Re: RELEASE : DaiZy Chernarus 1.7.7.1 FACTIONS 2.5 [06/28 UPDATED]

Posted by astocky on
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-tp8540p9922.html

Niceonegunit wrote
astocky wrote
Haleks wrote
Reverted to 2.5 until I come up with a better solution for the zed spawn issue...  :/
Are the 2.6 files still available? I was hoping to do some testing on the spawning to see if it was working after a number of hours play. That was the only real issue I had with 2.5.

Quick question as well, do loot and zombies despawn when you move away like bandits do?
Zombies and bandits despawn. The loot, to my knowledge, does not. Loot must be 'recycled'.

For example, you run into a tent filled with beans. Pick all the beans up and drop them somewhere. This will 'refresh' the building so that new loot can spawn.

This is how the DayZ works, because it'd be unrealistic to come back to new loot. This feature is completely redundant in DaiZy, as it's not multiplayer.
Are you sure that Zeds despawn? The reason I ask is the bandits continue to spawn normally even after hours of playing but loot and zeds stop. I was thinking that the system might hit a limit count for how much stuff it can track in memory, and seeing as it effected zeds and loot, I was thinking that they must have been handled in a similiar way by the game.

I also seem to remember the old debug window had a zed count that was "xx / something". Which implies there is a limit to the number of zeds the map can support.