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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Posted by Above on Jun 14, 2013; 5:56pm
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-tp8540p8673.html

Haleks wrote
Above wrote
Haleks wrote
Above wrote
Nice! Yes, I tested today and noticed the zombie issue.

What kind of changes? I'm going ham on the Napf update, I'll improve the stashes abit (not too much). And some shite.

But I lost the 1.7.7 code I had for Napf, so I gotta redo the custom loot coords and the tables. >_<

Can't wait for the zombie fix. :D
I've re-done the bandit squads spawns : they have a chance to spawn pretty much anywhere, and will be composed of 2 or 3 units. It's more random than before; for instance, the bandit squad in elektro won't systematically spawn anymore. There's now two in three chances that a 2 or 3 men team spawns there.
I've also included the R3F realism script and set the weight for all the DayZ items/weapons.
Nice! I remember you talking about R3F before, but didn't include it?

Either way, after messing abouts with R3F in BP, I realized that it's a keeper.

I can finally move all the missplaced shit on the map, AND move the burning barrel into my car, so that I don't have to creat 3000 campfires. Also, we don't have to add that to the building script anymore. Mohaha. :D
You're talking about the Artillery and Logistic script by the R3F team ^^
The realsim script they made deals with the player endurance and handles the weight he carries. It was included in DayZ 2017; I used their configs for the tiredness effects by the way : the ones from the original script were way too harsh for Dayz.
Oh yes, I noticed now when I over-read it. Why not add the Artillery and Logistic mod, though?

:D