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]

Rabidgerbil
true, only looks good to an extent.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
In reply to this post by Rabidgerbil
Rabidgerbil wrote
I actually kinda like the grass showing through the cracked and broken concrete a bit, I think it helps show that  it has been abandoned for a long time, thats me though.

THIS is why I left it. I will probably add a grasscutter inside the building, though. (A feature that removes grass).


And BossMan, no need to add dirt roads, I can use the grasscutter. This is just me being lazy, though. This was just a test for the vehicles and the loot spawns. :)

I'll throw a grasscutter on before I release it.


Current update progress:

- AI will have more health, to make it more like MP. DONE 
- More buildings added to the map. And some villages are expanded. DONE 
- DayZero buildings with the proper loot spawns. (More Chernarus buildings opened up). DONE
- Police station(s) added, with police cars. Ambulances added to hospitals, and firetrucks added to firestations. DONE
- Bloodbags not working in combat fixed. Because you wouldn't have a timer IRL, and you'll have a higher chance of dying anyways. DONE
- A couple of more ghillie suits added. DONE
- More roads and places added to the map. DONE
- Bridge + road to Skalisty Island. DONE
- New weapons (very few). DONE
- Loot table rebalance attempt. DONE
- 2 new backpacks (28 + 64 slot). DONE
- More vehicles. DONE
- Vehicle wreck loot is limited to tanks/military vehicles, with military loot. DONE
- More skins. (Female soldier/pilot skins) DONE

- More features from the 1.7.7.1 code. WIP
- Friendly AI. WIP
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
I had no idea what a grass cutter was! that's how you know i'm oldschool!
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
BossMann wrote
I had no idea what a grass cutter was! that's how you know i'm oldschool!
Ha! :)

I saw it somewhere by accident when I was messing around in the editor. :D
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

A Hobo Panda
Aboooooove respond to me on Skype :p
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
Aboooooove respond to me on Skype :p

You must've been online for 5 min, haha. I was watching an episode of Dexter, you must've messaged me during that.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Alpha
Version DayZ the Breaking Point With Bandits Not Want In, Help Me
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
Alpha wrote
Version DayZ the Breaking Point With Bandits Not Want In, Help Me

Could you elaborate? I'm not sure I'm quite following on this.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

jst2fst
I think he wants a version without bandits.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
In reply to this post by Alpha
Alpha wrote
Version DayZ the Breaking Point With Bandits Not Want In, Help Me
Just use the NO AI Version. :\
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

xtremebond007
In reply to this post by Above
Above...please put shops in the map where the players can sell and buy items.....sell the extra loot and buy ammo....that would be the first in any map.

AI friendly is pretty stupid even at expert mode.....i was in between him and a zombie and he just shoot the zombie right through me killing me......then on what i do is,i send them straight to a bandit and let the bandit kill him and so i can loot him.

AI friendly is not very useful with limited ammo.....they are a pain when they ran out of ammo....pretty useless.....they must have unlimited ammo

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

Above
Administrator
xtremebond007 wrote
Above...please put shops in the map where the players can sell and buy items.....sell the extra loot and buy ammo....that would be the first in any map.

AI friendly is pretty stupid even at expert mode.....i was in between him and a zombie and he just shoot the zombie right through me killing me......then on what i do is,i send them straight to a bandit and let the bandit kill him and so i can loot him.

AI friendly is not very useful with limited ammo.....they are a pain when they ran out of ammo....pretty useless.....they must have unlimited ammo

The problem with this would be that you could just gear up straight away.I can write the vendors, but I'm really not fond of how fast you get geared, even without vendors.

At least not until I've come up with more things to do.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Snuggly Overlord
Perhaps, expanding on his idea, you could do what Dead Island did.

Say, in the dayzero hospital, as with many other places, there are vending machines, perhaps you could find coins lying around that could be used to purchase a drink or food.

Another example is back market traders, they might sell crappy weapons and food and equipment, for example, Macarov, compass and a hatchet, nothing fancy.

A third example is other units, maybe apply the script to friendly (or even hostile) AI, so that you could trade with them.

Just examples that sprung to my mind

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

Above
Administrator
Snuggly Overlord wrote
Perhaps, expanding on his idea, you could do what Dead Island did.

Say, in the dayzero hospital, as with many other places, there are vending machines, perhaps you could find coins lying around that could be used to purchase a drink or food.

Another example is back market traders, they might sell crappy weapons and food and equipment, for example, Macarov, compass and a hatchet, nothing fancy.

A third example is other units, maybe apply the script to friendly (or even hostile) AI, so that you could trade with them.

Just examples that sprung to my mind

Thanks

I like the vendor idea. I wanna give them some function now that you enlighten me. Not too fond of the vendors, though. I guess I could make a vendor mission at some point.
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Prevent zombie spawning Single player

Janek
Hey guys,

before the question, believe me I put all evening into getting this work but no avail.

Is there a way how prevent zombies from spawning in Breaking point Single player? I went through all this http://opendayz.net/threads/release-safezones.9014/ but realised that would affect only the mission created.

I also clicked through all "respawn" words in Breakingpoint mission file but couldnĀ“t find any obvious line to be changed (not a programmer here).

I just would like to clear area after area and keep them clear. Any help really appreciated!

Thank you!
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Re: Prevent zombie spawning Single player

BossMann
This post was updated on .
Well, the only way to prevent zombies is to remove them from the mission itself (or remove their init code). if you ask nicely i will remove it today during school.

EDIT: after re-reading the post i had overlooked what you said about clearing an area and keeping it clear. I don't know how to set that up exactly but i will see what i can do. All i can do at the moment is point you to these forum posts Zombie shield and Zombie bait
Cheers, BossMann
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Re: Prevent zombie spawning Single player

Above
Administrator
In reply to this post by Janek
Janek wrote
Hey guys,

before the question, believe me I put all evening into getting this work but no avail.

Is there a way how prevent zombies from spawning in Breaking point Single player? I went through all this http://opendayz.net/threads/release-safezones.9014/ but realised that would affect only the mission created.

I also clicked through all "respawn" words in Breakingpoint mission file but couldnĀ“t find any obvious line to be changed (not a programmer here).

I just would like to clear area after area and keep them clear. Any help really appreciated!

Thank you!

I'll take a look at it for you when I get home tomorrow, I know I've stumbled upon it before.
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Re: Prevent zombie spawning Single player

Tango33
Hey Above , you know that would be a great alt mission to any of your releases. Maybe start out with a small squad of friendlies and give them a little back story about how they are the last force left to clean up the infection, because all attempts of finding a cure are gone at this point. I could see clearing each town one by one of zombies, bandits and maybe some surprises along the way.  Maybe a end goal up north like a small community restarting with civilians in it. idk just a idea.

Also any time frame on the new update, looks amazing as always. thanks mang  
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Re: Prevent zombie spawning Single player

Janek
In reply to this post by BossMann
Hi BossMann and Above,

thank you for the replies, if you could please have a look into it, that would be great!
Not being even an amateur in coding, I found a line in BreakingPoitSP mission file: Zombie respawn:true, I changed it to false and saved the file. No, I didn't have any hopes and I actually managed to get the game crash with: File BreakingPointSP.pbo too short. (I think it was .pbo, not at home now...)

In the other guide (link I posted yesterday) the guy suggested changing the safezone.sqf creating a trigger area with a desired diameter where zombies would actually not respawn (due to changes in safezone.sqf). It was meant to help people keeping zombies out of the base area (around 100 diameter). When I placed this trigger in the middle of the map and set the diameter to 9000, it covered the whole map. Well, I write this as it might give you some idea how to change the code, all I got was a headache heh.

I honestly love this mod. Whichever game possible I always play the sneaky way. I of course don't mind ''not being careful enough - getting attacked by zombies'' thing. It's just when I sneak around locating bandits, wait till they kill every zombie in sight, kill them, crawl to loot them and after 30 sec a zombie steps on my head.

I think it would really be great if one could watch a village for a while and plan from which side to start the attack, using covers and planning escape routes ...

Well, thanks again for answers and effort!

PS.: I will try out that frag granade trap (once I find a frag granade) hehe.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

xtremebond007
In reply to this post by Above
A mission to liberate a safe house or a safe base on the map where people can use vending machines and stuff to gear up,all comes with a cost-a bunch of heavily armed AI bandits (or bloodsuckers and night stalkers) guarding the base.Once liberated,it can be used as a base....base free from zombies. Just my thoughts....

Have a nice day guys
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