Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2
Posted by
Nabu on
Jun 14, 2013; 6:06pm
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-tp8540p8674.html
Above wrote
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
i built a huge base on Klen mountain with parts of the bases you added in breaking point. it's clear that your map has even more possibility to use that script as you added some customstuff/objects (like the autorefuel barrels, wooden boxes to store stuff, big campfires, lot of sandbagwalls etc.) to the map which can be taken and used, but anyway i would like to use that script in standard-map too.