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

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Re: Weapon attachments

Above
Administrator
Loopaz wrote
Hello
I have just played in night and i have idea
big or small good or bad
but
Above can u manage that military or normal flashlight can be attached to the main weapons ?
it can be very helpful!
Decide
Greets ! Great jod! i just discovering tavi

First of all, your picture, priceless. Secondly, I can make it so that you can attach it to your shoulder. I already have the scripts ready for that.
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Re: Weapon attachments

Loopaz
Above wrote
Loopaz wrote
Hello
I have just played in night and i have idea
big or small good or bad
but
Above can u manage that military or normal flashlight can be attached to the main weapons ?
it can be very helpful!
Decide
Greets ! Great jod! i just discovering tavi

First of all, your picture, priceless. Secondly, I can make it so that you can attach it to your shoulder. I already have the scripts ready for that.

I appreciate both :)
NOOT, NOOT !
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Re: Weapon attachments

Above
Administrator
Loopaz wrote
Above wrote
Loopaz wrote
Hello
I have just played in night and i have idea
big or small good or bad
but
Above can u manage that military or normal flashlight can be attached to the main weapons ?
it can be very helpful!
Decide
Greets ! Great jod! i just discovering tavi

First of all, your picture, priceless. Secondly, I can make it so that you can attach it to your shoulder. I already have the scripts ready for that.

I appreciate both :)
NOOT, NOOT !
Hahah!! I like you. :)


And everyone, do I get to keep this in the code?:

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Re: Weapon attachments

BossMann
Well, if your talking the 2 primary weapons, remove it. It takes away from the realism and i would just store the gun in my backpack.
Cheers, BossMann
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Re: Weapon attachments

Sakse
Above wrote
And everyone, do I get to keep this in the code?:

yeah, the bloodhand is not bad :)


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Re: Weapon attachments

Above
Administrator
In reply to this post by BossMann
BossMann wrote
Well, if your talking the 2 primary weapons, remove it. It takes away from the realism and i would just store the gun in my backpack.
 

Oh, I was referring to the bloody hand. The dual-wield-weapons is already in 1.8.
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Re: Weapon attachments

xToast
In reply to this post by Above
Above wrote
Loopaz wrote
Above wrote
Loopaz wrote
Hello
I have just played in night and i have idea
big or small good or bad
but
Above can u manage that military or normal flashlight can be attached to the main weapons ?
it can be very helpful!
Decide
Greets ! Great jod! i just discovering tavi

First of all, your picture, priceless. Secondly, I can make it so that you can attach it to your shoulder. I already have the scripts ready for that.

I appreciate both :)
NOOT, NOOT !
Hahah!! I like you. :)


And everyone, do I get to keep this in the code?:

Looks good!
I'm a toast. Deal with it.
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Re: Weapon attachments

Siegfrid
In reply to this post by Above
Above wrote
And everyone, do I get to keep this in the code?:

hmm, that's a nice background picture atleast it should shade the "white" font now, other than that can you use the "Slots Left" on top like the 1.8 instead of the 1.7 below it?
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Re: Weapon attachments

Above
Administrator
Siegfrid wrote
Above wrote
And everyone, do I get to keep this in the code?:

hmm, that's a nice background picture atleast it should shade the "white" font now, other than that can you use the "Slots Left" on top like the 1.8 instead of the 1.7 below it?

That's exacly what got me to add it. I was gonna have a black background only, but that would've faded the black text. So I just ended up with this.

And yes, I'll see what I can do. I didn't even think about the "glitched" slots in the interface.
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Re: Weapon attachments

Siegfrid
In reply to this post by Above
Above wrote
Roger, I'll take a look at this. What can you do with poles?
Almost all the advance building materials, needed for all the Metal/Cinder constructions. it's called the "ItemPole" on the epoch item list. the metal pole is needed for both modular and crafting system.

Modular Building System

Crafting System

btw can you add the "Safe" on the drop list and the Vehicle Ammo Drop Event too?.
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Re: Weapon attachments

Above
Administrator
Siegfrid wrote
Above wrote
Roger, I'll take a look at this. What can you do with poles?
Almost all the advance building materials, needed for all the Metal/Cinder constructions. it's called the "ItemPole" on the epoch item list. the metal pole is needed for both modular and crafting system.

Modular Building System

Crafting System

btw can you add the "Safe" on the drop list and the Vehicle Ammo Drop Event too?.

Yup, I'll add the safes. I was sure you crafted those. So I never added them. About the Vehicle ammo drop thingy majig, I'll see what I can do. The ammo does drop in military buildings, though.
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Re: Weapon attachments

Goat Worrier
In reply to this post by Above
Above wrote
And everyone, do I get to keep this in the code?:

Of course...you should have your name in lights somewhere for all the work, hours and effort put in to this.
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Re: Weapon attachments

Above
Administrator
This post was updated on .
Goat Worrier wrote
Above wrote
And everyone, do I get to keep this in the code?:

Of course...you should have your name in lights somewhere for all the work, hours and effort put in to this.

Heh, being here is more than good enough. I'll see if I can smack the update together, tonight.

I'll also look into zombies charging AI, for the update after that.

What to expect in the next update:

- The item slots in the gear interface are now properly setup.
- C-130 crashes will be randomly placed on mission start.
- C-130 crashes will be way more rare.
- Backpacks are more rare.
- AI drops the new food again, since it disappeared for some reason.
- Additional codes with health percentage beside the blood icon. (For the 1.8 UI and the 1.7.7.1 UI).
- All the new food spawn chances were increased, instead of just half of them.
- The Dora backpack was replaced with the Origins Explorer backpack.
- Friendly AI missions for Taviana.
- The Big Survivalist backpack wont be invisible.
About the cheat menu, I'll have to postpone that, too. I haven't even started on it, to be honest. And that alone is quite abit of work.
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Re: Weapon attachments

TheRedScare
Would there be any chance of adding the trading system epoch has? I genuinely love it and seeing it added would make this amazing mod even better!
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Re: RELEASE: BreakingZero [1.8] [Update: 3.2] |18/10-2013|

Rome85
In reply to this post by Above
I have a problem,I can not remove camping tents,I get a message saying:
"tent not setup yet"
know anything about this?
some progress with the problem of the bandits do not attack by skins??
thanks.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.2] |18/10-2013|

Above
Administrator
Rome85 wrote
I have a problem,I can not remove camping tents,I get a message saying:
"tent not setup yet"
know anything about this?
Yes, I have this same problem. I've completely forgotten about it. I'll check it outski.

Rome85 wrote
some progress with the problem of the bandits do not attack by skins??
thanks.
I don't know why you're getting this. I've tested this for a long time now, and they attack me regardless, everytime.

Are you using ASR_AI? Using that might fix it for you. that's what I'm using for AI improvements.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.2] |18/10-2013|

Assaultthespie
A Regular day in BreakingZero. :p

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Re: RELEASE: BreakingZero [1.8] [Update: 3.2] |18/10-2013|

Above
Administrator
Assaultthespie wrote
A Regular day in BreakingZero. :p


DAMN! You built all that? If so, with or without cheating? :D

Either way, damn.

I like seeing pictures from you guys's characters.

The update will be up soon, but I had to postpone some of the features, due to it being late and all.

What to expect in the next update:

- The item slots in the gear interface are now properly setup.
- Backpacks are more rare.
- AI drops the new food again, since it disappeared for some reason.
- Additional codes with health percentage beside the blood icon. (For the 1.8 UI and the 1.7.7.1 UI).
- All the new food spawn chances were increased, instead of just half of them.
- The Dora backpack was replaced with the Origins Explorer backpack.
- Friendly AI missions for Taviana.
- The Big Survivalist backpack wont be invisible.
Delayed features:

- Burning C-130 crashes.
- Random C-130 crashes.
- Completely new cheat menu.
- Travel between maps.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.2] |18/10-2013|

Rome85
In reply to this post by Above
Above wrote
Yes, I have this same problem. I've completely forgotten about it. I'll
check it outski.
thank you very much,not know what to do...

Above wrote
Are you using ASR_AI? Using that might fix it for you. that's what I'm using
for AI improvements.
well...
remember not speak English,and google translator is very bad,
I have not ASR_AI,Do I have to install?
because if so,I search and install,and test...
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Re: RELEASE: BreakingZero [1.8] [Update: 3.2] |18/10-2013|

Rome85
In reply to this post by Above
Above wrote
A Regular day in BreakingZero. :p





DAMN! You built all that? If so, with or without cheating? :D

Either way, damn.

I like seeing pictures from you guys's characters.

The update will be up soon, but I had to postpone some of the features, due
to it being late and all.


What to expect in the next update:

- The item slots in the gear interface are now properly setup.
- Backpacks are more rare.
- AI drops the new food again, since it disappeared for some reason.
- Additional codes with health percentage beside the blood icon. (For the
1.8 UI and the 1.7.7.1 UI).
- All the new food spawn chances were increased, instead of just half of
them.
- The Dora backpack was replaced with the Origins Explorer backpack.
- Friendly AI missions for Taviana.
- The Big Survivalist backpack wont be invisible.

Delayed features:

- Burning C-130 crashes.
- Random C-130 crashes.
- Completely new cheat menu.
- Travel between maps.
that's impossible now build without cheats,because they can not be created item_pole,if you look at the photo,the lampposts are not at ground level,that is another bug....
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