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Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.6.1 [07/03 UPDATED]

Posted by Haleks on Jul 12, 2013; 5:23pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DaiZy-FACTIONS-3-0-2-20-01-2014-UPDATED-w-Car-Patrols-tp8540p10593.html

astocky wrote
Doing a quick search of the differences with BreakingPoint to Factions Above calls the self bloodbag from within the dayz_code.pbo. not from within the mission file. By that I mean he does not use a custom fn_selfactions.sqf file in BreakingPoint.

Not sure if that is the only difference, but it was the one that i noticed.
I don't think it would change anything but you never know ;)
The selfactions file I use (in the dayz_code folder inside the mission file - rather than in the 'custom' folder) is the one from the 1.7.7.1 code, in wich I added the sequences for both the base building and self bloodbag script (I compiled this one instead of the original one, so there's no way it could be due to some conflict between those two files).
So it could be due to something in that very file - except that I didn't notice any major difference in the code lines compared to the 1.7.6.1 one...

But I think we can exclude the base building script from the possible causes (as you say people don't experience any delay in 2017 Factions), wich leaves us with two possible causes : it would be either the self bloodbag being somehow incompatible with 1.7.7.1 (but it doesn't seem to be the case - plus it is a tiny script wich we never had any trouble with), or most likely something in the 1.7.7.1 dayz code itself (not necessarily the selfActions file)...

This thing is a major headache :/

Thanks Astocky for taking the time to run those tests!
Keep me updated man!