UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

Niceonegunit
Ha ha, amazing work DayZ SP!

I was planning on adding this for the v042e release but Eliteness is giving me major problems with the Dayz_xxx.pbo files.

You wouldn't mind if I used this in v042e would you?
DaiZy Single-player Developer (AI Units)
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

TheGmanID
In reply to this post by DayZ_SP
Could do with some help! No zombies spawn! ANYWHERE!
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

DayZ_SP
@Niceonegunit

No need to include it if you already downloaded the modified "dayz.pbo" since this is where that bit of code is present.

@TheGmanID

I didn't touch the Zombie spawns. You should have Zombies up the ying-yang as per the original Zombie spawn numbers. Either reload your current game, and/or start a new game just to be sure...
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

FoxDIE
In reply to this post by TheGmanID
hi theGman, i dont know if this will help you but the only time i have that issue i was not using all the vRz0 files, and i just copy them all ( dayz.pbo; dayz_anim.pbo; dayz_code.pbo; dayz_equip.pbo; dayz_sfx.pbo; dayz_vehicles.pbo; and  dayz_weapon.pbo) and then copy there the Dayz_SP dayz.pbo and dayz_code.pbo files.... good loock!
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

FoxDIE
In reply to this post by TheGmanID
hi theGman, i dont know if this will help you but the only time i have that issue i was not using all the vRz0 files, and i just copy them all ( dayz.pbo; dayz_anim.pbo; dayz_code.pbo; dayz_equip.pbo; dayz_sfx.pbo; dayz_vehicles.pbo; and  dayz_weapon.pbo) and then copy there the Dayz_SP dayz.pbo and dayz_code.pbo files.... good loock!
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

MagicRecon
will this work with 1.7.5? i hope so cus i get the long loading screen otherwise
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Tommygun9504
In reply to this post by DayZ_SP
DayZ_SP wrote
If feedback indicates there are not enough Zombies, I can always upload a version with the default count of Zombies along with the AI enhancements and bug fixes.

P.S. -- I was also thinking about increasing the loot since this is SP and not MP. Let me know your thoughts on that as well...
Yes, please increase the loot!

If possible, can you tweak the loot timer countdown to be less as well?
The system in question is down here.

dayz_code/z/addons/dayz_code/compile/player_spawnCheck.sqf

I'd do it myself, but I have trouble decoding and recoding. cPBO doesn't work at all, and I can never get Eliteness to do the job.
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Niceonegunit
Painful irony because cPBO and Eliteness have failed me too.

I think the .pbo is Rapifyied. cPBO and Eliteness do not allow me to unrapify it.
DaiZy Single-player Developer (AI Units)
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Tommygun9504
Niceonegunit wrote
Painful irony because cPBO and Eliteness have failed me too.

I think the .pbo is Rapifyied. cPBO and Eliteness do not allow me to unrapify it.
If I recall, there are a bunch of DLL files that add on to Eliteness aside from DePBO.dll

It's possible that one or a group of those might help :P

It's a long shot, but I'll try it and report back :P
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

Archon
In reply to this post by DayZ_SP
Any body here still have this version?? sorry for my bad english
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Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Niceonegunit
In reply to this post by Tommygun9504
I've got all of them. ExtractPBO, PAckPBO etc. etc.
DaiZy Single-player Developer (AI Units)
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

DerWaldschrat
In reply to this post by DayZ_SP
DayZ_SP wrote
1) I managed to change the Zombie's "Civilian" class.
Could you shortly explain where do you did that change thing? I am missing one big thing. Zed's are never become aggro to AI. AI can firing the everytime.
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

DayZ_SP
It was fairly easy to do, but it's also an obsolete change because I have found a way to make the AI Survivors target Zombies without having to alter any of the core DayZ files...
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

NoVertigo
Yes I would love to know what you did to change the classes of AI as well as making the AI survivors fire upon zombies. How ever I would love to see if there is a way to make Zombies become alert/retaliate against AI bandits/survivors.
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

Above
Administrator
NoVertigo wrote
How ever I would love to see if there is a way to make Zombies become alert/retaliate against AI bandits/survivors.
Sadly, I'm pretty sure that's impossible atm.
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

DayZ_SP
This post was updated on .
In reply to this post by NoVertigo
NoVertigo wrote
Yes I would love to know what you did to change the classes of AI as well as making the AI survivors fire upon zombies. How ever I would love to see if there is a way to make Zombies become alert/retaliate against AI bandits/survivors.
I can't reveal all my secrets ... But I will say if you know how ArmA 2 works and is set up in the normal game regarding factions and sides... It's pretty obvious and easy to do if you're into modding the game like most long-time players are.

The biggest obstacle that makes getting the various AI to attack each other compared to normal ArmA is Rocket used a class of non-combatants for the base of the Zombie models and the same model class for both the Survivors AND the Bandits. Had he just used three separate hostile faction models as his bases, the AI attacking each other would be a non-issue because it would follow normal ArmA game logic.

Now, getting Zombies to target AI Bandits & Survivors is a little harder because this would involve somebody rewriting Rocket's Zombie code... Which at this point enters into a very gray area since the mod has gone commercial... And not only that, the method Unknown decided to use to spawn AI units (versus having static units already on the map when you load it up) isn't exactly 100% stable in a lot of ways.
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

NoVertigo
Well I do know how it works. I know that its all involved in the 'class' system, which pretty much dictates who fires upon whom. But if I understand the mod correctly, the AI survivors are of the same side as human survivors, so I would not understand why the Zeds ignore them unless it is scripted differently. As for bandits, im also quite confused.

Its a bummer you can not reveal how you did it, but if its possible, did you edit the mission in the in-game editor, or edit the code? You do not have to be specific, only because Ive tried extracting the .pbo to edit in the editor but its been unsuccessful. Of course I would not distribute any edited versions, just want to tweak it in my own way.

I would just love to have more of a dynamic environment; Bandits and survivors in the distance firing upon zombies/each other, seeing some unsuspecting vehicles roaming around.

If you have ever watched the walking dead, you would know what I mean ;)

But thanks for this update, I was hoping someone could at least take a nice step forward to deliver a more suitable SP.
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

Above
Administrator
Some of the old versions have helicopters roaming around, shooting stuff. ;O
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

DayZ_SP
Well I do know how it works. I know that its all involved in the 'class' system, which pretty much dictates who fires upon whom. But if I understand the mod correctly, the AI survivors are of the same side as human survivors, so I would not understand why the Zeds ignore them unless it is scripted differently. As for bandits, im also quite confused.
It's not just the class system.

The reason I am not revealing how it is done is because what I did in the current version might change in the next version, too.

The previous "hack" I did with 1.7.2.6. no longer works, so I had to find a new way to do what needed to be done with 1.7.3, and again in 1.7.4.4. So, it's not because I am trying to be "cool" and "special". It's because whatever I do in one version is never the same in the next version... And even with these workarounds we still don't have a 100% reliable SP game that functions the way it should work 100% of the time. This is because of how the game was originally coded primarily to be a MP game with specific workarounds already in place to get it to function with ArmA 2.

If you want to figure out how I did it... Just download this and tear apart the files:

http://kodabar-dayz-daizy-single-player-forum.1084782.n5.nabble.com/RELEASE-DaiyZ-1-7-4-4-td1441.html

It's no secret, but it's not as simple as replicating it every time a new version of the mod comes out, unfortunately.
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Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)

Above
Administrator
But DayZ_SP, you're still cool yakno.
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