Take your arma 2 addons folder and put in your arma 2 OA folder.
Cheers, BossMann
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Administrator
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In reply to this post by lazer
Did you follow the instructions? You can't use the original BP files, because it has all been remade, so it would cause similar errors. This error is most likely caused by missing files, or you're not running the mod properly. |
I quite enjoy this. Largely because most DayZ servers these days are so super established that its really hard to get your feet under you on a Epoch or Origins or Overwatch server cause people are just based up hard everywhere and a lone wolf player like me (most of my friends stopped playing DayZ last year) simply doesn't have the ability to compete with kill groups.
Overall after installing and getting it going everythings flawless but one thing that is kind of driving me insane is the zed count. I realize it can never be more than 40 zeds per player....but I kinda of have an issue with it ALWAYS being 40 zeds per player. I.E. I blow three clips of ammunition to simply get a bit of breathing room to bloodbag myself...and suddenly its 40 more zombies all over the place. Theres no delay on the spawns and I can't quite figure out how to enact one so I can at least breathe for a few minutes before having to deal with the next horde wave. Also having a bit of an issue with loot spawns and even zombie spawns lagging well behind entry to an area at times but that appears to be a problem with the fact that running Arma 2 OA locally my framerate is insanely high and I'm actually entering areas faster than I would on a remote server....I think I can fix that by limiting my frame rate for the beta executable to 30 FPS and that should get the job done on that. But I guess I'm asking...does anyone know how to make the zeds take a short break after you clear an area? I don't mind having to edit the code or the mission file if I have to...I could just use some pointers on how to do so. Also I like that the AI attacks zombies, but I'd prefer that the zombies at least give a damn that the AI is attacking them. Zeds just ignore the AI shooting them. The zeds ignore AI more or less entirely. Its kinda gamey. Cause you'd think the zeds would be reacting to the shots from the AI but they just don't hear it. |
In reply to this post by Above
How do i remove the debug monitor? I prefer to play without it and jst hav the journal option, i find tht it blocks sum of my view. Thanks
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Hi Brownygaming,
You only need to change 1 line of code of to disable debug HUD. I use PBO manager to extract pbo's. Go into your breakingpointSP.pbo ( located in your arma2/oa mission folder), right click the pbo and choose to extract to your desktop. Once done, dbl click on the new BPSP folder on your desktop. Navigate to the custom folder and open it up. 3rd one down you will see a monitor SQF in there. Open up the monitor SQF with notepad (or preferred program) The first line is if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;}; change this to if (isNil "custom_monitor") then {custom_monitor = false;} else {custom_monitor = !custom_monitor;}; One done save the file and exit. Right click the desktop BPSP folder and choose to extract back in pbo. Just drop the new pbo back into your missions folder :) |
My Breaking Point is in a Zip folder and cant find the pbo that you have said. Also got another problem with the blood, noise, sight and other icons not showing up aftr saving the game.
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while in game, go to the options menu, then game options, then return to game. that should fix it
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In reply to this post by BROWNYGAMING
ok scrap the first part, i hav found it and changed it thanks, jst need help with the disappearing icons bug
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ok goin into game options does bring the icons back but now they dont work
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I get the same thing, the blood icon and combat indicator bug out. Thats why I keep the debug monitor there so I can tell if im bleeding or not. Not sure what the problem is, and neither does Above. Should be fixed in the update though
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Do the AI respawn in singleplayer or is this just in multiplayer after server restarts? I know that they didnt in regular Daizy and hoping they do in this one.
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They spawn on a trigger I think. You have to pass a certain point to trigger them to spawn in that area
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my combat is stuck on so i cant sleep or self bloodbag, also i cant get my screen to go from black and white when low blood to coloured aftr healing
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In reply to this post by Yarrrgle
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In reply to this post by Above
thx i got it had 2 codes? i must have hit the wrong button thx the crashed planes that loot spawns in it buged it you go to back with loot spawned in it it moves you to the right and you have to spawn in bear traps to move and get out but over all its great what is the 64 slot bag? and where to find it
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In reply to this post by Above
the most recent rolling change log on the DayZ forums has added some things that would be interesting to seen in this mod, such as makeshift bandages and splints, various traps and tripwires etc
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Above/daizy dev's, can you make a SP version of the updated epoch mod?
Cheers, BossMann
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Hey Guys :D It's been a while since last time I checked this thread (2 months?) and I've lost track of what's what xD Can anyone fill me in on what's been going on? :)
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all the updates are on the first page
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In reply to this post by Grayjoker
Hey Gray, glad to see again! :D So far, I don't think anything has really happened to this release since you last checked :p Above has a list of the current changelog he's working on, it's on the front page, but here ;D Changelog: - 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
I have no idea what I'm doing. Trust me, I'm a dentist.
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