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streakthefox

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Everything posted by streakthefox

  1. Throwing together the prison and archery deathmatch event as a single story was brilliant. Props to ya twig! On a side note, I find it pretty funny how your enemy team leader (me) was also stuck in that prison cell with you in the scene you showed of it (green cargo pants, black arm band).
  2. streakthefox

    The Art of Hunting in DayZ 0.54

    In version 0.54, animals have an incredibly long detection range, going up to about 200m when a person is upright and running. Because of this, many people assume that no matter what you do, they will always be alerted at that range and make it impossible to kill then without a good ranged weapon. This, however, is not true, and this video is proof of that. Today, I will show you the Art of Hunting... in DayZ 0.54
  3. streakthefox

    The Art of Hunting in DayZ 0.54

  4. streakthefox

    The Art of Hunting in DayZ 0.54

    The song name is: Bauklötze
  5. A group of people on a private server got together to hold an archery bow battle event. here's my POV of the event. 5 vs 5 team in the middle of a field with limited cover. All bows, no melees.
  6. A quick story before I begin this: While stalking around the wilderness west of Berezino, I became really attuned with all the ambient sounds, though there was one in particular that really caught my attention. Every now and then, I would hear what would sound like a small group of birds scattering out of a tree, as if something scared them. And you know what I did? I looked around! -Suggestion: Bird Warnings! While it would still be small, I believe that this addition would be a worthwhile investment to the game, and add in a few elements to enhance the experience. Allow me to elaborate. Let's say you're doing what I was, and there's something beyond the bushes or past some trees that you can't see, and is too far off or too quiet to hear. However, that thing just happens to be a roaming player, and he just happens to pass by a tree that has a bunch of birds in it. Suddenly, those birds scatter and fly off into the air, creating noise, and allowing anyone to see for a few seconds a group of birds fluttering up into the air and speeding off. You not only hear this, but also see it as well, and suddenly you know that something or someone is over in that direction, and you are on alert. This could very well save your life, or mean the end of another's! This system could work in a multitude of ways, starting with what I believe would be: The Simplest Way - Essentially, there would be a set or randomly generated number (between two values) of trees throughout all of Chernarus that would, for a set or randomly generated (once again, between two values) amount of time that would harbor these ready-to-flee birds in them. A triggering event would then set off the birds, making them fly up and away while making a bunch of noise. When their time expires, they simply "poof" to another random tree. Triggering Effects: A zombie walking too close to the tree, a player walking/jogging/running too close to the tree (not trying to sneak at all, not crouched or crawling or anything), a large animal approaching the tree, or even something hitting the tree (A bullet impact, the blast from a grenade (would scatter birds in a large area, though), or just a thrown item, like a can of beans!). More Complex - With this, there could a multiple of elements effecting not only where the birds would be, but how they travel from tree to tree, projected paths, the size of the flock, the required triggering effect, and so on. For instance, instead of just some random trees having some random birds, why not some bird movement paths? There would be a set or random number of groups of birds (different between servers) that would travel around any number of pre-planned tree paths (also different between servers) Here would be an example: Now, obviously the picture above is just a quick little fix up, but the point I'm trying to make should be there. Individual "flocks" moving around according to their set path, and those flocks will occupy any number of trees depending on which part of the path they are in. If they're over a heavily wooded part of their path, then each tree would hold less, or even no birds at all. On the contrast, birds going over open or lightly wooded areas would be more tightly packed to individual trees, or to trees that just happen to be grouped together. The time it takes for the birds to move from one tree to another without any outside interference however, would differ between not only flocks, but perhaps even each individual group. For instance, every group of birds in Flock B would stay in one tree for 3-5 minutes, while every group in Flock C would stay in for 7-10 minutes. However, Group 1 of Flock B is currently occupying a tree for 3:25, and Group 2 is occupying another tree for 4:21. If a certain group is further back along the Flock's path, their tree-stay time is ebbed towards the shorter values so that they will catch up. If they are further out in front, their times would ebb towards longer holding times to slow down for the others. Perhaps even the types of trees they occupy would be a factor. One flock could prefer only staying in Ashwood Trees, while another would go into every tree except for short pine trees. Not only this, but each flock could have their own set of characteristics such as the color/species of the birds, how large the flock is, the sounds they make, and their triggering factors. For triggering factors, some flocks could be on edge, reacting to literally anything that comes nearby, regardless of how stealthy it is, while another flock would be so laid back as to require their trees they are occupying to be struck by an axe or even chopped down in order to trigger. Perhaps to build onto this a flock would start out at a certain level of "edge" and increase it the more times groups of a flock are triggered to evacuate a tree. A flock could go from only being triggered by passing zombies and players who aren't sneaking, to reacting to even a harmless little bunny rabbit just passing by. Here is a compiled list of factors that would go into triggering a group of birds to flee from a tree: Vicinity: How close the entity is to the occupied tree.Entity: What the object of question is: a zed, a player, an animal, ect.Movement: Is the entity running, walking, sneaking, crawling, ect.Noise: Is there a nearby gunshot, an explosion, eating, footsteps, talking, growling, ect.Contact: Something struck or came into contact with the tree, whether it be just a player bumping into it as he passed by, an axe striking the tree, or even a gunshot or explosion.Time Till Movement: If a group in a tree is nearing the end of their stay on a specific tree, they would theoretically be more prone to being influenced by a trigger than if they had just landed. So, obviously the more complex versions would have a lot of factors, and perhaps they would be a bit too much work for such a small addition to the game, but the entire idea of having birds flying out of trees due to a triggering event would add to stealth/tracking elements of the game. The birds themselves wouldn't have to be individual entities either, they could just be a particle effect accompanied by the sound of fleeing birds and a slight tremor in the leaves whenever the triggering factors are met. The transition from one tree to another, regardless of the system, would be soundless as well if it wasn't due to a trigger, so there wouldn't be random and unnecessary crying birds out in the middle of a forest (unless bears!) In Conclusion, I believe this would be a worthwhile addition to the game. There are many ways this could impact the game, and as shown, many ways to implement depending on how the devs/community feel regarding the idea. It would add immersion to the game, reduce unnecessary ambient sounds (as hearing birds scattering would actually mean something), and just be one more extra trick that a player could learn to use in tracking, or avoid in stealth. And who knows, maybe it could get to the point where you would want to trigger some birds flying out of a tree, simply so you could shoot at'em with your shotgun to get some bird meat! Thank you all for your time, and I hope both the player-base that roams these forums and the devs see and consider this as a valid idea! tl;dr make birds sometimes fly out of a tree when something disturbs them. P.S. I could not for the life of me figure out or find out how to add spoiler boxes in to hide the picture and the list. If someone could let me know, I will update this and thank them promptly! Cheers!
  7. streakthefox

    Diversifying Helicopter Crash Sites!

    So I was playing some arma 3, and in the game I saw this helicopter get shot down and crash into the side of a hill. When I took a closer look at it, I noticed that it had its own unique sort of crash style aside from the other crashes I've seen, but I got to thinking to myself, can we diversify the existing heli crashes on DayZ...? -Suggestion: Diversifying Helicopter Crash Sites! Now, you may be wondering "well how would we go about adding diverse crashsites?" And you probably already started to formulate your ideas, but I believe that the ideas I came up with would have the best result. I thought up this idea when I thought about how ragdolls work in the game, and what helicopter ragdolls would be like. So, I expanded on that for the crash sites that start out in the game, and this is how they would be generated! Adding The Elements. In order to get different crash sites each time, we should add in some variation in how they actually crash, not just in the model or where they spawn. Here are the elements in how it would work. Choose a Location: In order to start, we would need to determine where the helicopter would appear at. Instead of a set number of points (which anyone can navigate through using DayZdb) I propose a sort of algorithm to be implemented. Essentially, to determine the spawn location, the server would randomly generate any set of coordinates from the large area of the map that helicopters can already crash, and then use those coordinates to spawn the helicopter. That way, while it may still localize helicopters to the western half of the map, there will be no set location for them to possibly spawn. It will always be random. Choose Elevation: You may be thinking "Elevation, what?" but this is where the ragdoll I mentioned earlier comes into play. Instead of auto-spawning on the ground, I believe the helicopter crash sites should actually happen, at the very start of the server during the first few seconds of its creation. Just like with location, a randomly selected elevation from a set field of numbers would be implemented for the helicopter spawn. Why would elevation be so important if it will just fall down on the same spot, you may wonder? We'll get back to that later, though I will mention right now that if there are obstructions in the way (i.e. trees, buildings, large boulders) then the minimum elevation cap will be increased so that it doesn't randomly spawn the damn chopper inside a rock or something. Also, no spawning them in the middle of Green Mountain's antenna! That area should be kept off limits for heli spawns! Choosing Direction: This is pretty simple, it's the direction the helicopter is facing when it spawns in and eventually crashes. Just like before, a simple random number between 0 and 360 degrees for the helicopter to be facing. Nothing fancy here. Choosing Speed: This is where elements such as elevation, direction, and a few other factors will really come into play. As mentioned at the start of this, I want the heli crashes to be just that, actual crashes! This means that most of the time they should be moving, most likely the direction they are facing at that, though we'll get more into that later. The higher the elevation the helicopter, the further it moves before it crashes. And like before, the speed it's moving is a random number between 0 and... I dunno, let's just say 80 kph just to throw a number out there. Choosing Orientation: Essentially, this is how much the helicopter is tilted or rolled when it spawns, affecting how it crashes primarily by when it hits the ground or some terrestrial-borne surface. Since the helicopters are actively falling, their orientation won't really matter too much, though that really depends on how fast it's going. If the damn thing is falling like a rock straight down it will continue to do so, even if it's upside down. But if it's going that 80 kph and it's pretty haphazardly tilted, it should definitely turn and swerve some before it crashes. The pitch, yaw, and roll values will also be, once again, randomly generated. And yes, I do love the chaos of random values!NOTE: I don't think elements such as how damages the helicopter spawns as, how much smoke is coming off of it, how fast its rotor blades are spinning, and stuff of the sort really matters. That stuff will happen on its own when it crashes, so leave that to the game logic. Performing The Crash. So, now that we have the elements added in, it's time to look at the actual crash itself. The helicopter should be heavily effected by its terrain, and not just immediately sticking to whatever it touches (Helicopter doing a nose-stand on top of a tree, anyone?). So, game physics would take part in determining this. Whenever it hits something, it immediately reacts how the physics engine says it should react depending on its speed, direction, the object it's hitting, ect. For instance, if it lands on a flat field while moving at moderate speeds, it should skid a bit off the ground before coming to a stop. If it runs into a forest, it should swing around and hit against some trees before finally tumbling to its final resting spot (and knocking down some trees on its own while it's at it!). If it flies straight into the side of the hill, impacting perfectly perpendicular with the surface, the physics should also react to that! By now you should get what I'm trying to say, but there's still more to it than that. So the crash happens, but lets add some indication to the player on how it happened! For instance, every surface it comes in contact with would leave its own sort of mark. Take A look at the following pictures for an example... Picture 1: As you can see, it's a very simple picture of suicide rock near kamyshovo. But that's not the point. Compare this picture, to the next picture where I simulated how a crash would look like if a helicopter rammed into the rockface. Picture 2: As you can see, there's actually a bit of story you can tell from this image! Since there's some obvious charring of rock higher up and the helicopter is, and the distinct lack of a trail digging through the dirt, a player can essentially look at this and go "man... that helicopter just crashed right into the rock and fell down! Musta' killed the pilots instantly...". Heck, this may even spawn some stones of varying quality just laying around the site as a result. Another example. This one is where a helicopter crashed into a field. Picture 1: Just a normal field, nothing special and all that. But then the crash happens, and... Picture 2: ...The field is a mess! From an outside look, it's obvious that he helicopter was going at some pretty fast speeds in order to skid along the ground like it did, and one might even dare to speculate that the nose was pitched upwards so that it didn't nose dive into the ground, but allowed the belly of the craft to slide as it did and kick up such a long trail. Some more examples of evidence of how the crash played out would be fallen trees, perhaps some fires, a cracked/scorched road, a building with some flames/crack textures put on the impact area, and perhaps even some destroyed fences. The last thing I want to touch up on is the loot itself. Now, obviously if the loot was inside the helicopter when it crashed, it would most definitely get ruined when the whole thing goes up in flames. However, since this is supposed to spawn quality loot, it would do so only after the crash has finished. When the ragdoll is finished and the model locks in place on the ground wherever the game decides it is going to rest, the loot should then spawn and sort of just be ejected from around the helicopter and land on the ground. This way, we still get the good loot, and it still looks like the stuff just fell out when it crashed. In Conclusion, adding more elements to diversify how the crash occurs would, in my opinion, be a great investment for when the game is really solid on all the mechanics, and the devs are looking to spruce the place up a bunch. It would add to the immersion factor, provide a mystery each time a player comes upon a crash site, and be a great addition to the game. Please feel free to leave comments and questions below. Thanks everyone, and have a swell day! -StreakTheFox
  8. streakthefox

    Diversifying Helicopter Crash Sites!

    I hope they help get the point across more than they do confuse the readers!
  9. streakthefox

    Diversifying Helicopter Crash Sites!

    I am not the best when it comes to photoshop :[ In fact I don't even have photoshop...
  10. Howdy everybody, StreakTheFox here to give you guys a quick video a buddy and I made just the other day. It will give you a pretty good idea of what I believe to currently be the most efficient way to find tents in DayZ. You can view this 5:49 length video, here! Cheers, everybody!
  11. streakthefox

    Finding Tents in DayZ - The Efficient Way

    I don't get why you would go off topic and just post your own thread like that. It's pretty much the exact same as posting a link to your own youtube video on someone else's youtube video saying "Hey, watch my video I made and subscribe to me!"
  12. streakthefox

    Finding Tents in DayZ - The Efficient Way

    Tents, backpacks, weapons, and I believe a few other items will stay after a server restart on a persistent server. You just have to make sure your server is persistent before you join it and set up a tent! Easy way to test it is to put a gun somewhere and wait for a restart. If your gun's there after a restart, the server is persistent.
  13. streakthefox

    Finding Tents in DayZ - The Efficient Way

    Actually, a hunting backpack is 5 slots wide and 6 slots long, while a tent takes up 2 horizontal slots and 6 vertical slots. As a result, it only takes up 2/5 of a hunting backpack.
  14. Howdy everyone, StreakTheFox here with an in-depth look at bows, and how to use them! You can view the video here! Also, a quick block of text describing how to acquire bows: To construct a bow, you need 2 things: Rope, and an Ashwood Stick. Ashwood sticks are not found on the ground, you must harvest them from Ashwood Trees by cutting down said tree with one of the two axes. After doing this, drag a piece of rope in the inventory panel onto an ashwood stick, and it will give you the option to craft an improvised bow. Ashwood Trees are spread out over all of Chernarus, though Berezino is practically infested with them. For the arrows, you have a choice. Composite Arrows are found in loot spawns, though they cannot be made. Improvised arrows cannot be found, and must be crafted by the player. To craft arrows, you need to first get some feathers. Feathers are obtained by skinning chickens, which can be found in four different towns: Msta, Vyshnoye, Nadezhdino, and Kozlovka. Once you have feathers, you must then collect sticks from bushes and sharpen them with a sharp melee weapon (i.e kitchen knife, machete, hacksaw). Once you have sharpened sticks, pull them over with the feathers and you can craft improvised arrows. Improvised arrows stack up to a maximum of 5 arrows per stack and take up 2 horizontal squares. And there you have it! Everything needed to construct bows and arrows Hope you all enjoy!
  15. streakthefox

    The Art of the Bow - Bow handling guide!

    They just added in finding feathers in chicken coups around the map on experimental. Source here! Pic Here!
  16. streakthefox

    Finding Tents in DayZ - The Efficient Way

    They are the largest storage spaces in the game so far, and last through server restarts on persistence enabled servers.
  17. streakthefox

    Finding Tents in DayZ - The Efficient Way

    You did not imagine it! I raised them on purpose for when I said "capture" ;D
  18. streakthefox

    Extra Handcuff Uses

    So while I was running around as a fresh spawn, I happened upon a pair of handcuffs in a building, and immediately after exiting the building I got attacked by a zed. I threw up my arms and went fisticuffs with it, and lucky I was able to knock it out for a second. But as I wished I had a weapon to take it down, the idea of using the handcuffs still in my pants came to mind, and I thought to myself, "Why can't I handcuff zombies?" Suggestion: More Handcuff Uses! I'm going to give a small list of the things I think handcuffs should be able to be used for, and if it's something complicated, I will even try to give an example of how making the action happen would work. 1: Handcuffing zombies. Though it may seem silly, I can definitely see how this would have some recreational use. Picture this, you handcuff a zed you just knocked out, and when it comes to, it just runs up to you and starts wiggling in your face. I don't think the zeds would try to bite you (as I have never seen them bite in game before, but you never know with zeds...), and they would sort of be like the flood from the Halo series when you blow off their arms and they're still alive. They follow you around, they scream, they make noises, but ultimately can't hurt you. But pray tell, why would this be a good idea? Well, there are a few reasons: As a show of status. You "capture" a bunch of zeds and then bring them to your base (when building is implemented), and you show off to your friends your collection of pets. You could have handcuffed a large multitude of different types of zeds, one type of zed specifically, or only female zeds (giggity). Either way, you keep them all locked in a room somewhere, and you and your friends can watch them through a window.To save yourself. While unlikely that you would find handcuffs before a valid melee weapon with which to fight off the zed army, you could still do so if you had them at your disposal. You may have to tank a hit in order to put them on, but ultimately it might be worth it if it's just one troublesome zed... anymore, however, and you're kinda out of luck.A Companion. Hey, this game can be pretty crazy sometimes, so people handcuffing a zed or two to have as a buddy isn't as farfetched as you would think.The Crawlers. Those things use all four limbs, so imagine if you took away two! Can you imagine watching one of those things squirm around on the ground trying to gnaw at your ankles? Hilarious! 2: Handcuffing People to Things/Other People. Honestly I think this one is a bit more valid than handcuffing zombies, though with how the game works it may be a bit hard to actually pull off. But pretty much, the option to do this would be unique. If you had two guys up against one another, while against a fence, and you approached one or the area between them with handcuffs, it would then give you the option to handcuff them together, like this: Check Pulse Use Handcuffs Handcuff Together Handcuff To Yourself Handcuff To Fence As you can see, you can handcuff yourself to one, the two together, or one to the fence. Obviously you should try not to misclick on the "To Yourself" option, but the others would still be viable. While handcuffed with one hand, you would still be able to use any one-handed items like a pistol, knife, drink, food, ect. The only issue is one of your arms would turn rag-doll and always be drawn to the fence/other person! Also, when vehicles become a thing, handcuffing someone to the rear bumper of a vehicle and then speeding off would be a fun, and also hilarious way to kill someone. A whole new way to bandit! 3: Bling! This one's pretty dumb, but I thought of it, and I'm putting it out there. Handcuffing handcuffs to parts of your clothing, making a small jingle wherever you step, allowing you to believe you are the next vanilla ice before you sudden demise at the hands of some bloke with a mosin. That's about it. So, thoughts and ideas, everyone?
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