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

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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Snuggly Overlord
I noticed that the new cheat menu is not in the next release, are you planning on releasing it later?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Siegfrid
In reply to this post by Above
Above wrote
Their copyright (depending on how serious it actually is) wouldn't be a problem. Because Taviana/the Origins map are probably the most copyrighted things I can use. As for the xbows, the release not being Origins wasn't my main concern. But if the tranq arrows etc don't work, I fail to see the point (I forgot about the AK at the time). But chances are they actually work now that I think of it. The taser once did on both AI and zombies (and actually worked properly). I'll run some tests. HOWEVER, I will do everything I can to make Sector B important until I set up some AI there.

One more thing, the xbow from Aftermath is WAY doper, I don't remember it perfectly, but I think it looked pretty much like Daryls (from The Walking Dead) crossbow. Anyway, I'll look into this soon.
yeah, AK and shotgun on the new Origins to me are just skins from the AA12 and AKM or was it SA-58 Variants, as for the crossbow uggh, just a multichambered crossbow just like from aftermath, aftermath xbow was a 3 chamber xbow with a holo sight with a craftable Tranq and Ass-plodding bolt from grenades.

As for sec b, I do have some well, a lot of ideas concerning the Items, Vehicles, and weapon specific only find, and Tweaks that you've missed since last updates. I can list a lot of them if you want me to though you might've covered them already  either way just let me know if you want me to list them.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Rabidgerbil
In reply to this post by Above
my only sadness is that you cant use the tents and fireplace onboard the flying fortress :( I know its probably not possible anyway. apart from that, this update is brilliant :D loving it heaps! Thanks Above!
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Snuggly Overlord
Where is the flying fort located? I cant find it...
Or what is its name
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Rabidgerbil
Turn ESP on and open the map, look for the vehicle named "Flying Fortress". I use ESP just so I know what vehicles (namely helicopters) are on the map, I have a few favourites which I would prefer to fly, so I restart if I dont have them there.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
In reply to this post by Siegfrid
Siegfrid wrote
Above wrote
Their copyright (depending on how serious it actually is) wouldn't be a problem. Because Taviana/the Origins map are probably the most copyrighted things I can use. As for the xbows, the release not being Origins wasn't my main concern. But if the tranq arrows etc don't work, I fail to see the point (I forgot about the AK at the time). But chances are they actually work now that I think of it. The taser once did on both AI and zombies (and actually worked properly). I'll run some tests. HOWEVER, I will do everything I can to make Sector B important until I set up some AI there.

One more thing, the xbow from Aftermath is WAY doper, I don't remember it perfectly, but I think it looked pretty much like Daryls (from The Walking Dead) crossbow. Anyway, I'll look into this soon.
yeah, AK and shotgun on the new Origins to me are just skins from the AA12 and AKM or was it SA-58 Variants, as for the crossbow uggh, just a multichambered crossbow just like from aftermath, aftermath xbow was a 3 chamber xbow with a holo sight with a craftable Tranq and Ass-plodding bolt from grenades.

As for sec b, I do have some well, a lot of ideas concerning the Items, Vehicles, and weapon specific only find, and Tweaks that you've missed since last updates. I can list a lot of them if you want me to though you might've covered them already  either way just let me know if you want me to list them.

Sure, I'll give you a heads up if I've covered any from the list. And I would LOVE to hear your ideas about Sector B. I will eventually setup nice AI for it. But meanwhile, it needs to be important in other ways.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
In reply to this post by Rabidgerbil
Rabidgerbil wrote
my only sadness is that you cant use the tents and fireplace onboard the flying fortress :( I know its probably not possible anyway. apart from that, this update is brilliant :D loving it heaps! Thanks Above!
Ha, I know right.. And no, it's probably not possible, because the tents and the campfire are all a part of the whole model (afaik).
So there wouldn't be an item to set the fire to.

However, the whole gear inventory is split up between the tents (that's my excuse to enjoy the Flying Fortress abit more).
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

saprykheid
You wrote about a new cheat menu; will you still implement it?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Rabidgerbil
In reply to this post by Above
its surprisingly fast and manoeuvrable I have to admit, got it over 350 km/hr (or if you want to use proper term...knots) and it can turn fairly tightly. Still doesnt replace my little bird....I love that thing!
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Goat Worrier
This post was updated on .
In reply to this post by Above
I've just been going around Tavaina, picking up and loading items into a truck that I was going to try and enhance a base with - a few big h-barriers, some fire barrels, a bunker and a couple of wooden guard huts. But when I came to unload them only the h-barriers and fire barrels would render and were placeable - the bunker and the wooden guard posts were invisible and after placing them didn't actually seem to be there at all.

Does anyone know what's going on here?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Rome85
Goat Worrier wrote
I've just been going around Tavaina, picking up and loading items into a
truck that I was going to try and enhance a base with - a few big
h-barriers, some fire barrels, a bunker and a couple of wooden guard huts.
But when I came to unload them only the h-barriers and fire barrels would
render and were placeable - the bunker and the wooden guard posts were
invisible and after placing them didn't actually seem to be there at all.

Does anyone know what's going on here?
I have the same error...
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
In reply to this post by Rabidgerbil
Rabidgerbil wrote
its surprisingly fast and manoeuvrable I have to admit, got it over 350 km/hr (or if you want to use proper term...knots) and it can turn fairly tightly. Still doesnt replace my little bird....I love that thing!
Knots for air vehicles? Thought it was for boats only. I've always heard km/h when it comes to helis/planes. But I don't even know.

The littlebird should spawn, too. That little bastard is a true pleasure to manouver.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
In reply to this post by Goat Worrier
Goat Worrier wrote
I've just been going around Tavaina, picking up and loading items into a truck that I was going to try and enhance a base with - a few big h-barriers, some fire barrels, a bunker and a couple of wooden guard huts. But when I came to unload them only the h-barriers and fire barrels would render and were placeable - the bunker and the wooden guard posts were invisible and after placing them didn't actually seem to be there at all.

Does anyone know what's going on here?

I haven't used the R3F system a single time since I added it. I wouldn't be able to come up with an accurate answer.

But are you sure you didn't run out of slots? What gets loaded should come out with the same models.


*EDIT: About the next map. I might just pick one (thinking about Caribou). If you completely dissagree with me picking the map, we'll have a straw poll. What I think though is that we need something like Caribou/Namalsk. But it's not my job to tell you lot what we need or not.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Goat Worrier
Above wrote
Goat Worrier wrote
I've just been going around Tavaina, picking up and loading items into a truck that I was going to try and enhance a base with - a few big h-barriers, some fire barrels, a bunker and a couple of wooden guard huts. But when I came to unload them only the h-barriers and fire barrels would render and were placeable - the bunker and the wooden guard posts were invisible and after placing them didn't actually seem to be there at all.

Does anyone know what's going on here?

I haven't used the R3F system a single time since I added it. I wouldn't be able to come up with an accurate answer.

But are you sure you didn't run out of slots? What gets loaded should come out with the same models.


*EDIT: About the next map. I might just pick one (thinking about Caribou). If you completely dissagree with me picking the map, we'll have a straw poll. What I think though is that we need something like Caribou/Namalsk. But it's not my job to tell you lot what we need or not.
Ah yes, it's the R3F system, thanks. After a quick look up I see that it's very old and hasn't been updated in ages (and in French) so I think I'll just move on and live with it lol.

Regarding a new map - at some point I wouldn't mind trying out a middle-easten desert style map or maybe Celle 2 if possible with all this, but don't take this as any sort of vote at all. I've got way too much to try out and play with on Tavi still and I don't want to start again just yet.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Rabidgerbil
In reply to this post by Above
The knot (pronounced not) is a unit of speed equal to one nautical mile (1.852 km) per hour, approximately 1.151 mph.[1] The ISO Standard symbol for the knot is kn.[2] The same symbol is preferred by the IEEE; kt and NMPH are also seen. The knot is a non-SI unit that is "accepted for use with the SI".[3] Worldwide, the knot is used in meteorology, and in maritime and air navigation :D
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

saprykheid
I have spawned 2 friendly buddies via LOKIs recruit thing. Problem is, they seem to see through a lot of walls. Not only special buildings, but normal walls, because they very often shoot into it. It's on Taviana...
Anyone using friendly units?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Goat Worrier
This post was updated on .
saprykheid wrote
I have spawned 2 friendly buddies via LOKIs recruit thing. Problem is, they seem to see through a lot of walls. Not only special buildings, but normal walls, because they very often shoot into it. It's on Taviana...
Anyone using friendly units?
Yep, I get that in places there. I can only guess that whatever LOS (Line Of Sight) system is employed it's not quite right on Tavi or maybe some of the buildings aren't as 'solid' as others to the AI...I'm only guessing though as I don't know about such things.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

saprykheid
Does Breakingpoint have dynamic weather? If not, please maybe implement some :) There's scripts out there like NIM Dynamic Weather...
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

gods
Having fun on this thanks above.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Dyderich
In reply to this post by Above
Trying out this new thing....noted a few things that went not according to plan it seems



I can craft...finally!  at least with this mod....still cannot with the other one...

However, having said that...issues are:


Crafting bench will not place properly....the PgUP PgDown or Ctrl+PgUp/PgDown does not work at all...most of the time my toon shoots his weapon or looks around depending on which button is hit but does nothing else....when I click spacebar, the crafting table is placed in midair

There is no accompanying recipes list or anything...so I have no clue what requires what..and what it looks like....sometimes after clicking on a recipe and I esc back out of the window...I catch a small message about missing this or that...but not always.

Does this work with Cinder blocks? Can I craft brick walls?  Full house?  Or is this like the previous crafting system...extremely limited to only a few recipes?

Also, tried to create a wooden floor....the timer is ridiculously fast while I cannot do much because I have to be next to the bench and walking away from it usually causes the crafting to cancel out or I run out of time - very annoying method to craft...very stupid.  Should have the item pop up in front of me floating in air....then I raise/lower it appropriately and place it where I need it and be done - no timer, no weird have to be 3m next to bench crap, etc.  Use the bench to craft the piece so its listed in inventory...then let us place them at our leisure without timers or distance markers from the bench which just makes it more frustrating especially when you are new to all the weird ass controls that most of the time do not work properly.

Curious....

And thanks for creating this....




On a different note:  The AI spawns are all bandits (I put the mod for friendly AI but have not seen a single person at all that has not killed me on sight)....too many and too close normally....not fun at all...its pretty much like playing the shitty multiplayer version where its a gank fest against you - 3-5 npcs shooting various weapons at you while you are both avoiding zombies and them...the shields are kind of dumb since its such a HUGE circle killing anything it touches.  But if you want a little precious peaceful minutes you have to turn it on, otherwise everyone is targeting you CONSTANTLY - which gets tiring after 2 mins - it would be one thing if they did their own thing but no matter what I do, where I go...zombies/npcs seem to be attracted to my position regardless if I stay still and do nothing...
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