f7 - Drag and drop "modules"
Posted by benevolentdevil on Jul 13, 2018; 7:01pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/f7-Drag-and-drop-modules-tp19640.html
I still say , being able to create "modules" for missions ( like those found in editor under "f7" key ) would be benificial.
Like say a "module" if placed on the map ... randomly generates loot in buildings just like dayz , automatically. No matter the map, it "seeks" the correct buildings and positions, and fills the map with loot ... or even only generates when getting close say 500M of buildings, ect...)
A Module that automatically sets up the "survivor" player models , does the loading and game switching to a playable "survivor".
A module that controls if you want zombies, or if they walk or run.
A Module that adds in extras like faster zombies, tougher zombies ... ect.
A module that randomly generates more "towns" than the takistan looking ones. ( generate camps, forts, bases, depots , road blocks , ect ... )
A module that randomly generates ai missions ...
A module that randomly places AI bandits and such around.
A Module that places "traders" and some currency system in ...
A module that could add in more weapons.
A module to add in different weapons.
A module that strips all weapons down to just basic types ...
With Modules, I think the possibilities and customizing the game mission almost unlimited.
The reason I say this ... one could open up latest DayZ 1.9.0 ( or whatever it is now) in the editor , place a unit, place modules ... and be able to fully customize the experience , not needing to know how to code, edit scripts ... ect, AND have latest dayz code to go off of , so any new features, or features like base building can be done.
Modules I think was intended for these purposes ... just no one seemed to do them, until Ravage in Arma3 ...
I don't know how to make modules myself , but I figure there are some here , that might know how.