RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

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Re: RELEASE: BreakingZero [1.8] [Update: 2.7] Podagorsk + Chernarus

Above
Administrator
draconis123 wrote
Hey Above,

I'd like to buy you a beer. Do you have a donation button hidden anywhere? I want to show some appreciation for wasting hours of my life playing your mods. Even called in sick a few times after staying up all night and realizing it was already time to wake up.
Hello, Draconis. I really appreciate you wanting to give me something, to say thanks.

But your appreciation and kindness couldn't have been a better payment. :) I've been there, playing, and playing some more. To then realize time is abit more than planned.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

VileThings
In reply to this post by Above
Above wrote
MOwneZ wrote
Could I personally take the AI from FACTIONS and put it into breaking point? Obviously it wouldn't work for Podagorsk, but I imagine it would work for Chernaraus?

You can, it's just that I can't rip Haleks stuff and put it on my release and call it something else.

There have been occasions where I've gotten to use some of his features. But not a full release.
Just out of curiosity: how would I go about doing that?
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
VileThings wrote
Above wrote
MOwneZ wrote
Could I personally take the AI from FACTIONS and put it into breaking point? Obviously it wouldn't work for Podagorsk, but I imagine it would work for Chernaraus?

You can, it's just that I can't rip Haleks stuff and put it on my release and call it something else.

There have been occasions where I've gotten to use some of his features. But not a full release.
Just out of curiosity: how would I go about doing that?
 Just take the dayz_factions addon from his release. This should work, just that AI will have the skins he set up. And then you gotta add friendly AI spawns.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

VileThings
Above wrote
 Just take the dayz_factions addon from his release. This should work, just that AI will have the skins he set up. And then you gotta add friendly AI spawns.
Thanks, but I wouldn't even know where to begin to add in AI spawns and I don't really have the patience right to get into the whole editor thing. Seeing as how you seem to be working on friendly AI, I'll just wait and see what you come up with ;)

PS: I went to Elektro today and there seem to spawn a huge amount of bandits in a very small space (namely the harbor). I spent an hour just looting all the corpses (I lost count after 15).
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
VileThings wrote
Above wrote
 Just take the dayz_factions addon from his release. This should work, just that AI will have the skins he set up. And then you gotta add friendly AI spawns.
Thanks, but I wouldn't even know where to begin to add in AI spawns and I don't really have the patience right to get into the whole editor thing. Seeing as how you seem to be working on friendly AI, I'll just wait and see what you come up with ;)

PS: I went to Elektro today and there seem to spawn a huge amount of bandits in a very small space (namely the harbor). I spent an hour just looting all the corpses (I lost count after 15).

Haha, it's not hard. I've just been taking a long break. I'm still messing with some smaller fixes etc before I dig into the bigger changes. But I'll have an "update day" where I just finnish as much as I can in one day.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

VileThings
Above wrote
Haha, it's not hard. I've just been taking a long break. I'm still messing with some smaller fixes etc before I dig into the bigger changes. But I'll have an "update day" where I just finnish as much as I can in one day.
If you can point me to a tutorial I can give it a try. Great mod by the way. The only real downsides right now for me are the overabundance of bandits, the fact that zombies don't react to them and the missing friendly AI I have become used to from Haleks mods ;)
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
VileThings wrote
Above wrote
Haha, it's not hard. I've just been taking a long break. I'm still messing with some smaller fixes etc before I dig into the bigger changes. But I'll have an "update day" where I just finnish as much as I can in one day.
If you can point me to a tutorial I can give it a try. Great mod by the way. The only real downsides right now for me are the overabundance of bandits, the fact that zombies don't react to them and the missing friendly AI I have become used to from Haleks mods ;)
Basically just de-pbo the mission, drag the folder onto your BZ shortcut. Once the map is loaded, just copy whatever trigger and change the ending word e.g (banits, helis, tents) to survivor. And put that trigger wherever you want it.

Thanks, and are there really that many bandits? I usually hear alot of shots, but usually just find 1-4. Just like my MP experience. Haha.

Friendly AI is comming, though. And the zombie thing is also something that I keep debating with myself about.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

VileThings
Above wrote
Basically just de-pbo the mission, drag the folder onto your BZ shortcut. Once the map is loaded, just copy whatever trigger and change the ending word e.g (banits, helis, tents) to survivor. And put that trigger wherever you want it.
Neat. Unfortunately I get a missing content error. Says it needs something called 'dayzero'?

Above wrote
Thanks, and are there really that many bandits? I usually hear alot of shots, but usually just find 1-4. Just like my MP experience. Haha.
Made a screenshot of the biggest pile. You can see six bodies on the picture alone. In total there are eight bodies on that small stretch of land. Bandits seemed to (repeatedly) spawn in there and also on the small hill you can see on the other side of the water.

http://imgur.com/a/HvMj8#1

I messed around a bit with the cheat menu today and found the ESP cheat. It showed me at least twenty bandits in a 2km radius and that wasn't even in one of the major cities. I was just outside of Pavlovo.

Also small nitpick: too many shotguns. Give them lower-end AK's or rifles. With shotguns you only have to catch one stray pellet to get knocked out. Incredibly annoying. Especially since the AI can just keep on blasting you as the zombies don't react to them - unlike your unconscious body, which they very much do react to.

Happened to me thrice now. Once inside a Ural, once in a helicopter and once on foot and they weren't even that close. Maybe as far away as 200m.

Above wrote
Friendly AI is comming, though. And the zombie thing is also something that I keep debating with myself about.
If the bandits had to contend with the zombies there would be no harm in increasing their intelligence. I have had bandits taking potshots at me, only to turn around and walk away once they had lost sight of me for a few seconds. But it's really funny to watch them slaughter each other.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
VileThings wrote
Above wrote
Basically just de-pbo the mission, drag the folder onto your BZ shortcut. Once the map is loaded, just copy whatever trigger and change the ending word e.g (banits, helis, tents) to survivor. And put that trigger wherever you want it.
Neat. Unfortunately I get a missing content error. Says it needs something called 'dayzero'?

Above wrote
Thanks, and are there really that many bandits? I usually hear alot of shots, but usually just find 1-4. Just like my MP experience. Haha.
Made a screenshot of the biggest pile. You can see six bodies on the picture alone. In total there are eight bodies on that small stretch of land. Bandits seemed to (repeatedly) spawn in there and also on the small hill you can see on the other side of the water.

http://imgur.com/a/HvMj8#1

I messed around a bit with the cheat menu today and found the ESP cheat. It showed me at least twenty bandits in a 2km radius and that wasn't even in one of the major cities. I was just outside of Pavlovo.

Also small nitpick: too many shotguns. Give them lower-end AK's or rifles. With shotguns you only have to catch one stray pellet to get knocked out. Incredibly annoying. Especially since the AI can just keep on blasting you as the zombies don't react to them - unlike your unconscious body, which they very much do react to.

Happened to me thrice now. Once inside a Ural, once in a helicopter and once on foot and they weren't even that close. Maybe as far away as 200m.

Above wrote
Friendly AI is comming, though. And the zombie thing is also something that I keep debating with myself about.
If the bandits had to contend with the zombies there would be no harm in increasing their intelligence. I have had bandits taking potshots at me, only to turn around and walk away once they had lost sight of me for a few seconds. But it's really funny to watch them slaughter each other.

Oh yes, I forgot about that. I had the dayzero error down pat. It's a value or something from Haleks release that I don't use or have, or something like that. *Brainfart*


About the massive load of bandits, did you change skins alot in the trigger? This re-triggers bandits. Otherwise you really shouldn't have that many.

20 bandits?! D: you must've changed skins, I currently have no fix for this. But you get a new unit when changing skins, wich triggers bandits again. 0-8 should spawn per trigger.


About the AI and zombies etc etc. I would have to setup the factions stuff first, so that they actually give a shit about zombies. If they're just gonna shoot at the players, while zombies just sit around the bandits, that'll just look stupid.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

VileThings
Above wrote
Oh yes, I forgot about that. I had the dayzero error down pat. It's a value or something from Haleks release that I don't use or have, or something like that. *Brainfart*
No biggy ;)

Above wrote
About the massive load of bandits, did you change skins alot in the trigger? This re-triggers bandits. Otherwise you really shouldn't have that many.

20 bandits?! D: you must've changed skins, I currently have no fix for this. But you get a new unit when changing skins, wich triggers bandits again. 0-8 should spawn per trigger.
That might be it. I usually collect skins along the way, then try them out one after another (usually 2-3) before discarding the ones I don't want. Not sure if I did it in that situation though, but it's possible.

Above wrote
About the AI and zombies etc etc. I would have to setup the factions stuff first, so that they actually give a shit about zombies. If they're just gonna shoot at the players, while zombies just sit around the bandits, that'll just look stupid.
Well, at least the bandits would be easier to spot ^^

PS: I found a TSF SUV at the NWAF and it has thousands of storage space. Is this intended or a bug on my end? I airlifted it out of there because it looked cool. I only realised how much storage it has back at my base.

PPS: Is there a VTOL on the map? I just love the look of it.

PPPS: I seem to have a bug with the KA-60 helicopter. I can no longer access the gear screen.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
VileThings wrote
Above wrote
Oh yes, I forgot about that. I had the dayzero error down pat. It's a value or something from Haleks release that I don't use or have, or something like that. *Brainfart*
No biggy ;)

Above wrote
About the massive load of bandits, did you change skins alot in the trigger? This re-triggers bandits. Otherwise you really shouldn't have that many.

20 bandits?! D: you must've changed skins, I currently have no fix for this. But you get a new unit when changing skins, wich triggers bandits again. 0-8 should spawn per trigger.
That might be it. I usually collect skins along the way, then try them out one after another (usually 2-3) before discarding the ones I don't want. Not sure if I did it in that situation though, but it's possible.

Above wrote
About the AI and zombies etc etc. I would have to setup the factions stuff first, so that they actually give a shit about zombies. If they're just gonna shoot at the players, while zombies just sit around the bandits, that'll just look stupid.
Well, at least the bandits would be easier to spot ^^

PS: I found a TSF SUV at the NWAF and it has thousands of storage space. Is this intended or a bug on my end? I airlifted it out of there because it looked cool. I only realised how much storage it has back at my base.

PPS: Is there a VTOL on the map? I just love the look of it.

PPPS: I seem to have a bug with the KA-60 helicopter. I can no longer access the gear screen.

The suv does have a damn lot of inventory slots, this is set in the addon, I'm 95% sure it's the original inventory space.

I can change it depending on opinions or demands. :D

Is there a VTOL on the map? Of course!

I'll take a look at the KA-60 helicopter. And 1.8 removed the gear feature from the map, and added an in-vehicle script that I haven't looked at. I'll fix it in one or another way. :)
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

VileThings
Above wrote
The suv does have a damn lot of inventory slots, this is set in the addon, I'm 95% sure it's the original inventory space.

I can change it depending on opinions or demands. :D
It's not really a problem. You can simply not use it after all. I found four Urals in total so far, so inventory space isn't really a problem. It's just weird. Also it seems the same for all SUVs (found an armored one with the same amount if inventory space).

Above wrote
Is there a VTOL on the map? Of course!
Haven't found one so far. When and how often do vehicles (re-)spawn?

btw, found the Apache. That's just nuts ^^

Above wrote
I'll take a look at the KA-60 helicopter. And 1.8 removed the gear feature from the map, and added an in-vehicle script that I haven't looked at. I'll fix it in one or another way. :)
I have never really used the gear feature from the map. I usually just access it from outside, or in the case of the KA-60 from the back seat. I just can't seem to access it at all in the KA-60 anymore. I only lost an empty backpack, so I'm not mad and I can still put stuff in the loadout section of the heli (which I at first assumed caused the bug).

-----------

What I'm missing right now are more building recipes. Primarily walls to get some cover and stuff. I read you are working on the Epoch building system, which would be incredibly sweet to have. Also for camo nets you need netting material, at least that's what the Breaking Point Wiki says. I haven't found any in the game, so I wonder if it's in at all?

Something else I noticed is that you cool out very quickly on the oil rigs. I'm guessing this is working as intended? Just curious.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
VileThings wrote
Above wrote
The suv does have a damn lot of inventory slots, this is set in the addon, I'm 95% sure it's the original inventory space.

I can change it depending on opinions or demands. :D
It's not really a problem. You can simply not use it after all. I found four Urals in total so far, so inventory space isn't really a problem. It's just weird. Also it seems the same for all SUVs (found an armored one with the same amount if inventory space).

Above wrote
Is there a VTOL on the map? Of course!
Haven't found one so far. When and how often do vehicles (re-)spawn?

btw, found the Apache. That's just nuts ^^

Above wrote
I'll take a look at the KA-60 helicopter. And 1.8 removed the gear feature from the map, and added an in-vehicle script that I haven't looked at. I'll fix it in one or another way. :)
I have never really used the gear feature from the map. I usually just access it from outside, or in the case of the KA-60 from the back seat. I just can't seem to access it at all in the KA-60 anymore. I only lost an empty backpack, so I'm not mad and I can still put stuff in the loadout section of the heli (which I at first assumed caused the bug).

-----------

What I'm missing right now are more building recipes. Primarily walls to get some cover and stuff. I read you are working on the Epoch building system, which would be incredibly sweet to have. Also for camo nets you need netting material, at least that's what the Breaking Point Wiki says. I haven't found any in the game, so I wonder if it's in at all?

Something else I noticed is that you cool out very quickly on the oil rigs. I'm guessing this is working as intended? Just curious.

Oh, the TSF suv might share the same class as the other SUV's. I might actually be resposible for this, after all.


Vehicles spawn when you start a new mission, and stay the same until you restart.


OH! I know exacly what you mean now, the passanger seat gear thing does disappear after a while. I don't know why this is, because it's written to always be there (afaik). However, you should be able to select the gear from outside?

About the netting material, and original BreakingPoint building system, this whole system was removed for 2 reasons. 1: It would break the 1.8 crafting system. 2: It's getting replaced by the Epoch OR Aftermath building system (they're the same, just that Aftermath lets you craft weapons).

The Oilrigs were impossible to get proper loot coords for, and just spawned loot way up in the air. So I figured 1 less addon would be a bigger win.


Also, I'm STARTING on the update now. It will most likely not be released tonight, or tomorrow, since there's ALOT of stuff to do. But I'll start.
And the changes are:
-  Friendly AI.
-  Ability to build a bike.
-  Aftermath(most likely) or Epoch building system.
-  Ability to travel between Chernarus and Podagorsk (and Taviana in the future).
-  The non-compatible ammo was replaced with the proper ammo.
-  Better bandit spawns.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

VileThings
Above wrote
Vehicles spawn when you start a new mission, and stay the same until you restart.
Well, that's disappointing. I just used the ESP cheat and there is no VTOL on my map. Oh well.

Above wrote
OH! I know exacly what you mean now, the passanger seat gear thing does disappear after a while. I don't know why this is, because it's written to always be there (afaik). However, you should be able to select the gear from outside?
I haven't found  a place where I can access it from outside. Might take another look.

Above wrote
About the netting material, and original BreakingPoint building system, this whole system was removed for 2 reasons. 1: It would break the 1.8 crafting system. 2: It's getting replaced by the Epoch OR Aftermath building system (they're the same, just that Aftermath lets you craft weapons).
Oh, that's strange. I haven't tried building anything yet, but I can still open the context menu by right clicking the building materials in my inventory and it shows the Breaking Point buildings.

I'm all for the Epoch system, since just building guns from scratch goes far beyond my Willing Suspension of Disbelief. Also it's extremely easy to get a good gun as it is. But that's just me. If you go for the Afermath system I wouldn't mind. I don't have to craft my own gun after all :)

Above wrote
The Oilrigs were impossible to get proper loot coords for, and just spawned loot way up in the air. So I figured 1 less addon would be a bigger win.
Not really a problem, since you can simply drag whatever loot is floating in the air somewhere where you can actually access it.

I was just wondering about the cold thing, but it makes sense to me from a multiplayer perspective, since people can't just make their bases on them unless they have a huge stash of heatpacks. Unfortunately it means I can't either in singleplayer. But then again, there isn't that much space on there to begin with. Then again, with the upcoming building system we could make more space on it, so that's something you might take a look at? Please? :)

Above wrote
Also, I'm STARTING on the update now. It will most likely not be released tonight, or tomorrow, since there's ALOT of stuff to do. But I'll start.
And the changes are:
-  Friendly AI.
-  Ability to build a bike.
-  Aftermath(most likely) or Epoch building system.
-  Ability to travel between Chernarus and Podagorsk (and Taviana in the future).
-  The non-compatible ammo was replaced with the proper ammo.
-  Better bandit spawns.
Sweet! I can't wait - well, I can, I'm just very much looking forward to it ;)
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
VileThings wrote
Well, that's disappointing. I just used the ESP cheat and there is no VTOL on my map. Oh well.
:(
I haven't found  a place where I can access it from outside. Might take another look.
Okey, helis are hard to access from the outside in general, it's usually where the tail starts.

Oh, that's strange. I haven't tried building anything yet, but I can still open the context menu by right clicking the building materials in my inventory and it shows the Breaking Point buildings.
Yes, I left alot of the actions in the code, and just removed the functions. This is ALL cleaned up in the update.

I'm all for the Epoch system, since just building guns from scratch goes far beyond my Willing Suspension of Disbelief. Also it's extremely easy to get a good gun as it is. But that's just me. If you go for the Afermath system I wouldn't mind. I don't have to craft my own gun after all :)
I'll go with the Epoch system. If you haven't gotten to see it, you should watch a video. You can do alot of amazing things. :D


Not really a problem, since you can simply drag whatever loot is floating in the air somewhere where you can actually access it.
This is far from ideal, though.

I was just wondering about the cold thing, but it makes sense to me from a multiplayer perspective, since people can't just make their bases on them unless they have a huge stash of heatpacks. Unfortunately it means I can't either in singleplayer. But then again, there isn't that much space on there to begin with. Then again, with the upcoming building system we could make more space on it, so that's something you might take a look at? Please? :)
Well, with the Epoch building system, you can pretty much build anything.

And well, it's just another addon for something (out of my beliefs, only about 2% will ever visit).



Above wrote
Also, I'm STARTING on the update now. It will most likely not be released tonight, or tomorrow, since there's ALOT of stuff to do. But I'll start.
And the changes are:
-  Friendly AI.
-  Ability to build a bike.
-  Aftermath(most likely) or Epoch building system.
-  Ability to travel between Chernarus and Podagorsk (and Taviana in the future).
-  The non-compatible ammo was replaced with the proper ammo.
-  Better bandit spawns.

Sweet! I can't wait - well, I can, I'm just very much looking forward to it ;)



:D
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Rome85
sorry for my English ..... Above, I just wanted to thank you for your effort and for giving us all the opportunity to enjoy this great mod, you're the best, this is fucking awesome ..... :D

P.D: Agradecimientos especiales a El Venezolano por ser tan majete de molestarse en traducirme anteriormente,eres grande tiooo!!! espero que se entienda lo que e puesto encima... ¬¬
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
This post was updated on .
Rome85 wrote
sorry for my English ..... Above, I just wanted to thank you for your effort and for giving us all the opportunity to enjoy this great mod, you're the best, this is fucking awesome ..... :D

P.D: Agradecimientos especiales a El Venezolano por ser tan majete de molestarse en traducirme anteriormente,eres grande tiooo!!! espero que se entienda lo que e puesto encima... ¬¬

I'm really glad you like it! Thanks for the feedback! :D



Current changelog for the next update:
-  Friendly AI.
-  Ability to build a bike.
-  Aftermath(most likely) or Epoch building system.
-  Ability to travel between Chernarus and Podagorsk (and Taviana in the future).
-  The non-compatible ammo was replaced with the proper ammo.
-  Better bandit spawns.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
Here's a picture of my stairs that I built. I have no clues how to build walls, though.




Current changelog for the next update:
-  Friendly AI.
-  Ability to build a bike.
-  Epoch building system.
-  Ability to travel between Chernarus and Podagorsk (and Taviana in the future).
-  The non-compatible ammo was replaced with the proper ammo.
-  Better bandit spawns.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

Above
Administrator
In reply to this post by Above
Here's a picture of my stairs that I built.




Current changelog for the next update:
-  Friendly AI.
-  Ability to build a bike.
-  Epoch building system.

-  Ability to travel between Chernarus and Podagorsk (and Taviana in the future). (This might be delayed to a hotfix, because of concept ideas).

-  The non-compatible ammo was replaced with the proper ammo.
-  Better bandit spawns.
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Re: RELEASE: BreakingZero [1.8] [Update: 2.6b] Podagorsk + Chernarus

VileThings
I can already see myself just living on the rooftops in Elektro
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