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

classic Classic list List threaded Threaded
80 messages Options
1234
Reply | Threaded
Open this post in threaded view
|

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

DayZ_SP
This post was updated on .
I was just about call it quits with this mod, but then the famous quote by Al Pacino in "Godfather III" kicked in...

Just when I thought I was out... They pull me back in.

RECENT DEVELOPMENTS:

1) I managed to change the Zombie's "Civilian" class.

Yes, that's right. This means AI Surviors and AI Bandits will now continuously engage Zeds and won't stop until they are dead... Er, more dead than they were before.

This also means when AI Survivors join your party, you can can use the selective fire commands in ArmA 2 as well. You can set up a perimeter with AI killing most of the Zeds leaving you free to pillage the villages as it were... Er, is and will henceforth shall be!

Zeds attack AI Survivors, but the player is still their number one target. So, like all good squad leaders you have to be able to multitask and not rely 100% on the AI to do the Zed killing for you. Besides, where would the fun in that be, anyway?











2) I consolidated various fixes floating around the internet into a new dayz_code.pbo that corrects things like the Debug GUI, Right-Clicking on an item and getting that annoying message about the GUI not being coded correctly, etc.

Those issues are all fixed now thanks to others who are constantly testing and bug fixing this mess of a mod like we are.

I've tested everything out with the current version of DaiyZ+ on the 42c map and everything works as it should. That male player model selection bug is still there and this is the last thing I am trying to squash because it wasn't present in previous versions of DaiyZ and it is annoying the shit out of me!

3) I also reduced the number of Zombies to help with performance.

The maximum number of local (client-side) Zombies is 40.

I reduced this number to 10... But don't worry.

Due to Rocket's random spawning routines, you still get anywhere from 15-25 Zombies in an area, but it never goes above 25 like it did before. I used the Debug menu to confirm the maximum number of Zombies in large cities and towns was 25... Which is more than enough when playing this game by yourself. I also reduced the number of Zombies per building by half which should also help with performance as well.

DOWNLOAD:

http://www.mediafire.com/?x6h6feb7yevy8

As with all critical game files, I strongly recommend backing up the originals in case the game won't load, you CTD, etc.
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

FoxDIE
THats sounds really great! i really lost hope with your last message about this subject! can not wait! congratulations for your work and thanks for taking the time even after having so much problems!
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

CalUKGR
In reply to this post by DayZ_SP
That sounds amazing - good work! I hope we get a link to the new version posted here soon...
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
EDITED: Added screenshots, so people don't think I am messing with them

What is interesting is in the first three shots I had a team of four AI Survivors. By the time I snapped screenshots four and five an AI Bandit had killed two of my team mates with a sniper rifle...
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Pierry
In reply to this post by DayZ_SP
Hey, I might not be a dev but I could upload it for you if you're interested so we all can test it out! :)
Anyways it looks pretty amazing and something I've been waiting for ages!
Thanks!
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

CalUKGR
In reply to this post by DayZ_SP
I am seriously impressed! Really well done. How soon can I get this in my mitts and give it a go?
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Tommygun9504
In reply to this post by DayZ_SP
This is awesome!

Do AI Survivors engage bandits like they do zombies?
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

luke
This is seriously good news, adding a new level of interaction, looking forward to testing it big time!
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Anonymous
In reply to this post by DayZ_SP
Thank you so much for your time and effort on figuring this problem out, can't wait for the next release with this implemented hopefully.
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Proctoron
In reply to this post by DayZ_SP
Thumbs up man, Amazing!
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
This post was updated on .
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Above
Administrator
Awesome man! Well done. I personally don't mind the survivors beeing a bit behind. I kill them anyways. But well done. :P

Even, though. Didn't Unknown say that this would be in his next version aswell? I mean, I'm not trying to be disrespectful at all. But why put so much work into it if it's on the way? :D
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Pierry
It sounds cool but I'm wondering. WHy don't you just upload it for us to test it out? I can't wait for it honestly.
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
Download Link Added to First Post

Please, report all bugs, crashes, problems, etc. and I will see what I can do...
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

FoxDIE
thanksssssssssssssssssss!!! testing will be a honor! donwloanding!
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

FoxDIE
actually the link its not working for me =S canĀ“t find any folder or file to donwload....
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

DayZ_SP
Fixed.

Try again, please.

(Mediafire is very quirky and you have to know exactly what you are doing, D'oh! )
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

Pierry
Cool! Going to try it out right away! :D Thanks!
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

FoxDIE
In reply to this post by DayZ_SP
the  link is now working! =D thanks!  i will report later!
Reply | Threaded
Open this post in threaded view
|

Re: Major Developments for DaiyZ+_v[R0z] 1.7.6.2.

luke
will test and report back...
1234