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Re: ALPHA: FACTIONS Chernarus Wasteland1987 v3.7 (17.01.2015)

Posted by Oliv82 on Feb 28, 2018; 12:03am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/ALPHA-FACTIONS-Chernarus-Wasteland1987-v4-v8-16d-05-10-2018-tp18275p19150.html

benevolentdevil wrote
 I'm wondering if it's possible to copy-paste more starting "Survivors" based off the original one you placed ,
"Survivors" ? you mean survivors triggers ? if yes, ofcourse you can add any qty of triggers you want its ok

benevolentdevil wrote
and it allow for a few more player slots in the mission?
  My Idea was to have a small group Co-Op where "survivors" first need to gather a bit of gear , and then find each other , or meet up somewhere.
I dont know how to do that..

benevolentdevil wrote
 If it will work with multiple players , I'm wondering if I should try to increase the bandit spawns?
This mod have a very old AI spawn system... if you try to work with bandits spawn + triggers,
thats work but triggers allow to execute only 1 time a script if you dont leave the trigger zone, so you can stay 24h in a trigger zone, just 1 spawn script will work then nothing will happen (you need to leave and re-enter the trigger zone to reactive the script)
Thats the reason i reworked this system in Chernarus/Namalsk Factions mods (look at player_spawn1.sqf)
The new system is better to set bandits/groups/survivors/helicopters/cars patrols qty/delays.
Note: in the new system, Survivors are created by bandit spawn script (%chance condition + call survivor script + exitWith)

benevolentdevil wrote
 I'm also still wondering if some of the traders are reputation based, they give options to sell and will take money, but will not spawn in vehicles.  
 So far, the general item shop , and weapon shop traders work ... I can't seem to get the vehicle or air traders to spawn in cars or trucks.
In this  mod, the player reputation is based to military grades, each grade have his own veh/weapons list buyable, if you kill civilians, cops etc, traders dont you allow to buy all stuff list

if you dont see traders, its a bug... probably in selfactions.sqf script