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|

Goat Worrier
This post was updated on .
Dyderich wrote
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...
Hopefully someone will be along to help you with the crafting and building part of your question...

Regarding the above, apart from zombies the AI will ALWAYS be hostile towards you regardless of them being a bandit or survivor. But when you're going through or near by some of the towns or bases (from what I've found), between one and three friendly AI will occasionally spawn in and join your team (up to say 200 meters away from you). These can be bandits or survivors also but they'll be on your team (blue/blufor).

I can't say I've noticed the zombies and AI converging on me at all - well, they will if I'm making a lot of noise of course. The bandits can be tricky sometimes if you're using ASR_AI for example but most have fairly average weapons from what I've seen and tend to fight each other, so give away their positions. Getting a team member or two really helps as they'll point out the threats and fixing up a vehicle is useful too, otherwise you'll likely have to hike it through the woods a lot to avoid too many encounters. You can of course use something like Loki's_Lost_key to spawn in a UAZ for example (or anything else to drive around in and transport your team if or when you get them) if it all gets too tedious. I have the zombie shield on and drive everywhere as on my own I'd get tired of it all very quickly and to be honest, I'm not particularly playing it for the zombies.
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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
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.

I didn't think they would upgrade R3F since ArmA 3 is out. I'll take a look.

And yes, I'll wait with the new map since Taviana just got released.
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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 saprykheid
saprykheid wrote
Does Breakingpoint have dynamic weather? If not, please maybe implement some :) There's scripts out there like NIM Dynamic Weather...

It does, the Chernarus one at least, I've experienced the full cycle. You might wanna try it on the timecycle mission, though. Since the weather cycle might take a while.
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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 Dyderich
Dyderich wrote
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
Yes, the binds wont work after a reload, so I just removed them completely. The work bench will float, but the building stuff wont. I'll see if I can lower the workbench. And then add the remove feature, so that you get refunded. So that you can place stairs, and then roof. And then just remove the stairs.

This is the best I can do until I find a working way to launch the binds.

Dyderich wrote
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.
The Epoch wiki is your recipe list.

Dyderich wrote
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?
 You can build a full house, I don't know how much of the cinderblocks work, though. I know that doors/garage doors needs to be fixed. They work in the editor, but they'll be invisible when built ingame. I'm still figuring this one out.

Dyderich wrote
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.
Really, 10 seconds is too fast? I always find myself waiting. You can be far from the bench when building, and you'll only cancel it if you run really fast. What you do is, you go to where you wanna place the item, and then click it and put it in place. 10 seconds should be more than enough. Only crafting requires you to be right next to the workbench. And I didn't create the building system, I just implemented it, and made it as working as I can atm for singleplayer.

Dyderich wrote
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...
See, this is where Haleks and my work goes different ways. He put all his effort in friendly AI, wich made his version and AI really good. I put more effort into bandits, and difficulty.

My friendly AI, however, will join you when you find them. There's no recruit function.


*EDIT: About the zombies being harder, this is 1.8. The zombies were buffed, due to hard zombies being the soul-idea of DayZ.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

xToast
In reply to this post by Above
Just wanted to say that I'm enjoying this release very much.
Spawned on Taviana right next to the airfield, had to kill a bad guy and then I "found" this:



Only need to repair it now..
Good work, Above.
I'm a toast. Deal with it.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
xToast wrote
Just wanted to say that I'm enjoying this release very much.
Spawned on Taviana right next to the airfield, had to kill a bad guy and then I "found" this:



Only need to repair it now..
Good work, Above.

Nice! I also like everything they've done to the Origins map. :D

My favorite is probably all the different zombies.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

xToast
Above wrote
xToast wrote
Just wanted to say that I'm enjoying this release very much.
Spawned on Taviana right next to the airfield, had to kill a bad guy and then I "found" this:



Only need to repair it now..
Good work, Above.

Nice! I also like everything they've done to the Origins map. :D

My favorite is probably all the different zombies.
Yeah, I like the firemen zombies. :D
I'm a toast. Deal with it.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Goat Worrier
In reply to this post by Above
Above wrote
xToast wrote
Just wanted to say that I'm enjoying this release very much.
Spawned on Taviana right next to the airfield, had to kill a bad guy and then I "found" this:



Only need to repair it now..
Good work, Above.
Nice! I also like everything they've done to the Origins map. :D
My favorite is probably all the different zombies.
Yes, gotta say that it feels much more fleshed out as a whole - dare I say that it feels like it's got a bit more 'life' to it.

I'm also loving the scrap vehicles - it's great to hear the bullets ping off the metal plates
I've been exploring all over the new and old areas again as so much has changed. I've found a few bases and the occasional castle that doesn't have any zombies, so I'm fixing one of those up at the moment and also found one of the trader bases in a forest (nothing functioning in it of course). Next stop...Sector B in the Flyingfortress with my posse of misfits.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
Goat Worrier wrote
Above wrote
xToast wrote
Just wanted to say that I'm enjoying this release very much.
Spawned on Taviana right next to the airfield, had to kill a bad guy and then I "found" this:



Only need to repair it now..
Good work, Above.
Nice! I also like everything they've done to the Origins map. :D
My favorite is probably all the different zombies.
Yes, gotta say that it feels much more fleshed out as a whole - dare I say that it feels like it's got a bit more 'life' to it.

I'm also loving the scrap vehicles - it's great to hear the bullets ping off the metal plates
I've been exploring all over the new and old areas again as so much has changed. I've found a few bases and the occasional castle that doesn't have any zombies, so I'm fixing one of those up at the moment and also found one of the trader bases in a forest (nothing functioning in it of course). Next stop...Sector B in the Flyingfortress with my posse of misfits.
I have to agree with everything you said. But trader bases? That one with tents and stuff? It's meant to have aliens and super rare, super good loot. I doubt either loot or the alien zombies are spawning, though. :(

If I add traders, I'll probably add them there. It would be such a perfect location.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Goat Worrier
Above wrote
Goat Worrier wrote
Above wrote
xToast wrote
Just wanted to say that I'm enjoying this release very much.
Spawned on Taviana right next to the airfield, had to kill a bad guy and then I "found" this:



Only need to repair it now..
Good work, Above.
Nice! I also like everything they've done to the Origins map. :D
My favorite is probably all the different zombies.
Yes, gotta say that it feels much more fleshed out as a whole - dare I say that it feels like it's got a bit more 'life' to it.

I'm also loving the scrap vehicles - it's great to hear the bullets ping off the metal plates
I've been exploring all over the new and old areas again as so much has changed. I've found a few bases and the occasional castle that doesn't have any zombies, so I'm fixing one of those up at the moment and also found one of the trader bases in a forest (nothing functioning in it of course). Next stop...Sector B in the Flyingfortress with my posse of misfits.
I have to agree with everything you said. But trader bases? That one with tents and stuff? It's meant to have aliens and super rare, super good loot. I doubt either loot or the alien zombies are spawning, though. :(

If I add traders, I'll probably add them there. It would be such a perfect location.
Yes, it looks like some cheap ass cousin of Mad Max made it  - it's dead as you say (apart from zombies) but at least it's there.

It's in the centre of the 'Dead Forest', east of Vladimir, way over to the west. If I find any more (without looking them up online, while I'm exploring) or anything else that might be of interest I'll shout out.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
Goat Worrier wrote
Above wrote
Goat Worrier wrote
Above wrote
xToast wrote
Just wanted to say that I'm enjoying this release very much.
Spawned on Taviana right next to the airfield, had to kill a bad guy and then I "found" this:



Only need to repair it now..
Good work, Above.
Nice! I also like everything they've done to the Origins map. :D
My favorite is probably all the different zombies.
Yes, gotta say that it feels much more fleshed out as a whole - dare I say that it feels like it's got a bit more 'life' to it.

I'm also loving the scrap vehicles - it's great to hear the bullets ping off the metal plates
I've been exploring all over the new and old areas again as so much has changed. I've found a few bases and the occasional castle that doesn't have any zombies, so I'm fixing one of those up at the moment and also found one of the trader bases in a forest (nothing functioning in it of course). Next stop...Sector B in the Flyingfortress with my posse of misfits.
I have to agree with everything you said. But trader bases? That one with tents and stuff? It's meant to have aliens and super rare, super good loot. I doubt either loot or the alien zombies are spawning, though. :(

If I add traders, I'll probably add them there. It would be such a perfect location.
Yes, it looks like some cheap ass cousin of Mad Max made it  - it's dead as you say (apart from zombies) but at least it's there.

It's in the centre of the 'Dead Forest', east of Vladimir, way over to the west. If I find any more (without looking them up online, while I'm exploring) or anything else that might be of interest I'll shout out.
Cool, do so. I was expecting more underground/cool places. All though the whole island is pretty damn neat. And I don't really know alot about it, so there might be some more cool places there.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

BossMann
Hey above, do you or kodabar have a list of emails of all the people with accounts on the forums? i need to send out a bulk invite to the new forums when it ready
Cheers, BossMann
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Dyderich
In reply to this post by Dyderich
So yesterday I decided to try out this breaking zero mod...I ended up going to Cherno map to see what was different and cool.

I spawned near Balato Airport and decided to try my luck yet again...moved around a bit...lots of shooting from enemy AI as well as some zombies aggroing me...not as bad as the Pod map was though with the zombies aggroing you 5 miles away as you crouch scoot across an area.  

Get to the airport and eventually make my way up to ATC tower...note that there are some AI hanging around near the end/middle of the strip.  I decide against my better judgement to try being friendly again...scoot up towards a female soldier...she looks cool in her Army uniform...sporting an Uzi and some sort of assault/sniper rifle over her shoulder.  

I try to initiate communications and get stone walled.  Ok, so I am not the prettiest toon around, but give a guy a break...say something...Nadda.  She stays half croutched not moving at all (initially she started pointing her Uzi dead towards me - which made my heart skip a few beats knowing what was going to come next).

So I mouse scroll and try all sorts of commands...seems she is Friendly AI but is not interested in joining me or even talking to me.  I noted that she had two other folks nearby and I move towards them...they are both similar...say nothing and do not move.  None shoot the zombies nearby at all and none offer to join my holy crusade.  I eventually move off, but they stay in the same position and spot unmoving...like statues.

Dunno if they were busted or what...I wanted to try my hand at crafting on the Cherno map but as it was around midnight, I decided to log off.  The one thing I noted about this and the switch between maps was that you cannot quit from a game at all.  There is no option to abort/suspend that works.  You can click it and it may even say in white letters, it will take 15 seconds before you can abort, but after 45 seconds you know its not working at all.  Had to Alt-Tab out and close program disappointed.

Am I not getting the proper response from Friendly AI?  



On the Pod map with the crafting thing:  There is a construction site a little northwest of the town on the north part of the map.  The town has two helos located in a soccer field (small bird and 60H).  I took the medical ambulance from the previous town's hospital to this town and then grabbed the 60H and towed the ambu over to the construction site.  

When I tried to get the crafting to work I was standing facing south (I think) which appears to either be the front or the rear of this location...center opening but not like the opposite side where you can walk in in various places...this side had really only one main entrance.  The lobby entrance for lack of a better description is where I placed the crafting bench...a little off to the right near the grass.  When I crafted the floor tile (1/4) it hovered in front of my toon and the timer started instantly counting down.  I tried my best to figure out how to lower the floor but everytime it stayed floating in the air and so I would try to cancel the operation...which made everything halt for a few secs and finally I could move again.  I wish I knew how you are getting the floors to work properly...I tried to place the floor right next to the cement floor entrance in front of the building so that it would be like having an additional part of the building on the front side...but it never worked...I will try to upload some pics to show what I see.  

I need to get back into modding....havent done it since oh hell...20 years almost back when we played around with UOX3 (Ultima Offline).  Eventually I would really like to be able to craft stuff like you folks but even more so build a full map to play on.

I really do not like some of the maps as I am more interested in artic/tundra settings similar to the Nordic countries, Alaska, or Siberia.  I would love to be able to create a fully new map without rehashing old maps and be able to actually create new looking buildings....theaters, gun shops, travel agencies, police station, fast food restaurants, coffee shop, deli, bakery, shopping mall, computer store, clothing store, shoe store, army surplus, salvation army, Home Depot/DIY Store, etc.

As for modding new stuff:

Are you able to create a new magic box and call it say:  Construction Box?  Say put in like 30 Wood Piles, Planks, Plywood, Fence, Tank Trap, etc.  This would be nice if you are looking at testing the crafting stuff since you can spawn this and have all those items already there to start crafting.

Btw, when I tried out that Magic Box I was pretty floored...those are some really cool weapons in there - most of which I have never seen in game at all.

Cheat Menu:
No more vehicle spawn allowed?  Would be nice if we could spawn all ArmaII vehicles and be able to go into them - noted that earlier single player mods did not allow this for like MBTanks and such...would blow up if you attempted to get into one.

For testing this option would be great...for playing I can see why not - so long as there were some nice military vehicles available in the game, I would like this regardless...but civvie vehicles are not my cup of tea if I can avoid them - They are bullet magnets.  The only decent vehicle I would look at is some sort of cargo truck (1-1/2 ton or the large wheel based pickup trucks) otherwise at minimum a HMMWV or equivalent especially if it has a mounted weapon (M2HB, M60, MK19GL, etc).
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

snxxy
In reply to this post by Above
I'm a little bit confused with installing this mod. You got 2 links:
"BreakingZero [1.8] [Update 2.3]" and "BreakingZero 3.3 update! Changelog below!"
So in order to play the latest mod version I need to download these 2 and install them in 1 mod folder right?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Goat Worrier
This post was updated on .
@Dyderich - did you see my post after yours regarding the AI and getting team members?

If you see someone off in the distance - they will not be friendly (I don't know why yours bugged like that with that group of AI). Friendly team members will spawn out of thin air (you won't see them until they join you) and will appear on your team list, bottom left of your screen.

Double check that you're actually using the friendly AI mission pbo too.

@snxxy - yes, the 3.3 update goes right on top of v2.3.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

draconis123
Does this support taming of dogs? That's really the last thing I need before this becomes perfect.

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

Above
Administrator
draconis123 wrote
Does this support taming of dogs? That's really the last thing I need before this becomes perfect.

Loving the update!

Yes, there are dogs you can tame. I don't know how it works, though. Most of my dogs tend to leave me or die. Haha.

You might have to keep feeding them, but I'm not sure. I should implement the dog UI back, I guess. If it works that is.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

draconis123
In reply to this post by draconis123
Never mind. A bit buggy but it works.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

draconis123
In reply to this post by Above
Above wrote
draconis123 wrote
Does this support taming of dogs? That's really the last thing I need before this becomes perfect.

Loving the update!

Yes, there are dogs you can tame. I don't know how it works, though. Most of my dogs tend to leave me or die. Haha.

You might have to keep feeding them, but I'm not sure. I should implement the dog UI back, I guess. If it works that is.
Definitely! I just spawned one with loki and tamed it with raw meat. The whistle and bark don't make any noise but they do work. Now it's almost like my real life German Shepherd.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.3/3.4O] |22/10-2013|

Above
Administrator
draconis123 wrote
Above wrote
draconis123 wrote
Does this support taming of dogs? That's really the last thing I need before this becomes perfect.

Loving the update!

Yes, there are dogs you can tame. I don't know how it works, though. Most of my dogs tend to leave me or die. Haha.

You might have to keep feeding them, but I'm not sure. I should implement the dog UI back, I guess. If it works that is.
Definitely! I just spawned one with loki and tamed it with raw meat. The whistle and bark don't make any noise but they do work. Now it's almost like my real life German Shepherd.

Really? They both made noices last time I tested it, wich was a long time ago. But I've not removed anything since then. Have you tried with a "real" dog?
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