RELEASE : DaiZy FACTIONS 3.0.2 [20/01/2014 UPDATED w/ Car Patrols]

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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
This post was updated on .
Hey everyone!

I will look at the antibiotics in the loot table - as well as play a bit myself and see how they re-balanced the all thing.

Otherwise : did anyone else stumble on the glitch where zeds & AI stop attacking you after resuming a save?
I realised I forgot to compile some functions in the mission files - it shouldn't matter since they're already compiled elsewhere, but still...

EDIT : Hm! Just tried to resume a save and it happened again :/
Definitely gonna try and fix it!
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Nabu
Banned User
In reply to this post by Anubis
First of all, many thanks to SP-mod this mod so fast Haleks! :-)

I played yesterday a while, but i must give it a try with patience. Was just trying around, cheating to know how many hits zombies survive etc. quiet a chellenge now. Which we know is good, because zombies are now a bit more what they should be, not perfect but better. Also i noticed that running threw villages and jumping fences to get rid of them now is quiet more difficult. Like in 2012, before you jump they come close and give you a hit if you are unlucky.

Anubis wrote
The only good thing is that every player now is so terribly afraid of Zombies that nobody engages anybody else. I was in Kamenka on a full server (50-60), there were at least 4-5 players in Kamenka alone and we were all running around looking for stuff and being chased by trains of Zombies, not time even to type "Hi" in the chat!
Anubis
If this is one result of the update in MP i think they have done it well. because i felt that the newer player were the most who killed brainless around in towns. so if this ppl are busy with surviving now, i just appreciate that. But i think ppl will get used to it. At first ppl think omg, and later with some practice they dance around the new zeds like they are friendly again. ;)
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
I am uploading new mission files : the zeds not attacking the player after quitting the game & resuming should be fixed.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

crowbars82
Haleks wrote
I am uploading new mission files : the zeds not attacking the player after quitting the game & resuming should be fixed.
Nice one dude!
I almost... so very almost... was so close to getting a bandit with a machete! She was wandering around the village and I kept picking my moments to run from building to bush to building... and even though they turn around as if they are using a console controller... it was still quick enough to get me.
Once you've uploaded I'll try again just to see if any antibiotics spawn this time, maybe last time was sheer unlucky luck!
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
crowbars82 wrote
Haleks wrote
I am uploading new mission files : the zeds not attacking the player after quitting the game & resuming should be fixed.
Nice one dude!
I almost... so very almost... was so close to getting a bandit with a machete! She was wandering around the village and I kept picking my moments to run from building to bush to building... and even though they turn around as if they are using a console controller... it was still quick enough to get me.
Once you've uploaded I'll try again just to see if any antibiotics spawn this time, maybe last time was sheer unlucky luck!
Done, but I didn't modify the medical loot table (yet), since you already have a chance to find antibiotics on bandits. I will first play it for some time : I'd rather have a good idea of the new balance before altering anything.
Also, the respawn thing might a bit brutal : you respawn pretty much as soon as you die. I will write a proper death sequence for it.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Nabu
Banned User
In reply to this post by crowbars82
crowbars82 wrote
Haleks wrote
I am uploading new mission files : the zeds not attacking the player after quitting the game & resuming should be fixed.
Nice one dude!
I almost... so very almost... was so close to getting a bandit with a machete! She was wandering around the village and I kept picking my moments to run from building to bush to building... and even though they turn around as if they are using a console controller... it was still quick enough to get me.
Once you've uploaded I'll try again just to see if any antibiotics spawn this time, maybe last time was sheer unlucky luck!
Didn't found Antibiotics in Cherno Hospital too. But on Bandits you will have a chance to find some.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

crowbars82
In reply to this post by Haleks
Awesome stuff. The zombies certainly are relentless in their chase now. Started in Prigorodky again, so ran around the 3 barns there, some food and drink and a Lee Enfield. Sat on top of the highest building in Cherno now just scoping out for bandits (I always play the bandit edition).

Is there any way to make it so you can press the Save button again and again? I don't mind suspending the mission, alt-tabbing, backing up the Documents\ArmA 2 Other Profiles folder and alt-tabbing to carry on. Just wondered if a more-than-one-use Save button can be achieved?
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
crowbars82 wrote
Awesome stuff. The zombies certainly are relentless in their chase now. Started in Prigorodky again, so ran around the 3 barns there, some food and drink and a Lee Enfield. Sat on top of the highest building in Cherno now just scoping out for bandits (I always play the bandit edition).

Is there any way to make it so you can press the Save button again and again? I don't mind suspending the mission, alt-tabbing, backing up the Documents\ArmA 2 Other Profiles folder and alt-tabbing to carry on. Just wondered if a more-than-one-use Save button can be achieved?
If you can save only once, it means you are playing on Expert : it will only save your game when you quit (like in MP). To change that, just switch to Veteran difficulty and change back the various options to their 'Expert' values : this way you have 'Expert' difficulty level as well as unlimited saves.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

crowbars82
I always play on veteran as it's the highest difficulty allowing 3rd person as an option (I do prefer 1st at all times, except crawling through grass because I just can't see! Lol), and in veteran it is only allowing one save :(
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
crowbars82 wrote
I always play on veteran as it's the highest difficulty allowing 3rd person as an option (I do prefer 1st at all times, except crawling through grass because I just can't see! Lol), and in veteran it is only allowing one save :(
In that case double-check your difficulty options : I'm on Veteran too and I'm pretty sure you can activate back the unlimited saves ;)
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Above
Administrator
Haleks, you ended up having to do more than just fix the player monitor, right?

Because I went through it, and everything looked fine. However it wasn't enough.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

crowbars82
In reply to this post by Haleks
At first I didn't really know what you meant... but then I went into options/game options and actually pressed the difficulty button for the first time ever.
I never knew, always overlooked that button for some weird reason!
So do the other options function as well? Super AI? That sounds interesting! Extended Armour? That'll be an Arma 2 thing won't it.
Aw, thanks again Haleks!
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
crowbars82 wrote
At first I didn't really know what you meant... but then I went into options/game options and actually pressed the difficulty button for the first time ever.
I never knew, always overlooked that button for some weird reason!
So do the other options function as well? Super AI? That sounds interesting! Extended Armour? That'll be an Arma 2 thing won't it.
Aw, thanks again Haleks!
I think everything else works in the mod - not sure about the extended armor though.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
In reply to this post by Above
Above wrote
Haleks, you ended up having to do more than just fix the player monitor, right?

Because I went through it, and everything looked fine. However it wasn't enough.
No, that file was actually the culprit... I found out that the player_monitor.fsm from daizy 1.7.6.1 will work and allow you to get past the loading screen - but I wouldn't use it : it seems that they changed some of the variables names; and since some of them are called from the player monitor...

I had to change quite a few lines - will check tonight and tell you wich ones. But if I remember right (was a bit tired as I spent the night on it), you'll need to fix some lines around the 'phase one' and 'phase two' sections. After that you'll spawn in game but with a 'bad vehicle type' error message and no gear. The bad type thing is caused by the part where the backpack is defined - you'll have to alter that line too, and you should be good to go!

EDIT : and the tents weren't working; I had to remove some restrictions in the selfActions file.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
In reply to this post by Multiplayer
Multiplayer wrote
How does this run in LAN for friends? cant select multiplayer when ingame :/
Use this dayz_code instead (don't forget to rename it!); it has the 'classic' menu.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Above
Administrator
In reply to this post by Haleks
Haleks wrote
Above wrote
Haleks, you ended up having to do more than just fix the player monitor, right?

Because I went through it, and everything looked fine. However it wasn't enough.
No, that file was actually the culprit... I found out that the player_monitor.fsm from daizy 1.7.6.1 will work and allow you to get past the loading screen - but I wouldn't use it : it seems that they changed some of the variables names; and since some of them are called from the player monitor...

I had to change quite a few lines - will check tonight and tell you wich ones. But if I remember right (was a bit tired as I spent the night on it), you'll need to fix some lines around the 'phase one' and 'phase two' sections. After that you'll spawn in game but with a 'bad vehicle type' error message and no gear. The bad type thing is caused by the part where the backpack is defined - you'll have to alter that line too, and you should be good to go!

EDIT : and the tents weren't working; I had to remove some restrictions in the selfActions file.

Oh, okey. Thanks for helping. What's strange, though. Is that I tried to use your files on BP (without BP loot, obviously). But I would just spawn in the glitched skin, like when you don't fix the player_monitor.fsm. :S
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Haleks
Above wrote
Oh, okey. Thanks for helping. What's strange, though. Is that I tried to use your files on BP (without BP loot, obviously). But I would just spawn in the glitched skin, like when you don't fix the player_monitor.fsm. :S
That doesn't surprise me : they have totally redone the dayz_code structure and some functions have been completely re-written. There's also the fact that the mission files, as they are currently designed, use a lot of custom variables or modified functions... Wich is why I've done one from scratch - besides the usual additions, I've only added your vehicle script and Unknown's AI functions, so I'm sure there's no conflict with the new code.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Above
Administrator
Haleks wrote
Above wrote
Oh, okey. Thanks for helping. What's strange, though. Is that I tried to use your files on BP (without BP loot, obviously). But I would just spawn in the glitched skin, like when you don't fix the player_monitor.fsm. :S
That doesn't surprise me : they have totally redone the dayz_code structure and some functions have been completely re-written. There's also the fact that the mission files, as they are currently designed, use a lot of custom variables or modified functions... Wich is why I've done one from scratch - besides the usual additions, I've only added your vehicle script and Unknown's AI functions, so I'm sure there's no conflict with the new code.
Hmmm.. I'll download the 1.7.7 mission and build a new one, and then work my way through unlocking 1.7.7.
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

mp5lng
God damn those zombies !  >: [  yhey never stop chasing me i had to restart the game just to not destroy the keyboard ! How the heck they keep chasing me through bushes !  XD  i hate the guy who gave that idea ! Pretty much sure he was Rocket !
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Re: RELEASE : DaiZy Chernarus 1.7.7 FACTIONS 2.2

Above
Administrator
mp5lng wrote
God damn those zombies !  >: [  yhey never stop chasing me i had to restart the game just to not destroy the keyboard ! How the heck they keep chasing me through bushes !  XD  i hate the guy who gave that idea ! Pretty much sure he was Rocket !

This is how the zombies worked before someone decided to turn DayZ into shite.

It's meant to be hard. :P
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