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]

Above
Administrator
Rabidgerbil wrote
Cant wait to test it out!

Glad to hear that! :-D
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
Y'all should be able to download it now. I'll upload it to more places just in case.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
Above wrote
Y'all should be able to download it now. I'll upload it to more places just in case.
Reads message - Download crashes!
I need a beer!
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
Mirror #3
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Rabidgerbil
In reply to this post by BossMann
does the the @BreakingPointSP folder go again? i've opened the download in 7zipp, moved the missions into my missions folder, so do I just replace the old @BreakingPointSP folder completely?
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

BossMann
Rabidgerbil wrote
does the the @BreakingPointSP folder go again? i've opened the download in 7zipp, moved the missions into my missions folder, so do I just replace the old @BreakingPointSP folder completely?
Yes, replace the whole folder!
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Rabidgerbil
Awesome, thanks mate. Couldn't remember, haven't had to do it in a while
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

dave616
This post was updated on .
Above,

You are the tops m8!  Thanks.

Edit : Ooops! Spoke too soon m8!  Cant get it to work.  I deleted the old v1.9 folder - should I have overwritten it, as it says that there are lots of missing files?

Edit2 : Never mind - I some how deleted the \arma2oa\addons folder!


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

Iowa
Wow, this is great! Thanks very much :)

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

bloo884
In reply to this post by Above
Hey Above, Would you ever make a respawn script for this? If so i think alot of people would be 10x happier with this than they are now.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 2.0] More enterable buildings!

shnknott
In reply to this post by Above
love it but how do i bring back vehicle wreck loot spawns
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Above
Administrator
In reply to this post by bloo884
bloo884 wrote
Hey Above, Would you ever make a respawn script for this? If so i think alot of people would be 10x happier with this than they are now.

There's no 100% working respawn script as of now, and I don't have time to fix one up atm. But it is indeed a good idea. :P
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 2.0] More enterable buildings!

Above
Administrator
In reply to this post by shnknott
shnknott wrote
love it but how do i bring back vehicle wreck loot spawns

You have to un-pbo the dayz_code, find the lootspots.sqf or whatever the name is. And then add the classname of the wreck and the loot coords.

I'll see if I can find the coords again and make a custom file for whoever want those.
It really was to much, though, if you ask me.


HOWEVER, tanks and other military vehicles will spawn enhanced military loot, still. So it's not completely gone.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 2.0] More enterable buildings!

shnknott
i'm not to worried about it just thought i'd ask. the hospitals are amazing thanks for all the work
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

Rabidgerbil
In reply to this post by Above
are we not able to change map marker icons? I tried using the arrow keys while editing a marker, but the only thing I can do is change colour. I want to use the little dots rather than the large cirlce with an x in it
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 2.0] More enterable buildings!

akjohnny
In reply to this post by Above
I don't know if someone's already asked this or not or if its known... but would it be possible to make zombies chase bandit AI/other players (AI) as well as agro after them when they shoot?  kind of annoying when ALL the zombies are after you when you shoot a pistol and they are firing hunting rifles 100m away.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 2.0] More enterable buildings!

Rabidgerbil
This post was updated on .
In reply to this post by Above
I found an AA Specialist AI unit... carrying a MK 16 Holo and a Stinger lol! I also found not to fire the Stinger launcher unless you want a huge hoard of zeds to swarm you XD loving this update!

EDIT: has the storage capacity of the Littlebird been fixed? I remember it used to be able to store heaps of gear. How would I change it if i wanted to? I know it would involve unpacking a .pbo but im not sure which one
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 2.0] More enterable buildings!

Vexx26
In reply to this post by akjohnny
As far as I know it should be possible. In Haleks DaiZy Factions the zombies run towards the AI if they shoot but when they reach them they don't attack though they just stand there.
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 2.0] More enterable buildings!

BossMann
Vexx26 wrote
As far as I know it should be possible. In Haleks DaiZy Factions the zombies run towards the AI if they shoot but when they reach them they don't attack though they just stand there.
The zombies shouldn't be standing at the AI, the AI would just kill them all?
Cheers, BossMann
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Re: RELEASE: BreakingPoint 3.1987 (1.7.7) [update: 1.9]

deathshank
In reply to this post by Rabidgerbil
Can't wait to get off work and check out the new stuff... I know its gonna be awesome. Glad to hear ur gonna take a crack at origins can't wait to see it... If any one can pull it off I k ow its u man. Keep up the awesome work man and thanks in andvance man I know its gonna rock
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