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

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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
Haleks wrote
Congrats on the new release man!
Would you happen to have a quick list of the included addons? - I saw the file is around 2.6GB (!).

Oh! and by the way :
Above wrote

And if you want zombies to attack AI, DOWNLOAD THIS!
Didn't you mean "if you want AI to attack zeds"? Because you don't need any addons to make zeds attack NPC. ;)

Anyway, I'll take time to test it out, once I'm done updating 2018 & Factions!
Thank you!

I meant aggro. :o

I figured it needed the zombie classes that you've added in the factions file?


And nice! I gotta re-download 2018, reinstalled my PC recently. You should test it in the update, it's fairly plain atm.


Addons:

Most Origins addons from the latest update.
2rangers.
ACR waponspack.
Chernarus tex addon.
Ice Apoc addon.
Support Call.
MB_Hemp.
RH weapons packs.
SBE_rifles (not used I think).
Taviana (just with textures).
USSR M200 (Cheytac).
Zero buildings/equip/lights/map/replacement/weapons/wrecks.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Haleks
This post was updated on .
Above wrote
I meant aggro. :o

I figured it needed the zombie classes that you've added in the factions file?
[...]

Addons:
Zero buildings/equip/lights/map/replacement/weapons/wrecks.
Nope ^^', actually the only purpose of the factions addon is to change the zeds side from CIV to RESISTANCE, allowing AI to see them as hostiles rather than unarmed civilians (provided that you set up the sides relations).
And, just so people are not confused : the author of dayz_factions is Xyberviri - I just added the viral zeds and the set up for the NPC used in Daizy. ;)

If you don't have zeds chasing NPC already, you'll need a script for that. I think this is the one I use atm.
Thinking of it, I realize I forgot to give credits to orctrasher for this. :/

And I definitely have to check out dayzero; I keep reading here & there that it is the best variation of dayz!
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

twsmith
In reply to this post by shnknott
mike wrote
so whats the difference between the dayzX and dayzXT missions. and no offence but i'm kinda disappointed that we can't hold 2 primary weapons anymore,
I think the T mission has proper time progression from day to night.

I was wondering about the change to a single primary weapon slot as well.  Normally I put my hatchet on my back and the option is there when you right click on it in your inventory but it can only go into the primary weapon slot and does nothing when I select "add to back".  What is the purpose of the back slot if you can't put anything there?  Just curious if there's some way to make the hatchet a secondary weapon in place of the pistol?  Baseball bats and crowbars make sense to keep as a primary because of their size and weight but a hatchet or machete can be kept in a holster on your belt similar to a pistol and the hatchet is likely lighter and less bulky than an M9 with a silencer mounted so it would make more sense to me to have it as a secondary weapon.  IRL I have a nice little gerber hatchet that I pack around on my belt when out hunting so it would make sense to me anyway. :)

Man this mod is seriously hardcore if you get trapped in a building with aggroing zombies.  I got swarmed the past 3 games after having to kill a zombie and they clip through the walls to get me while I can't even get out the freaking doorway.    
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Grimsok
In reply to this post by Haleks
What Seen I can see the AI right next to a Zeds and nothing happen to the AI the AI shooting @ me and once I pull the trigger it's all hell breaks loose they all come to me.

Anyone has issues picking up backpacks? wont give the option to take just open it.
Also some clothes breaks bones when your try to put them on and G becomes disabled does not happen all the time odd getting some pizza giving it a other crack at it

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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

twsmith
I think that's what Haleks and above were talking about, the script for zombies to attack and kill AI isn't included yet.  `I believe the factions file changes the classification of zombies so the AI will shoot at zombies.

Please correct me if I'm wrong as I haven't survived long enough to encounter any AI or bandits yet. ;)
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Haleks
In reply to this post by Grimsok
Guys, converting a new dayz_code is a lot of work; just report what you think is a glitch and let Above some time to fix them. ;)


About the backpacks, I guess Above forgot to include this in the config files :

        class new_backpack : Bag_Base_EP1 {
                class eventHandlers
                {
                        init="[(_this select 0),'CfgVehicles','new_backpack'] execVM '\z\addons\dayz_code\init\object_BackpackAction.sqf';";
                };
        };


This line is needed since the 1.8 dayz build, otherwise custom backpacks won't work.

EDIT : @Twsmith : that's exactly what we were speaking about! ;)
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Re: RELEASE: BreakingZero [1.8] [Update: 3.8] |19/12-2013|

Rabidgerbil
In reply to this post by Above
Thanks both for that, I just spend too much time on the computer, hence why I'm almost always around lol
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Above wrote
I meant aggro. :o

I figured it needed the zombie classes that you've added in the factions file?
[...]

Addons:
Zero buildings/equip/lights/map/replacement/weapons/wrecks.
Nope ^^', actually the only purpose of the factions addon is to change the zeds side from CIV to RESISTANCE, allowing AI to see them as hostiles rather than unarmed civilians (provided that you set up the sides relations).
And, just so people are not confused : the author of dayz_factions is Xyberviri - I just added the viral zeds and the set up for the NPC used in Daizy. ;)

If you don't have zeds chasing NPC already, you'll need a script for that. I think this is the one I use atm.
Thinking of it, I realize I forgot to give credits to orctrasher for this. :/

And I definitely have to check out dayzero; I keep reading here & there that it is the best variation of dayz!

Alrighty.

About DayZero, it's "Vanilla-like" because it's a hardcore mod. Or people like to refer to it as that, because the weapons aren't all that good (compared to DMR and what not). They've done some cool stuff, however.

My personal favorite mod would be Epoch, though.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Guys, converting a new dayz_code is a lot of work; just report what you think is a glitch and let Above some time to fix them. ;)


About the backpacks, I guess Above forgot to include this in the config files :

        class new_backpack : Bag_Base_EP1 {
                class eventHandlers
                {
                        init="[(_this select 0),'CfgVehicles','new_backpack'] execVM '\z\addons\dayz_code\init\object_BackpackAction.sqf';";
                };
        };


This line is needed since the 1.8 dayz build, otherwise custom backpacks won't work.

EDIT : @Twsmith : that's exactly what we were speaking about! ;)
I'm sure I added that. :S

I'll take a look.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
In reply to this post by twsmith
twsmith wrote
I think that's what Haleks and above were talking about, the script for zombies to attack and kill AI isn't included yet.  `I believe the factions file changes the classification of zombies so the AI will shoot at zombies.

Please correct me if I'm wrong as I haven't survived long enough to encounter any AI or bandits yet. ;)

I saw AI get chased where I spawned.  I'll have to take another look.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

BossMann
Bug - After looting dead AI, "Take Clothes" stays in the scroll bar.
Cheers, BossMann
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
BossMann wrote
Bug - After looting dead AI, "Take Clothes" stays in the scroll bar.

Yeah, saw this happen too. It does disappear if you click it, though. I'll take another look.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

residentj3553
I'm kind of a noob here. I listened to your instructions but a lot of the skins in your utilities menu (0-0) dont work for me besides the default survivor vest and ghillie suit. The skin is added to my inventory but clicking "wear" does nothing. Is there a dlc or file im missing? Everything else works great!
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
residentj3553 wrote
I'm kind of a noob here. I listened to your instructions but a lot of the skins in your utilities menu (0-0) dont work for me besides the default survivor vest and ghillie suit. The skin is added to my inventory but clicking "wear" does nothing. Is there a dlc or file im missing? Everything else works great!

No, you're doing nothing wrong. This is happening merely because I didn't re-do the cheat menu, therefor it still got the BreakingZero cheat menu.

I'm currently just collecting a list of things I need to do for the update, this being one of them.

Redbull/building supplies will obviously not spawn in either, since I haven't added the Epoch stuff. But it's comming.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

residentj3553
Oh thank god. Haha. Btw Your older BreakingPoint mod is giving me trouble as well.

1) Is it a standalone mod or do you need to add it to the DayZ files?
2) Is it ONLY for 1.8 or can it be used in 1.8.0.3?

I'm getting everything working in BreakingPoint besides the models being stretched around. I'm thinking its because its a 1.8 mod and i'm using 1.8.0.3
Would that be causing it?
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
residentj3553 wrote
Oh thank god. Haha. Btw Your older BreakingPoint mod is giving me trouble as well.

1) Is it a standalone mod or do you need to add it to the DayZ files?
2) Is it ONLY for 1.8 or can it be used in 1.8.0.3?

I'm getting everything working in BreakingPoint besides the models being stretched around. I'm thinking its because its a 1.8 mod and i'm using 1.8.0.3
Would that be causing it?

It's a standalone mod, the instructions on the mainpage will let you know how to install it, and what to include. The character glitch is fixed by downloading "SOW". http://forums.bistudio.com/showthread.php?84253-Sound-Of-War-v1-0
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

residentj3553
That did it! What? How does a sound mod fix such a random problem...
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

BossMann
residentj3553 wrote
That did it! What? How does a sound mod fix such a random problem...
We have no clue :P
Cheers, BossMann
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Above
Administrator
BossMann wrote
residentj3553 wrote
That did it! What? How does a sound mod fix such a random problem...
We have no clue :P

Breaking Point (and therefor BreakingZero) was a complete cluster fuck. Nothing made sense, really. That's why I upgraded to a clean code. Now I just need you lot to tell me what to do with it. :)
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Re: RELEASE: DayZ X [1.8.0.3] [Update: X] |12/02-2014|

Robzombiefinder
Any idea when the epoch building system will be put in. Sounds great by the way
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