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

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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
Ray wrote
Above wrote
Ray wrote
Above wrote
Just to update yous, the zombies are still bugged in the latest update. I'll have to check it out further.
No need to hurry, the current release is stable enough to enjoy the gameplay fairly good.

Yeah, I would agree to that, too. However I'm planning some AI buffs. :P

I hope they're health will somehow get buffed haha, 1-shotting them even with a pistol is uh.. Let's say a bit too easy. You should fight for survival, although there is the weather system, screaming zombies the AI should be something more powerful. With the new spawning, they're not very common, but if you see one walking all it takes is 1 shot and it's all done. Giving them more health would turn that aspect around and the AI will be feared for centuries.
I don't get how they're 1hittable for you with a pistol. I gotta spray them with AK unless headshot. O_O
And pistols does like no damage unless headshot too.
Ray
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Ray
Something fishy going on then, I'm bagging the poor bastards even with 1 shot while using a 1911.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
Ray wrote
Something fishy going on then, I'm bagging the poor bastards even with 1 shot while using a 1911.
Lol! If it's some of the "mod" weapons, e.g RH weapons pack. Those might not have a properly set damage for AI or something. That's the only thing I can think of.
Ray
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Ray
Above wrote
Ray wrote
Something fishy going on then, I'm bagging the poor bastards even with 1 shot while using a 1911.
Lol! If it's some of the "mod" weapons, e.g RH weapons pack. Those might not have a properly set damage for AI or something. That's the only thing I can think of.
Nah the 1911 I got atm is stock from ArmA
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
Ray wrote
Above wrote
Ray wrote
Something fishy going on then, I'm bagging the poor bastards even with 1 shot while using a 1911.
Lol! If it's some of the "mod" weapons, e.g RH weapons pack. Those might not have a properly set damage for AI or something. That's the only thing I can think of.
Nah the 1911 I got atm is stock from ArmA
Hmm, strange.

I doubt we're able to change the AI's health. I did some research and found nothing. :<
If they don't have 12k HP/blood/health, that would be ideal.
Ray
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Ray
But how did a bug occur when AI had  more  blood in the Taviana release.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
Ray wrote
But how did a bug occur when AI had  more  blood in the Taviana release.
What do you mean? That's how they've been for me since whatever beta patch it was. :P
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

dom.stb
Doesn't BreakingPoint add some new zombie types that are a bit tougher? Perhaps you are fighting different kinds of zombie??

I'm still on the version that came out just before you updated to the invincible zombie version and I've never had any troubles.

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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
dom.stb wrote
Doesn't BreakingPoint add some new zombie types that are a bit tougher? Perhaps you are fighting different kinds of zombie??

I'm still on the version that came out just before you updated to the invincible zombie version and I've never had any troubles.
They do, but they're already in the version that works. There's no way to kill the zombies in the update, except for the zombieshield. Not even RPG would take them out. It's a glitch that I need to fix, or something. It works on MP, though. That's strange.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

MasterNe0
Is their a way to re-add the refueling scripts and also I saw their the latest mp version has the taser, anyway to add that myself?

Great map either map and I love the new weapons, was missing that in chernarus but was awesome in the celle version.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
MasterNe0 wrote
Is their a way to re-add the refueling scripts and also I saw their the latest mp version has the taser, anyway to add that myself?

Great map either map and I love the new weapons, was missing that in chernarus but was awesome in the celle version.

I can upload 2 missions with refuel, unless you wanna add it yourself. Then just take the refueling script from a mission that got it, and copy/paste the exec line for it in init.sqf.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

MasterNe0
My version already customize. Where is the files I need at? I can probably figure out the init.sqf myself.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
MasterNe0 wrote
My version already customize. Where is the files I need at? I can probably figure out the init.sqf myself.
The refueling scripts are in some mission uploaded here. I think Taviana got it.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

MasterNe0
Anyway to add things like the taser that in the current MP edition?
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

VeritasMK
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
VeritasMK wrote
Is it possible to get a version that uses the BreakingPoint mod map, build scripts, electrical grid and logistics?

Thanks for your work.

I can add the building and towing stuff myself. But I need the admin (Deathlyrage) to send me the map if we're gonna use that. He was going to I think, but we haven't been talking in a while.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

VeritasMK
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Above
Administrator
VeritasMK wrote
The building and towing things would be great.  Its hard to amass vehicles when you are by yourself.

On the other hand, the amount of things you can do in the SP before you feel "done with it" is rather low. D;

I'll see if I can upload a mission or two with those features. :)

I'll leave the old building "system" in the missions aswell. As Fedus said "it would be cool if some buildings were left in the apocolypse, and that you gotta build some of them yourself".

I'm also messing abouts with the Origins features. Just messing around, though.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

temaire
In reply to this post by Above
I downloaded the latest single player version and I'm enjoying it so far. One question I have is how do you properly save in this game. I also had the same issue with Daizy. It seems that for each game you can only properly save once by pressing Esc and then clicking Save. After that if you press Esc, the Save option is faded out and you can't click it. So you can only save after that by suspending the game. This means that if my character dies I can't load from my latest save point, but only from the initial save point. So what I want to know is if I can save the game anytime in such a way that I can always load to that point after my character dies.
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Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Haleks
This is related to your difficulty settings. You can change this feature in game options (I think).
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