WIP: DaiZy RSPB Celle 1.7.5.1 (60 lootable player skins, 190 new weapons and more)

classic Classic list List threaded Threaded
211 messages Options
1234 ... 11
Reply | Threaded
Open this post in threaded view
|

WIP: DaiZy RSPB Celle 1.7.5.1 (60 lootable player skins, 190 new weapons and more)

Above
Administrator
This post was updated on .


http://www.mediafire.com/?e023cxx44z3z4jn Both with and without AI.

What's in this mission?

- All the changes for 1.7.5.1   http://opendayz.net/index.php?threads/v1-7-5-1-celle-release-download-here.7711/

----------------------------------------------------------------------------

- 60 new lootable skins (AI will wear and drop SOME of them, you'll have to loot the rest from buildings). Hazmat suit is one, high res ghillie is another. (Some of them got a function).

- 190 new weapons (AI will have some of them).

- NEW WEATHER SYSTEM. Celle is cold, and when the storms hit, you might wanna get to cover!

- The map was revamped and over 3000 new objects added to the map.

- Some AI will spawn without rifle (VERY FEW) to have it abit more like MP.

- New character gender selection.

- New items added to bandits loot.

- Bandits spawnrange improved (meaning bandits have a lesser chance of spawning ontop of you, and they will appear to be abit less). They're way harder to find now.

- Sandbags, Wire, Tank Trap etc etc will be added to industrial loot since they're needed now.

- You can contruct buildings by using scrap metal and similar items (see pic below). Here's also a link to help you build stuff. ---> http://goo.gl/zl3Hj <---

 This building script was added to a server by the [DZG] guys. All creds for this goes to them. I only made it work with SP.  

- You can refuel your vehicle by scrolling your mouse wheel at a petrol station.

- The Glock combat icon was inactivated due to it beeing bugged with the respawn system. I will try to fix the glitchy UI upon respawn.

- Deathflies was removed to make it less painfull to survive for a long time.

- The new vehicle spawn system.

- The friendly AI will be removed.

- It got the respawn/timecyclescript.

- ArmA2 weapons on bandits and in buildings. (See additional military loot in my Lingor RSP post).

- Heli crashes is a WIP.

- Bandits will have a random rifle, a random handgun, a random backpack and one random tool.

- Bandits will also have a chance to drop Ghillie Suit and Camo Clothing.

- It will have DayZ_SP's great cheatmenu, with all cheats you'll ever need. (Skin menu, humanity +/-, delete loot, clear building, and everything from before).



INSTRUCTIONS:

1. Download DayZ Commander if you don't already have it.
2. Download Celle 1.7.5.1 (YOU WILL GET 3 FOLDERS).
3. Make a new folder called "@DaiZyCelle" and a folder inside of that called "Addons"
4. Move all the Celle files to "@DaiZyCelle" addons folder.
5. Replace the files with the ones in my file.
6. Put "DaiZyRSPBCelle" in your missions folder.
7. Make a shortcut and add "-mod=@DaiZyCelle" to your launch parameters.


CREDITS: Niceonegunit, AboveDayZ, Fedus_87, DayZ_SP, Unknown, ZedHunter.
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

Carlos
This post was updated on .
"COMMENT ABOUT CHANGES AND FEATURES YOU WANT!"

Hmmm, just 2... the debug still works after a saved game if possible...  for last and the most important... to be released ;)

Thank you...
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

Above
Administrator
Carlos wrote
"COMMENT ABOUT CHANGES AND FEATURES YOU WANT!"

Hmmm, just 2... the debug still works after a saved game if possible...  for last and me most important... to be released ;)

Thank you...
Thanks for letting me know what you want. I just forgot to add the debug thing to the "changelog". I'm indeed fixing that too. I might/will also add a better debug monitor. One with FPS and stuff.
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

yatoub
As usual, I'd like a "No AI" version. And, as usual, thank you, this looks great !
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

Above
Administrator
yatoub wrote
As usual, I'd like a "No AI" version. And, as usual, thank you, this looks great !

Gotcha. I will get you one without AI. :-) Thank you so much for the feedback! :)
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

ch0j1n
this looks awesome, im downloading now :)
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

Above
Administrator
ch0j1n wrote
this looks awesome, im downloading now :)

Cool man, I hope you like it. I haven't gotten to try the new weapons (by finding them the legit way). Apparantly the AI turned Einstein on my ass.


BTW, the small "villages" I made, they'll be expanded, and built on. I will eventually build some scyscrapers and what not.
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

Above
Administrator
This post was updated on .
UPDATED!!! http://www.mediafire.com/?2vbm6imvwv39uf3

The only thing I fixed in this one was the bandit spawns. AI should be fairly snipe-able now. Meaning you will see them in a distance, some will obviously spawn closer to you, though. I found the Panthera mission to be awesome for sniping, speaking of that.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: HM Celle SP (ROLLING UPDATES IN THE COMMENTS)

DayZ_SP
In reply to this post by Above
If you want Expert Level AI, copy this to the "fn_setSkills.sqf" (erase what is already there):

/*
        Usage: [_unit] call fnc_setSkill;
*/
        // private[""];
        _unit = _this select 0;

    _unit setSkill ["aimingAccuracy",1];
    _unit setSkill ["aimingShake",0];
    _unit setSkill ["aimingSpeed",1];
    _unit setSkill ["endurance",1];
    _unit setSkill ["spotDistance",1];
    _unit setSkill ["spotTime",1];
    _unit setSkill ["courage",1];'
    _unit setSkill ["reloadSpeed",1];
    _unit setSkill ["commanding",1];
    _unit setSkill ["general",1];
Then add it to the AI Bandit, or AI Survivor script:

[_unit] call fn_setSkills;

================================================================================

This makes the AI the best they can be supposedly, but they still aren't that good if you get the drop on them form behind, or are just an avid ArmA 2 player.

An alternative one that supposedly randomizes their skills is this:

*
        Usage: [_unit] call fnc_setSkills;
*/

        private ["_p","_aimingAccuracy", "_aimingShake", "_aimingSpeed", "_endurance", "_spotDistance", "_spotTime", "_courage", "_reloadSpeed", "_commanding", "_general"];
        _p = 2;
        SkillsArray = [];

        while {_p <= 24} do {
                _aimingAccuracy = (0.65 + (random 0.95)); _Aiming = _Aiming + ((random (1 - _Aiming)) / 2);
                _aimingShake =    (0.65 + (random 0.95)); _aimingShake = _aimingShake + ((random (1 - _aimingShake)) / 2);
                _aimingSpeed =  (0.65 + (random 0.95)); _aimingSpeed = _aimingSpeed + ((random (1 - _aimingSpeed)) / 2);
                _endurance =  (0.65 + (random 0.95)); _Endurance = _Endurance + ((random (1 - _Endurance)) / 2);
                _spotDistance =   (0.65 + (random 0.95)); _SpotDistance = _SpotDistance + ((random (1 - _SpotDistance)) / 2);
                _spotTime =       (0.65 + (random 0.95)); _SpotTime = _SpotTime + ((random (1 - _SpotTime)) / 2);
                _courage =        (0.65 + (random 0.95)); _courage = _courage + ((random (1 - _courage)) / 2);
                _reloadSpeed =    (0.65 + (random 0.95)); _reloadSpeed = _reloadSpeed + ((random (1 -    _reloadSpeed)) / 2);
                _commanding =     (0.65 + (random 0.95)); _Command = _Command + ((random (1 - _Command)) / 2);
                _general  =       (0.65 + (random 0.95)); _general = _general + ((random (1 - _general)) / 2);
               
                SkillsArray = SkillsArray + [[_aimingAccuracy,_aimingShake,_aimingSpeed,_endurance,_spotDistance,_spotTime,_courage,_reloadSpeed,_commanding,_general]];

                _p = _p + 1;
        };

        if (isMultiplayer) then {
                publicVariable "SkillsArray";
        };
The example above is NOT randomized; You need to change the values (0.65; random 0.95) to be DIFFERENT values for each entry, so the formula will NOT return the same value for every entry.

Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

ch0j1n
In reply to this post by Above
I don't know if it is intentional but the UAZ and the SUV at the southern airfield are not enter-able. I havnt come across any of the new weapons and Ive looted the 4 barracks at Hehlentor 4 times now, but then random is random :) i have looted the winter rucksack off of AI though :)

RE:DayZ_SP's comment, harder AI would be much appreciated :) also teams of bandits who act like the survivors do when they attack you when you have negative humanity would be nice. I've been pinned down by one whilst the other flanked me, I died but it was a good death and id like to think it was good AI and not just random luck :)
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

EvilGremlin
In reply to this post by Above
I was having problems with this as it constantly asks for a missing pbo file  ( celle2 )


Is this a new map or something it's asking for?
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

Above
Administrator
EvilGremlin wrote
I was having problems with this as it constantly asks for a missing pbo file  ( celle2 )


Is this a new map or something it's asking for?

That's from one of the Celle folders you downloaded from DayZ Commander. You get 2 folders. 1 is called DayZ_Celle (I'm pretty sure). The other one is called "@mbg_celle" All you have to do is add the files from mbg_celle to the SP folder you made.
Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

DayZ_SP
Also, here is something else that will make the immersion better:

In the "doSometing_bandits.sqf" (and corresponding Survivor script), find the following line:

_p = [getpos player, random 360, random 500] call fnc_randomPos;
Change it to this:

_p = [getpos player, random 180, random 500] call fnc_randomPos;
This makes it so AI spawn BEHIND the player (if the player is looking forward 90 degrees) at all times. So, you will no longer see Bandits and Survivors just appearing out of thin air... At least, not in front of you.

Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: HM Celle SP (ROLLING UPDATES IN THE COMMENTS)

Forgemaster
In reply to this post by Above
Not bad, but I think I'll wait until various things have improved, I don't wanna spoil a good release yet by seeing it in it's early stages.

I only used to play the Chenarus map ALL THE TIME from original DayZ and the DaiyZ releases since the one called Rz0 codebase was in the forums, but when I recently got my hands on the Lingor and Namalsk releases. I thought I was in heaven. (literally)

One is a beautiful tropical island with loads of buildings that I was actual go in to. (I was pretty surprised, cherno seemed to pale in comparison to Lingor Island SP)

The other an island with dark forests, gritty factories and mountains with snow.

I only looked in the screenshots to find it looked okay but that's probably not all that they show. So yeah, I want the first impression to be really good if you don't mind.
CPU: AMD Phenom II X6 960T/1600T @ 3.8GHz
Motherboard: ASUSTek M5A99X EVO
Memory: Corsair XMS3 CM3X1G1333C9 4x1GB
GPU: nVidia GeForce 460 GTX
Hard Drive: Western Digital Caviar Green 500GB
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: HM Celle SP (ROLLING UPDATES IN THE COMMENTS)

Above
Administrator
Haha, I understand. Namalsk was really, really awesome, same with Lingor. I was also excited as heck. ^^

Reply | Threaded
Open this post in threaded view
|

Re: WIP: HMTaviana + HMPanthera.

Above
Administrator
In reply to this post by DayZ_SP
DayZ_SP wrote
Also, here is something else that will make the immersion better:

In the "doSometing_bandits.sqf" (and corresponding Survivor script), find the following line:

_p = [getpos player, random 360, random 500] call fnc_randomPos;
Change it to this:

_p = [getpos player, random 180, random 500] call fnc_randomPos;
This makes it so AI spawn BEHIND the player (if the player is looking forward 90 degrees) at all times. So, you will no longer see Bandits and Survivors just appearing out of thin air... At least, not in front of you.

Thanks for this, I wasn't super sure what it did. HOWEVER, if they spawn infront of the player, it will be easier to snipe. I mean, this would allow players to snipe out of a city, but without changing this, you'll be able to snipe into a city. It sure looks a bit dodgy when you see some of the AI pop up out of nowhere, but I can deal with that.

If anyone else reads this, and dissagree, I can make a version with AI spawning in without you beeing able to see them.

Also, if anyone wants Celle with 100% legit weapons and gear, comment here.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: HM Celle SP (ROLLING UPDATES IN THE COMMENTS)

Above
Administrator
In reply to this post by DayZ_SP
DayZ_SP wrote
If you want Expert Level AI, copy this to the "fn_setSkills.sqf" (erase what is already there):

/*
        Usage: [_unit] call fnc_setSkill;
*/
        // private[""];
        _unit = _this select 0;

    _unit setSkill ["aimingAccuracy",1];
    _unit setSkill ["aimingShake",0];
    _unit setSkill ["aimingSpeed",1];
    _unit setSkill ["endurance",1];
    _unit setSkill ["spotDistance",1];
    _unit setSkill ["spotTime",1];
    _unit setSkill ["courage",1];'
    _unit setSkill ["reloadSpeed",1];
    _unit setSkill ["commanding",1];
    _unit setSkill ["general",1];
Then add it to the AI Bandit, or AI Survivor script:

[_unit] call fn_setSkills;

================================================================================

This makes the AI the best they can be supposedly, but they still aren't that good if you get the drop on them form behind, or are just an avid ArmA 2 player.

An alternative one that supposedly randomizes their skills is this:

*
        Usage: [_unit] call fnc_setSkills;
*/

        private ["_p","_aimingAccuracy", "_aimingShake", "_aimingSpeed", "_endurance", "_spotDistance", "_spotTime", "_courage", "_reloadSpeed", "_commanding", "_general"];
        _p = 2;
        SkillsArray = [];

        while {_p <= 24} do {
                _aimingAccuracy = (0.65 + (random 0.95)); _Aiming = _Aiming + ((random (1 - _Aiming)) / 2);
                _aimingShake =    (0.65 + (random 0.95)); _aimingShake = _aimingShake + ((random (1 - _aimingShake)) / 2);
                _aimingSpeed =  (0.65 + (random 0.95)); _aimingSpeed = _aimingSpeed + ((random (1 - _aimingSpeed)) / 2);
                _endurance =  (0.65 + (random 0.95)); _Endurance = _Endurance + ((random (1 - _Endurance)) / 2);
                _spotDistance =   (0.65 + (random 0.95)); _SpotDistance = _SpotDistance + ((random (1 - _SpotDistance)) / 2);
                _spotTime =       (0.65 + (random 0.95)); _SpotTime = _SpotTime + ((random (1 - _SpotTime)) / 2);
                _courage =        (0.65 + (random 0.95)); _courage = _courage + ((random (1 - _courage)) / 2);
                _reloadSpeed =    (0.65 + (random 0.95)); _reloadSpeed = _reloadSpeed + ((random (1 -    _reloadSpeed)) / 2);
                _commanding =     (0.65 + (random 0.95)); _Command = _Command + ((random (1 - _Command)) / 2);
                _general  =       (0.65 + (random 0.95)); _general = _general + ((random (1 - _general)) / 2);
               
                SkillsArray = SkillsArray + [[_aimingAccuracy,_aimingShake,_aimingSpeed,_endurance,_spotDistance,_spotTime,_courage,_reloadSpeed,_commanding,_general]];

                _p = _p + 1;
        };

        if (isMultiplayer) then {
                publicVariable "SkillsArray";
        };
The example above is NOT randomized; You need to change the values (0.65; random 0.95) to be DIFFERENT values for each entry, so the formula will NOT return the same value for every entry.


I'm so sorry, I missed this comment. Something I've wanted and needed for a long time is the ability to nerf and buff the AI. I really appriciate your comment, DayZ_SP.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: HM Celle SP (ROLLING UPDATES IN THE COMMENTS) and now a map of the new villages!

kodabar
Administrator
In reply to this post by Above
I haven't played DayZ (or DaiZy) in a while, so I had a go at this. Nice! I love the bandit spawning - really keeps you on your toes. Good job, sir.
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: HM Celle SP (ROLLING UPDATES IN THE COMMENTS) and now a map of the new villages!

Above
Administrator
Thank you, I will be working at building actual cities later on, on various maps. I'm currently working on MP-fying Chernarus abit more.


Thank you for your comment. :D
Reply | Threaded
Open this post in threaded view
|

Re: RELEASE: HM Celle SP (ROLLING UPDATES IN THE COMMENTS) and now a map of the new villages!

TechnoScrabble
In reply to this post by Above
Where's the version with AI? The only mission showing up in your links has NOAI in the file name, so I'm assuming it lacks AI.
1234 ... 11