
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Sb8i
In reply to this post by A Hobo Panda
exactly my case, plus the gear black color i didnt like :)
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Sb8i
In reply to this post by Grayjoker
cool vid, the thing is we were facing problems with older updtate, the last release the r3f works like a charm, as above said the motherfkr has to be nailed. i like that you made a video great concer indeed and i hope we can use that more to solve problem we face later on. but now iam trying to add the R3F to Haleks last Faction release with no Success :) it appears that each mission have a different way in injecting the codes, its a matter of time.

Plus one more thing the load in object is for constructable things, i advise u guys to have loki´s key u can spawn bases and take of the spawning camps(or medical  tents or barracks so they don´t spawn zoombies or loot ) so u load them in a truck then you have a closed empty base with Gate, plus static searchlights that u can add for shiny little base at nights.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Grayjoker
In reply to this post by Sb8i
Sb8i wrote
exactly my case, plus the gear black color i didnt like :)
I posted a fix for that, if you're using COWarMod
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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
Above, can you give "Just some guy" permission to post his custom mission?

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

Sb8i
This post was updated on .
In reply to this post by Grayjoker
oh man i didn´t see it, great.

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

Just some guy
This post was updated on .
In reply to this post by Above
Above wrote
A Hobo Panda wrote
Above, can you give "Just some guy" permission to post his custom mission?

Yes, of course.
Thanks alot Above, here it is:
uhm... I'll make this all over again :D
In the meantime this is The AI/80slot backpack/ASC+Hemp/No Timecycle version

http://www.mediafire.com/download/6jqxr91kju6j2ux/BPTest3.rar
and this one should work fine, just needed to dump half of the shit I've put in from other mods...
Sorry about that.

It's titled BPTest3, there are 3 files in it:
-Modified DayZ_anim.pbo (you should make a backup of the original file you have)
-Original DayZ_code.pbo
-and modified mission file (in this case I used The 80 slot backpack ASC AI No timecycle)


It's more of a test map, than a single-player-ish well-thought map, (it should be called DayE.Z. ;P) all vechicles are very easy to obtain without any effort.
I didn't put all arma2 vechicles cause there's too much of them, at this point the amount of vechicles is ridiculous :D
I just put on the one's I like the most.
I hope all the stuff I put there will work for everyone, but I really can't tell...
One chopper (wildcat) doesn't fire it's alternative cannon for what I can tell right now)
If you want to find all vechicles quick just turn on the ESP, you'll see them on the map.
If you run out of ammo for vechicles there is ammo truck in the NW Airfield there's also repair mtvr and refuel mtvr ;]
And there's a little cheaty area with some guns in weapon crates :D  

<--------------SPOILER ALERT!!!--------------------->
 It's at the end of the road North-West end of the map  
<---------------------------------------------------->

Happy blowing-shit-up ;]
Enjoy :D

oh and btw my launch parameters in the beta patch shortcut is:
-mod=@CBA;@CBA_CO;@BreakingPointSP;@rMod;@Landtex; -cpuCount=2 -exThreads=1 -nosplash -skipintro -world=empty

All credits goes to Above, Haleks, and all the creators of this great mod!

And a Big thanks to "A Hobo Panda" for helping me testing this custom map!

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

A Hobo Panda
Just some guy wrote
Above wrote
A Hobo Panda wrote
Above, can you give "Just some guy" permission to post his custom mission?

Yes, of course.
Thanks alot Above, here it is:
http://www.mediafire.com/download/uzk4k9skxnyazaw/BPTest.rar

It's titled BPTest, there are 3 files in it:
-Modified DayZ_anim.pbo (you should make a backup of the original file you have)
-Original DayZ_code.pbo
-and modified mission file (in this case I used The 80 slot backpack ASC No AI No timecycle)


It's more of a test map, than a single-player-ish well-thought map, all vechicles are very easy to obtain without any effort.
I didn't put all arma2 vechicles cause there's too much of them, at this point the amount of vechicles is ridiculous :D
I just put on the one's I like the most.
I hope all the stuff I put there will work for everyone, but I really can't tell...
One chopper (wildcat) doesn't fire it's alternative cannon for what I can tell right now)
If you want to find all vechicles quick just turn on the ESP, you'll see them on the map.
If you run out of ammo for vechicles there is ammo truck in the NW Airfield there's also repair mtvr and refuel mtvr ;]
And there's a little cheaty area with all guns in weapon crates :D  

<--------------SPOILER ALERT!!!--------------------->
 It's at the end of the road North-West end of the map  
<---------------------------------------------------->

Happy blowing-shit-up ;]
Enjoy :D

oh and btw my launch parameters in the beta patch shortcut is:
-mod=@CBA;@CBA_CO;@BreakingPointSP;@rMod;@Landtex; -cpuCount=2 -exThreads=1 -nosplash -skipintro -world=empty

All credits goes to Above, Haleks, and all the creators of this great mod!
Cheers mates ;]
Awesome :D so is there a way we can talk, Just some guy? I have a request/question :p I have a TS3 channel we can talk on, or we can use Skype?
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint (1.5) *UPDATED! 09/06*

Havoc
In reply to this post by Above
Is it just me or does AI in HEMP ignore all Zombies? oO Seriously I watched bandits walk through a horde of zombies like 3 times recently.
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Re: RELEASE: DayZ BreakingPoint (1.5) *UPDATED! 09/06*

A Hobo Panda
Havoc wrote
Is it just me or does AI in HEMP ignore all Zombies? oO Seriously I watched bandits walk through a horde of zombies like 3 times recently.
Um... you do realize that this isn't Factions - this is BreakingPoint. AI don't attack zombies, they only attack other AI and the player...
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint (1.5) *UPDATED! 09/06*

A Hobo Panda
Anyway, Above, so far, this mod is basically perfect. Most, if not all, things are working as intended, and I'm loving it. Thanks for doing this :D
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint *UPDATED! 24/05* (Completly new map + AI vehicles patrolling)

Just some guy
In reply to this post by A Hobo Panda
A Hobo Panda wrote
Just some guy wrote
Above wrote
A Hobo Panda wrote
Above, can you give "Just some guy" permission to post his custom mission?

Yes, of course.
Thanks alot Above, here it is:
http://www.mediafire.com/download/uzk4k9skxnyazaw/BPTest.rar

It's titled BPTest, there are 3 files in it:
-Modified DayZ_anim.pbo (you should make a backup of the original file you have)
-Original DayZ_code.pbo
-and modified mission file (in this case I used The 80 slot backpack ASC No AI No timecycle)


It's more of a test map, than a single-player-ish well-thought map, all vechicles are very easy to obtain without any effort.
I didn't put all arma2 vechicles cause there's too much of them, at this point the amount of vechicles is ridiculous :D
I just put on the one's I like the most.
I hope all the stuff I put there will work for everyone, but I really can't tell...
One chopper (wildcat) doesn't fire it's alternative cannon for what I can tell right now)
If you want to find all vechicles quick just turn on the ESP, you'll see them on the map.
If you run out of ammo for vechicles there is ammo truck in the NW Airfield there's also repair mtvr and refuel mtvr ;]
And there's a little cheaty area with all guns in weapon crates :D  

<--------------SPOILER ALERT!!!--------------------->
 It's at the end of the road North-West end of the map  
<---------------------------------------------------->

Happy blowing-shit-up ;]
Enjoy :D

oh and btw my launch parameters in the beta patch shortcut is:
-mod=@CBA;@CBA_CO;@BreakingPointSP;@rMod;@Landtex; -cpuCount=2 -exThreads=1 -nosplash -skipintro -world=empty

All credits goes to Above, Haleks, and all the creators of this great mod!
Cheers mates ;]
Awesome :D so is there a way we can talk, Just some guy? I have a request/question :p I have a TS3 channel we can talk on, or we can use Skype?
 Sure.
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Re: RELEASE: DayZ BreakingPoint (1.5) *UPDATED! 09/06*

Above
Administrator
In reply to this post by A Hobo Panda
A Hobo Panda wrote
Anyway, Above, so far, this mod is basically perfect. Most, if not all, things are working as intended, and I'm loving it. Thanks for doing this :D

I'm glad you like it! It's a shame that ASC doesn't like skins... I'll have to fix that somehow.
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Re: RELEASE: DayZ BreakingPoint (1.5) *UPDATED! 09/06*

Havoc
In reply to this post by A Hobo Panda
Really? I switch between all those versions constantly so I may be mixing things up. But usually I've been able to find bandits thanks to the gunshot sounds when they were killing zombies. Maybe they were just killing each other... meh, it's fine :D as long as I have ESP. ^.^
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Re: RELEASE: DayZ BreakingPoint (1.5) *UPDATED! 09/06*

A Hobo Panda
Havoc wrote
Really? I switch between all those versions constantly so I may be mixing things up. But usually I've been able to find bandits thanks to the gunshot sounds when they were killing zombies. Maybe they were just killing each other... meh, it's fine :D as long as I have ESP. ^.^
It's AI shooting other AI :p
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint (1.5) *UPDATED! 09/06*

A Hobo Panda
In reply to this post by Above
2000th post :D
Anyway, Above, fix the ASC not working on suspend/resume. I finally got some great stuff to attach and an awesome gun to use the attachments on, but there's no option to modify the gun, even though I have multiple attachments that can be used on said gun :c
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: DayZ BreakingPoint (1.5) *UPDATED! 09/06*

jst2fst
In reply to this post by Above
I have a question.

Now that the new patch is out will you be updating bpsp to it?
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