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
I kinda like the sound of that. Once liberated, the base itself would make it a bit easier for those having trouble constructing things.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Janek
I believe that this item/script which BossMann linked could be tweaked to enlarge radius and prolong timer to infinite? So that you can set it up where you want it and no zombies would bother you. But again all I know about coding is that I would love to be able to do it.

http://opendayz.net/threads/release-freds-anti-zombie-frequency-emitter-aka-zombie-shield.12340/

I play the SP game setting my own goals. But as I said, I would like to go from village to village and get them rid of zombies. I hoped that changing zombie respawn to No zombie respawn would be a matter of changing few values in the code. Hopefully Above will have time to have a look at it.
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Re: Prevent zombie spawning Single player

Rabidgerbil
This post was updated on .
In reply to this post by Above
When you say there are more vehicles being added, what aerial vehicles are included? I was just thinking it would be good to see a UH-60 Blackhawk or similar variant that isnt crashed, or even a chinook (unless its already there and i've just been unlucky)

EDIT: nevermind, just went restarting missions then using ESP to see whats there, found the blackhawk. chinook or an Mi-17 wouldnt go astray though :p
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
In reply to this post by xtremebond007
I have been tinkering with some of the police station models i found, i will convert them to obj then give them to you to test above!
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
BossMann wrote
I have been tinkering with some of the police station models i found, i will convert them to obj then give them to you to test above!
Thank you, sir! I really appreciate it! And I'll do the best I can with them, in return!
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
Also, would to you try live-streaming? i think you would be a great streamer!
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
I will send you the files after i get home from school today (in Australia its 3AM)
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 BossMann
BossMann wrote
Also, would to you try live-streaming? i think you would be a great streamer!

Haha, based on what? I'm having big problems talking to "no one".
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

A Hobo Panda
Above wrote
BossMann wrote
Also, would to you try live-streaming? i think you would be a great streamer!

Haha, based on what? I'm having big problems talking to "no one".
Hey, Above, don't know if you know yet but the new DayZero map is in Public Beta. Podagorsk. Dunno if they added any more buildings or not, but I do know that hospitals are enterable.
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]

BossMann
Aww *facedesk* i cant even make it work... here is the obj file and a link to how you can make it work because i cant! http://forums.bistudio.com/showthread.php?159797-Importing-Models-from-Blender-and-SketchUp Policestation.obj
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 A Hobo Panda
A Hobo Panda wrote
Above wrote
BossMann wrote
Also, would to you try live-streaming? i think you would be a great streamer!

Haha, based on what? I'm having big problems talking to "no one".
Hey, Above, don't know if you know yet but the new DayZero map is in Public Beta. Podagorsk. Dunno if they added any more buildings or not, but I do know that hospitals are enterable.
Hospitals are opened up in this BreakingPoint update, aswell. And alot of other buildings. :P
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

MALAU
In reply to this post by Above
Are the BP missions that are listed on the loading screen included in the mod ? I looked at the Elektro Power Station, but couldn't find anything that looked like it might be related to switching the power on.

I couldn't get my Robert Hammer weapons packs to load into the 'special/magic box'. Does this feature require CBA also ? Or is it not working yet ?

After re-loading a save game, I found that all of the AI (except for 2) had disappeared or refused to spawn (I downloaded the respawning option).

I didn't see any Bloodsuckers or Infected Dogs (not disappointed about that)

Will any of the online Dayz anti-hacker systems that scan your HD for scripts or whatever, take offence at the ESP ? Stupid question. But before connecting to an online game, should I deleted my Breaking Point SP folder ?
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Rabidgerbil
the missions and bloodsuckers/infected dogs are in the MP only
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
In reply to this post by MALAU
MALAU wrote
Are the BP missions that are listed on the loading screen included in the mod ? I looked at the Elektro Power Station, but couldn't find anything that looked like it might be related to switching the power on.

I couldn't get my Robert Hammer weapons packs to load into the 'special/magic box'. Does this feature require CBA also ? Or is it not working yet ?

After re-loading a save game, I found that all of the AI (except for 2) had disappeared or refused to spawn (I downloaded the respawning option).

I didn't see any Bloodsuckers or Infected Dogs (not disappointed about that)

Will any of the online Dayz anti-hacker systems that scan your HD for scripts or whatever, take offence at the ESP ? Stupid question. But before connecting to an online game, should I deleted my Breaking Point SP folder ?
The powerstation is currently not an available feature. I removed the whole AEG system due to performance load. I can make a mission where I try to get the whole power system to work, though.

About the magic box, it is not written to spawn all the weapons ingame, only a few. I might rewrite it, though. And have it give you all available weapons.

I can't see why just some of the triggers would stop working. They've all been working for me. Are you sure that you just didn't find them?

And no, there are no bloodsuckers or dogs atm.

And no, the Breaking Point anti hack system wont alert of your scripts. Firstly because they're in a pbo. Secondly, they're not getting launched. And also because you wouldn't be able to have any singleplayermissions along with Breaking Point if that was the case. I also heard that it is only looking for Cheat Engine on the harddrive. I'm not entirely sure about this, though.

*EDIT: I just read through this, and realized how mad I sound. Hahah, that's not the case. I hope this helps, though.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

kevin
has any one come across a problem resuming the mission? it gives me a can't play or edit this mission error.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
I dont even think that the online anti-hacks can scan your whole HD, if it did scan it all it would take hours for most youtubers (hard drives with 20TB of video) to what i know about the anti-hacks they can only scan your game folder (it does this after "downloading" files to your game folder and then the game checks that the "downloaded files" are there) I ran a tavi server a few months ago and the anti-hack code was not public but the server host had the script setup on a different drive!
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

MALAU
In reply to this post by Above
I think I caused the problem with the disappearing AI, looking at my bandit and player death I think I accidentally hit 'player shield' - how does that work ? Doesi t kill every AI on the map ?

I accidentally found out how to get them back to. You need to change your clothes into something else, and when you return from debug, the AI are all back - this was on the napf SP mod, so i'm presuming it will work the same with BP SP ?

How long does it take them to respawn naturally after you have killed them ? Do you have to leave the area ?
I have been waiting around 30 mins for them to respawn after shooting them.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
MALAU wrote
I think I caused the problem with the disappearing AI, looking at my bandit and player death I think I accidentally hit 'player shield' - how does that work ? Doesi t kill every AI on the map ?

I accidentally found out how to get them back to. You need to change your clothes into something else, and when you return from debug, the AI are all back - this was on the napf SP mod, so i'm presuming it will work the same with BP SP ?

How long does it take them to respawn naturally after you have killed them ? Do you have to leave the area ?
I have been waiting around 30 mins for them to respawn after shooting them.

As I said before, they're triggers. You gotta leave a city and then come back. And they respawn whever you cross the line.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

xCONman259x
So Above. I know your working very hard on this project and it does take long. But how "long?" do you think the update will soon be done?
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
xCONman259x wrote
So Above. I know your working very hard on this project and it does take long. But how "long?" do you think the update will soon be done?

I'll make a factions mission now, and add some features from 1.7.7. And then test it out, and make sure I'm pleased with it.

I always have the feeling that something is missing, though. But I can't come up with any feature/idea, really.
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