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]

BossMann
caboose362 wrote
I have it like this: -mod=@BreakingPointSP;@CBA_OA
Am i doing anything wrong?
Ok, put the loki's lost key in your @CBA_OA addons folder or make a folder in your arma 2 OA directory and call it @LOKI and inside that you should put a addons folder then put the .pbo in there.

This is what it should look like if you have arma2OA on steam (in @CBA_OA)

This is what it should look like if you have arma2OA on steam (in @LOKI)


If you need any more help feel free to ask.

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

caboose362
Well, everything seems to be working perfectly fine now, thank you! :D

Ps: thanks for the quick replies, appreciate it.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
caboose362 wrote
Well, everything seems to be working perfectly fine now, thank you! :D

Ps: thanks for the quick replies, appreciate it.
Your welcome!

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

BossMann
I have chosen to add more Buildings/Things to the map, that means the full release will not be available for a while although, i am going to release the build without the map at the end of the month.

STAY TUNED FOR UPDATES!

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

Above
Administrator
This post was updated on .
I've finally gotten around to adding those custom ghillie suits. I'll add 2-4 of them in different colors. It might be hard to see on the picture, but they look amazing. And no additional addons needed. :)

I'll post pictures of all of them when I've added them all!




So... Here they all are.



*EDIT: Well, I had to add another 2. But those are the final ones.

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

CharlesD
This post was updated on .
In reply to this post by Above
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
CharlesD wrote
Please help me, "cba_xeh_oa" requires addon "CA_CommunityConfigurationProject_E"

1. I already run both Arma 2 & Operation Arrowhead
2. I already updated all of them using Dayzcommander
3. I already downloaded Dayz 1.7.7.1
4. I already put the @BreakingPointSP inside OA folder
5. I already put "addons" folder from Arma 2 to OA folder

After i enable "@BreakingPointSP" from the Operation Arrowhead Main Menu, it restarted and gave me this error: "Cba_xeh_oa requires addon CA_CommunityConfigurationProject_E".

What did i do wrong?

Thank you in advance!

As the instructions states, make a shortcut. :P

Launching with launchers/DayZ Commander/ the expansions menu, will pretty much always screw you over.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

CharlesD
Hi! i am sorry i deleted my message above because it worked, i shouldn't have done that. Thank you for quoting my message :D just in case i forgot again. Yes, i saw a "beta shortcut" in my Arrowhead folder i used that and it works like a charm! without putting anything into the target parameters!

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

CharlesD
In reply to this post by Above
Anyone notice the HUD is breaking? I played the mod just now and it works fantastically except that the HUD breaks whenever i load up a save. I noticed it when i ran from house to house. However, i never noticed this in DaiZy. For an addition, i mean the hud doubles after i load a save. I did apply the patch
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
CharlesD wrote
Anyone notice the HUD is breaking? I played the mod just now and it works fantastically except that the HUD breaks whenever i load up a save. I noticed it when i ran from house to house. However, i never noticed this in DaiZy. For an addition, i mean the hud doubles after i load a save. I did apply the patch

I'm glad it worked out, it's not always the cause for errors, obviously. But lauching the game through another program usually does that to the singleplayer mod. :(


As for the UI, it does this. But it is fixable, all you gotta do is load the save as usual, let the hud load (it will be messed, obviously) this is due to the dog UI and reload function btw. But how you fix it is, go into your options, and then game options, without changing anything. And then just exit out of it. And boom, it'll look like it should. It happens on all mods except for Factions. =)



*EDIT! Guys, I'll be updating this soon.

Changes:

Latest BP patch as of whenever I update.
I'll add more textures/features from 1.7.7.1.
I'll add the skins shown in earlier posts (page 116).
I'll take a look at the other changelog for the update aswell.


And again, any ideas and requests are much appreciated! <3
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

CharlesD
In reply to this post by caboose362
May i ask how did you change the backpack size? I want to have 1000 slots, in which file does the backpack line is located? I currently spawn a cayote backpack which has 35-40 slots from a magicbox :D
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Rabidgerbil
if you use Loki's Lost Key, you can spawn an ADMIN backpack, which has a huge amount of space, but looks like a chech backpack
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
Rabidgerbil wrote
if you use Loki's Lost Key, you can spawn an ADMIN backpack, which has a huge amount of space, but looks like a chech backpack
I did not know there was that function, please explain?

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

Above
Administrator
In reply to this post by CharlesD
CharlesD wrote
May i ask how did you change the backpack size? I want to have 1000 slots, in which file does the backpack line is located? I currently spawn a cayote backpack which has 35-40 slots from a magicbox :D

It's in the dayz_code. But 1000 slots? You will see 10% of the slots at best.

And yes, they were changed. The biggest one is 64, and even that is breaking the gaming experience. :P
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

A Hobo Panda
In reply to this post by BossMann
BossMann wrote
Rabidgerbil wrote
if you use Loki's Lost Key, you can spawn an ADMIN backpack, which has a huge amount of space, but looks like a chech backpack
I did not know there was that function, please explain?

Cheers, BossMann
Work > Ammo Crates > Bottom of the list
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]

Stalker (ATF)
In reply to this post by Above
The suits look good. Do they give you any camo bonus? Also with the backpacks, I haven't really looked at any on the ground after I pick up a coyote with 40 slots. Does the pack with 64 slots have a different look than the rest of the packs? I'm gonna start looking around. Breaking point SP by far is the most stable for me from the rest of the SP mods. I can play it for days and it doesn't have any delays at all. I think I get script delays from factions. Its very frustrating. I use a launcher and don't seem to have issues except the delays in factions. Do you think the delays would go away if I just used a shortcut?
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
Stalker (ATF) wrote
The suits look good. Do they give you any camo bonus? Also with the backpacks, I haven't really looked at any on the ground after I pick up a coyote with 40 slots. Does the pack with 64 slots have a different look than the rest of the packs? I'm gonna start looking around. Breaking point SP by far is the most stable for me from the rest of the SP mods. I can play it for days and it doesn't have any delays at all. I think I get script delays from factions. Its very frustrating. I use a launcher and don't seem to have issues except the delays in factions. Do you think the delays would go away if I just used a shortcut?

Now when I think of it, I don't think the backpacks are added in the current patch.
Because I added those to Napf, and then to BreakingPoint (the files I'm messing with now).
And yes, they do look unique to the other backpacks. I'm also thinking about adding/making reskins for all the backpacks. Since we now got hemp fields, I might add some stoner-ish backpacks. The 2 current ones are Small Survivalist Pack (28) and Big Survivalist Pack (64). And they got the bipod backpack models, but with fantasy, they're backpacks wrapped in cloth with weapons.

I'll HOPEFULLY be non-lazy enough to give all the skins camo bonuses, so that AI wont spot you as easily depending on camo. The winter ghillie will obviously not have any benefits.
But I'll balance the camo-visability exacly as I would consider it on MP.

And yes, that would make sense, FACTIONS is running alot of scripts. I've yet to try it out, so I can't say if it's the mod itself or anything else.

However, I'm glad that this is working for you. I might add a few more skins, aswell. There are not that many atm. But I'll make it somewhat fair.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

A Hobo Panda
In reply to this post by Above
Can we get an update soon? :D
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]

Stalker (ATF)
In reply to this post by Above
Sounds good....... Question,

Is there any way to get the backpacks to show on all the skins? I know some already have packs but some don't. Will you be adding back vehicle patrols in the future? We need some seriously dangerous bandits on 50's chasing you across the map. That would be crazy. Are you able to give us the option to build empty ammo crates to store gear in? The only reason I use the lost key is for storage at my base. Well....................and to blow the shit out of stuff.

Edit: I noticed that with R3F you could move the cardboard boxes and the ammo cans that spawn around, but you couldn't load them into a vehicle for transport. Is there anyway to tweak that instead of building your own? Would that be easier? It's more realistic as well. I would like to be able to build some kind of container that is safe to store gear in though. Tents and vehicles are just kind of boring now.


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

Maxwell
In reply to this post by Above
dog houses in some exact location.
i haven't found any one yet.
i want a friend, yeah, when i live with unfriendly AI
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