Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.8 [05/28 UPDATED]
Posted by
Haleks on
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DaiZy-Chernarus-1-7-6-1-FACTIONS-2-1-07-11-FINAL-RELEASE-tp4144p7648.html
Anubis wrote
3. In at least two occasions a bandit squad popped up within 100 meters - it is a little bit too close. Is their minimal spawn distance different compared to a single bandit?
6. Bandits squads seem to keep re-appearing over and over. Around NEAF I killed 3 squads and a few individual bandits before being sniped (I always die like that) because I decided to run in a open field to check the weapon of a dead bandit sniper
7. Helicopters on the other side are kind of rare after a few hours of game-play. I suspect they crash rather often. Do they re-spawn after crashing? If not, that could explain their absence
8. For some odd reasons, crash sites (the dayZ crash sites) are extremely rare. I have seen only one so far and I have played tens of hours
Hi mate,
3. They should spawn the same way as other bandits. But the timer on triggers might be messing with the spawns though - will have to check this out.
6. Do you mean the NW airfield? I did some dumb things with the triggers in that area. It will be fixed soon, maybe this week-end if I can get the dogs working along.
7. Yes, they do respawn - whenever they crashed or not. But the triggers are kinda big : you'll have to travel a bit to re-activate them (try going all the way down south if you're north and the other way around).
8. Another thing that I'll fix for the upcoming update; some of the triggers need to be modified.
Thanks for the feedback as always!
Oh! and I'll remove the patrolling cars, they turn out to be totally useless currently :/