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

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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

SS-Lucas
Is there Gonna be any other maps with this on ? E.G lingor or any other map? + Great Work XD
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

samotomas
In reply to this post by Above
I changed the number of zeds in dayz_code/init/variables, but when I pack pbo I cant enter the game.
The error: Include file z/addons/dayz_code/AEG/Dialogs/AEG_Dialogs.hpp not found. I extracted pbo again and AEG_Dialogs.hpp file is there but somehow game not recognises it. Any ideas?
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

A Hobo Panda
Same things happens to me, but with ./addons/dayz_code/img/loadingscreen.paa, but it still lets me play.
I have no idea what I'm doing. Trust me, I'm a dentist.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
A Hobo Panda wrote
Same things happens to me, but with ./addons/dayz_code/img/loadingscreen.paa, but it still lets me play.

That's strange. >_>

But as you said, I don't think the error will be causing any issues. I'll take a look at it anyways, though.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
If you guys play MP BreakingPoint aswell, feel free to tell me when to update, and what they've added. Because this is something I got 0 clue about.


The times I update is when I see a new cool feature in a stream or video. So again, I'm never up to date. That's the reason I rarely patch my BreakingPoint, since I don't actually play it.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Ishtar
Hey Above, thx for letting us know you are taking update requests for cool stuff.

Them Bloodsuckers and devil dogs seem fun and the Stalkers (they are ment to be night time spawns), the model is there for Stalkers. Well i spawned a few with LLK, just for a look at em.

I have managed to Edit the mission file and map so that recruit-able Survivors spawn on the Island. Took a few lines and file from the Factions SP and Set a trigger on the Island to spawn them. It works and seems a better way than using LLK, they tend to turn on me when i kill bandits for some reason.

The Building menu in Factions is nice may want to see if that can be borrowed.

Any chance you could add a "delete target" cheat? I find it useful for removing road barricades due to the Ai driving not being the greatest.

I have one i use and have added to the cheat menu, others may find it handy. I doubt i need to post the code. :)
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
Ishtar wrote
Hey Above, thx for letting us know you are taking update requests for cool stuff.

Them Bloodsuckers and devil dogs seem fun and the Stalkers (they are ment to be night time spawns), the model is there for Stalkers. Well i spawned a few with LLK, just for a look at em.

I have managed to Edit the mission file and map so that recruit-able Survivors spawn on the Island. Took a few lines and file from the Factions SP and Set a trigger on the Island to spawn them. It works and seems a better way than using LLK, they tend to turn on me when i kill bandits for some reason.

The Building menu in Factions is nice may want to see if that can be borrowed.

Any chance you could add a "delete target" cheat? I find it useful for removing road barricades due to the Ai driving not being the greatest.

I have one i use and have added to the cheat menu, others may find it handy. I doubt i need to post the code. :)

Oh yeah, I'll totally work on the bloodsuckers and the infected dogs, soon!

And about the delete target cheat, I got 3 things to say.

And I'll see what I can do about the delete feature. :P
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Ishtar
Just had a thought while wondering what the three things you were going to say could be.

Anyways, if you think the delete target might be a bit OP, even if handy for removing added stuff from Cherno map, maybe just a delete_roadbarricades script. Oh and for those that loose their HUD you can rerun the reloadui script, might be worth adding that like the restore sound script.

I have an idea of how to cobble one up. I am not a scripter but have a rough understanding of copy and paste.

I may make a Survivor camp/s, Where i can go pick up a few "mates". Stick an empty crate there that i could use. Hmm now i wonder how to limit patrol paths. Meh would prob need a new behavior file for them. Sod it will just plan em way up north some place out the way. Maybe two triggers, one large and one small on the base.

I did also steal the ammo files from Factions so that they dont run out of ammo. I mean its one thing for us as humans to think "Sneak or Shoot or RUN!" but the Ai just thinks "Shoot!".

Man if standalone is bug and glitch free it wont feel like Dayz at all.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
Ishtar wrote
Just had a thought while wondering what the three things you were going to say could be.
Haha! Awkward, I was gonna explain something, and then I gave up.

Ishtar wrote
Anyways, if you think the delete target might be a bit OP, even if handy for removing added stuff from Cherno map, maybe just a delete_roadbarricades script. Oh and for those that loose their HUD you can rerun the reloadui script, might be worth adding that like the restore sound script.
Nothing is OP in DayZ Singleplayer. :D

*EDIT: Actually, the roadblock and shit are spawned by the DayZ code. So it should be faceroll to just delete. I'll see if I can find it in the code.

And about the reload script, it's hard to have it working properly, it will make it seem like you're getting hungry/thirsty faster if it gets loaded twice (or more) by accident. So I felt safer just sticking to the game options fix. I've also had  alot of shit break for me in 1.7.7, so I've wanted a bugfree mission before I start fixing smaller things. But features are always fun, so I haven't just been neglecting stuff.

Ishtar wrote
I have an idea of how to cobble one up. I am not a scripter but have a rough understanding of copy and paste.
Ishtar wrote
I may make a Survivor camp/s, Where i can go pick up a few "mates". Stick an empty crate there that i could use. Hmm now i wonder how to limit patrol paths. Meh would prob need a new behavior file for them. Sod it will just plan em way up north some place out the way. Maybe two triggers, one large and one small on the base.
Well, you could just limit the patrol range.

Ishtar wrote
I did also steal the ammo files from Factions so that they dont run out of ammo. I mean its one thing for us as humans to think "Sneak or Shoot or RUN!" but the Ai just thinks "Shoot!".
Haha! I kept them with the regular ammo settings so that it would be more like MP, and have the loot abit more randomized. :D

It lets you find players without pistol ammo (depending on what combat they're comming from) or rifle ammo, ofc. Just like MP. Not everyone's cup of tea, though.

Ishtar wrote
Man if standalone is bug and glitch free it wont feel like Dayz at all.
Haha, I doubt they'll make it 100% glitch free from the start. They'll most likely fix bugs as it goes, though. I personally don't mind. I just hope they don't fuck up.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

dom.stb
The Rezzed video has made me super excited for the standalone.

People are going to be murdered for shoes.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
dom.stb wrote
The Rezzed video has made me super excited for the standalone.

People are going to be murdered for shoes.

I don't know. It will always just be an update on the mod. Maybe better, maybe not. But it will stay an update on the mod. It really wont be "a new game" (quote of Rocket's claims).
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Stalker (ATF)
Has anyone stopped playing this because of the save game bloat? My save grew well over 1,500,000 KB. Couldn't load it. Above is this common?
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
Stalker (ATF) wrote
Has anyone stopped playing this because of the save game bloat? My save grew well over 1,500,000 KB. Couldn't load it. Above is this common?

Uhm. >_>

Nope, I doubt that. The biggest save I could find was 13 mb.

I can't find my BP saves, though.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

armafoxy
Saves are in "documents/Arma2/saves/mission/breakingpointSP"

Do vehicles spawn all at once when u start the mission or progressively? as i have no choppers at NW and NE airfield.

Also are all AI classed as bandits currently? and do all shoot on sight even if you are max humanity?

cheers
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
armafoxy wrote
Saves are in "documents/Arma2/saves/mission/breakingpointSP"

Do vehicles spawn all at once when u start the mission or progressively? as i have no choppers at NW and NE airfield.

Also are all AI classed as bandits currently? and do all shoot on sight even if you are max humanity?

cheers

I know, I just couldn't find the BreakingPoint saves. :P

And yes, vehicles spawn on mission start.

And yes again, I've not added friendly AI as of now. I'm planning on adding friendly AI, though.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

armafoxy
are they random or do they always have some of each? also there is there way to see how many vehicles and which ones are currently on the map etc?

If not then can i use the call for support to drop in a heli at a spawn location for it?
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
armafoxy wrote
are they random or do they always have some of each? also there is there way to see how many vehicles and which ones are currently on the map etc?

If not then can i use the call for support to drop in a heli at a spawn location for it?
They're random in a sense, X spawn point will always have the same vehicle, but it will always have a random spawn chance.

And you can see all vehicles on the map if you use the ESP hack.

And no, using Support Call to spawn stuff will spawn them close to you.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
In reply to this post by Above
Guys, do we want new backpacks? I got 2 ideas for new backpacks, 1 beeing a potential huge pack. See pics below.





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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Rabidgerbil
i like the first one best. helps add to the immersion, if you actually were carrying a second rifle, i would rather keep it protected from the elements and in better condition.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Niceonegunit
In reply to this post by Above
Above wrote
Guys, do we want new backpacks? I got 2 ideas for new backpacks, 1 beeing a potential huge pack. See pics below.

DAT PICTURE


DAT PICTURE AGAIN

It'd be a bit odd carrying around an M2 and Tripod on our backs.
DaiZy Single-player Developer (AI Units)
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