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

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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Above
Administrator
duckraw wrote
after the new update friendly ai dont spawn anymore i stayed at & around the church in elektro for like 30 min and no friendly ai spawned what is going on

Friendly AI does spawn, they just don't join you. I'm working on the friendly AI for the update.

As you can see in the update, there's no friendly AI files, either.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

BossMann
Above wrote
duckraw wrote
after the new update friendly ai dont spawn anymore i stayed at & around the church in elektro for like 30 min and no friendly ai spawned what is going on

Friendly AI does spawn, they just don't join you. I'm working on the friendly AI for the update.

As you can see in the update, there's no friendly AI files, either.
I guess the friendly AI will be integrated?
Cheers, BossMann
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Above
Administrator
This post was updated on .
BossMann wrote
Above wrote
duckraw wrote
after the new update friendly ai dont spawn anymore i stayed at & around the church in elektro for like 30 min and no friendly ai spawned what is going on

Friendly AI does spawn, they just don't join you. I'm working on the friendly AI for the update.

As you can see in the update, there's no friendly AI files, either.
I guess the friendly AI will be integrated?

Yes, all they really need now is a humanity function, wich is really easy to write. So if you have 2.5k humanity (for instance). They'll have a chance to join you.

Also, I'll remove the save option for vehicles/tents, since it breaks actions.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

BossMann
Above wrote
BossMann wrote
Above wrote
duckraw wrote
after the new update friendly ai dont spawn anymore i stayed at & around the church in elektro for like 30 min and no friendly ai spawned what is going on

Friendly AI does spawn, they just don't join you. I'm working on the friendly AI for the update.

As you can see in the update, there's no friendly AI files, either.
I guess the friendly AI will be integrated?
Also, for the sake of streamlining gameplay can you fix the changing skins stuff. When you have the player shield on it kills you when you change skins.

Yes, all they really need now is a humanity function, wich is really easy to write. So if you have 2.5k humanity (for instance). They'll have a chance to join you.

Also, I'll remove the save option for vehicles/tents, since it breaks actions.
Cheers, BossMann
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

duckraw
In reply to this post by Above
oh ok thx was just wondering i have it working fine though...
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Above
Administrator
duckraw wrote
oh ok thx was just wondering i have it working fine though...


If you're referring to the action glitches I brought up, if you reload, and then scroll on a tent, the "Save Old Camping Tent" will stick, and never disappear. And the "Deploy Bike" function will be removed.

I've fixed this now, though. =)

For everyone wondering, I don't have THAT much left to do for the update. But it wont be released for another while.

Stuff left to do that I can think of now:

- Add a humanity function for friendly AI squads.
- Try to fix the Epoch binds for building.
- Add the unlock action to locked doors. (Only open/close door works atm).
- Apply those fixes to all releases.
- Make a unit delete script. (Removes units 2000 meters or more away from you).

What's been done so far, that I can think of:

- Added all Epoch objects (doors, and cinder objects).
- Fixed an action glitch.
- Added automatic lootcycle (still needs some adjustment for some maps, and some testing). (Originally written by Haleks).
- Added all the animations from 1.8, zombie sit-and-eat animations etc.
- Safe added to loot table, and AI.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

RifleDickRick
DOes this fix the wierd fingers glitch aswell?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Above
Administrator
This post was updated on .
RifleDickRick wrote
DOes this fix the wierd fingers glitch aswell?

There's already a fix for that on the front page, LITERALLY below the downloading link, in bold text.


*EDIT: I just realized that ALL the AI is looting vehicles and other players. I don't know if this is something that I've changed now, or if it's in 3.7. But all the AI are looting their kills now.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Fenrir
I have tried both mods but to no success i still have spaghetti hands. I might have installed JSRS wrong, but i didn't see any instructions on how to install it. Any help?
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Swifty
In reply to this post by Above
when this is all wrapped up and done what's your next great project that you will make
All Hail the mighty Beans!
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Haleks
Hey Above, about that graphical glitch : it might come from one the bloodsuckers files from Namalsk - I remember having some issues when trying the Stalker mod... Hope it can help.

Also I making some progress on my end with the 1803 update (finally got those zombies to attack me!); one quick question though : it seems that the new gear menu won't work for me... T_T'
Any hints on how you used it in your release mate?  ;)
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Motors6
In reply to this post by Fenrir
yep. neither of them works fo me too :( but the mod looks great :D i guess we'll just have to wait for the fix
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Hey Above, about that graphical glitch : it might come from one the bloodsuckers files from Namalsk - I remember having some issues when trying the Stalker mod... Hope it can help.

Also I making some progress on my end with the 1803 update (finally got those zombies to attack me!); one quick question though : it seems that the new gear menu won't work for me... T_T'
Any hints on how you used it in your release mate?  ;)
Oh, makes sense. Since I'm not using that anyways, I can remove it. It's strange that the SOW mod fixes it, though. The sounds shouldn't be related. (This glitch didn't exist until I removed SOW).

I'm assuming you mean that your inventory UI doesn't work?

If you mean the UI, most of that is changed in the RSCTitles, and "PlayerGUI" or whatever that file is called.

As for the functions, I've not added their glitch fix, wich removes the dual-primary weapon exploit. So I can still carry 2 sniper rifles for instance.

As for that function, you have to mess with the *checking the dayz_code fast* "player_addtoBack" action.


Also, guys. I might be adding a new type of crash, wich will spawn building parts (walls etc). This crash will be REALLY rare, though. And the crash will have some construction/industrial model.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

VileThings
Just to make a case to include Panthera (somewhere along the road) and traders (I'd love to own a car park like that):

http://www.youtube.com/watch?v=05oD9utroEs

I can't wait to play this again. All I'm really waiting for right now is all the Epoch stuff working (including the binds) and traders. Not meant as criticism, just some feedback :)
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Haleks
In reply to this post by Above
Above wrote
Haleks wrote
Hey Above, about that graphical glitch : it might come from one the bloodsuckers files from Namalsk - I remember having some issues when trying the Stalker mod... Hope it can help.

Also I making some progress on my end with the 1803 update (finally got those zombies to attack me!); one quick question though : it seems that the new gear menu won't work for me... T_T'
Any hints on how you used it in your release mate?  ;)
Oh, makes sense. Since I'm not using that anyways, I can remove it. It's strange that the SOW mod fixes it, though. The sounds shouldn't be related. (This glitch didn't exist until I removed SOW).

I'm assuming you mean that your inventory UI doesn't work?

If you mean the UI, most of that is changed in the RSCTitles, and "PlayerGUI" or whatever that file is called.

As for the functions, I've not added their glitch fix, wich removes the dual-primary weapon exploit. So I can still carry 2 sniper rifles for instance.

As for that function, you have to mess with the *checking the dayz_code fast* "player_addtoBack" action.


Also, guys. I might be adding a new type of crash, wich will spawn building parts (walls etc). This crash will be REALLY rare, though. And the crash will have some construction/industrial model.
Thanks dude! I just realized I was using an old rsctitles file - wich explain a couple of other errors I had!
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Above
Administrator
Haleks wrote
Above wrote
Haleks wrote
Hey Above, about that graphical glitch : it might come from one the bloodsuckers files from Namalsk - I remember having some issues when trying the Stalker mod... Hope it can help.

Also I making some progress on my end with the 1803 update (finally got those zombies to attack me!); one quick question though : it seems that the new gear menu won't work for me... T_T'
Any hints on how you used it in your release mate?  ;)
Oh, makes sense. Since I'm not using that anyways, I can remove it. It's strange that the SOW mod fixes it, though. The sounds shouldn't be related. (This glitch didn't exist until I removed SOW).

I'm assuming you mean that your inventory UI doesn't work?

If you mean the UI, most of that is changed in the RSCTitles, and "PlayerGUI" or whatever that file is called.

As for the functions, I've not added their glitch fix, wich removes the dual-primary weapon exploit. So I can still carry 2 sniper rifles for instance.

As for that function, you have to mess with the *checking the dayz_code fast* "player_addtoBack" action.


Also, guys. I might be adding a new type of crash, wich will spawn building parts (walls etc). This crash will be REALLY rare, though. And the crash will have some construction/industrial model.
Thanks dude! I just realized I was using an old rsctitles file - wich explain a couple of other errors I had!
Oh, sweet. I'm glad you could sort it. :)
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Above
Administrator
In reply to this post by VileThings
VileThings wrote
Just to make a case to include Panthera (somewhere along the road) and traders (I'd love to own a car park like that):

http://www.youtube.com/watch?v=05oD9utroEs

I can't wait to play this again. All I'm really waiting for right now is all the Epoch stuff working (including the binds) and traders. Not meant as criticism, just some feedback :)

I wanna make Panthera, too. So we should see that in the future, too.

I'm also working on the Epoch stuff, too. I've already added the missing items. Just some minor adjustments and it's good to go.

As for the traders, that's nothing I can promise as of now. But we had a discussion about them not long ago. And came up with some nice ideas.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Goat Worrier
In reply to this post by VileThings
VileThings wrote
Just to make a case to include Panthera (somewhere along the road) and traders (I'd love to own a car park like that):

http://www.youtube.com/watch?v=05oD9utroEs

I can't wait to play this again. All I'm really waiting for right now is all the Epoch stuff working (including the binds) and traders. Not meant as criticism, just some feedback :)
Gotta agree - someone sensible doing videos for starters that I can actually watch. Panthera looks great too and has some great basic places around to start bases at and yes to traders too.

The trouble is though, while that base looked great there's actually no real point in doing it at all as there's no one else to appreciate them or take them from you in SP. I'd love it if there was some way to make the AI semi-sentient but I somehow doubt that's anywhere near possible. It all sort of makes you want to get back online if I'm honest (much that I really appreciate all the work Above and Co have done)...until that nuke goes off mind.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Above
Administrator
Goat Worrier wrote
VileThings wrote
Just to make a case to include Panthera (somewhere along the road) and traders (I'd love to own a car park like that):

http://www.youtube.com/watch?v=05oD9utroEs

I can't wait to play this again. All I'm really waiting for right now is all the Epoch stuff working (including the binds) and traders. Not meant as criticism, just some feedback :)
Gotta agree - someone sensible doing videos for starters that I can actually watch. Panthera looks great too and has some great basic places around to start bases at and yes to traders too.

The trouble is though, while that base looked great there's actually no real point in doing it at all as there's no one else to appreciate them or take them from you in SP. I'd love it if there was some way to make the AI semi-sentient but I somehow doubt that's anywhere near possible. It all sort of makes you want to get back online if I'm honest (much that I really appreciate all the work Above and Co have done)...until that nuke goes off mind.
It is probably possible to make the AI target the Epoch objects. I don't know how perfect it would be possible to get, though. But it should be possible if anything. (Assuming this is what you meant).

As for the friendly AI, they will follow you around in the update, depending on your humanity.
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Re: RELEASE: BreakingZero [1.8] [Update: 3.7] |18/11-2013|

Goat Worrier
This post was updated on .
Above wrote
Goat Worrier wrote
VileThings wrote
Just to make a case to include Panthera (somewhere along the road) and traders (I'd love to own a car park like that):

http://www.youtube.com/watch?v=05oD9utroEs

I can't wait to play this again. All I'm really waiting for right now is all the Epoch stuff working (including the binds) and traders. Not meant as criticism, just some feedback :)
Gotta agree - someone sensible doing videos for starters that I can actually watch. Panthera looks great too and has some great basic places around to start bases at and yes to traders too.

The trouble is though, while that base looked great there's actually no real point in doing it at all as there's no one else to appreciate them or take them from you in SP. I'd love it if there was some way to make the AI semi-sentient but I somehow doubt that's anywhere near possible. It all sort of makes you want to get back online if I'm honest (much that I really appreciate all the work Above and Co have done)...until that nuke goes off mind.
It is probably possible to make the AI target the Epoch objects. I don't know how perfect it would be possible to get, though. But it should be possible if anything. (Assuming this is what you meant).

As for the friendly AI, they will follow you around in the update, depending on your humanity.
Hey, I constantly take my hat off to you and the other guys for making this whole thing happen and thoroughly enjoy any and all your updates. It simply comes down to that old problem of making things feel a little more alive each time for me, but every little step closes the gap :)
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