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tomtrustworthy

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Everything posted by tomtrustworthy

  1. tomtrustworthy

    Scripters Question & Answer Thread

    Are we able to mod any of the actions involved in the default actions that come with right clicking? I've been using the script editor and I used the Find Symbol pane on the left. I found some interesting methods (I assume as it has M next to them) one being called HumanInputController.IsWeaponRaised. I think this is the area I am looking for I believe. I saw that guns and optics seem to share a Scope value. Weapons have it set to 0 while optics seem to have it set to 2. If we have a mosin with PU, you right click to raise the gun and left shift to go to the iron sight and I think this is because the Scope value is set to 0 at this point, by default. Scrolling up I think changes the Scope value to 2 which switches to your PU scope thats attached. If you, reload or left shift it will result in you being back to the raised gun state. If you left shift again... boom you're back to the scope since the scope value is still at 2. BUT if you release right click at any point I think that scope value is lost and the default is used once left shifting. Does anybody know if I am right with the above? If yes, where is raising and lowering the gun action wise where I could potentially capture the scope value in some way so we stop defaulting to the horrible ironsights?
  2. tomtrustworthy

    A few questions about where to start...

    Looking for any direction to get started. I'm assuming theres some tools on steam to download but I can't find anything about getting started making a mod. I see a lot about how to get a mod from steam or load a mod on your own server but thats all.
  3. tomtrustworthy

    Status Report - 20 November 2018

    Next time could you link the forum posts for suggestions when the window for suggestions is actually still open? You've just linked us forum posts we are now a day late on contributing to.
  4. tomtrustworthy

    Screen shots with some edits

    I was playing today and left a small group of houses due to there being too many infected in the area. When I turned around I saw a pretty cool view. It's cool to see again how dayz can be a bit horror-ish sometimes. TrioInTheMist ColdAndAlone
  5. tomtrustworthy

    [VIDEO] 0.63 - HOW TO RELOAD USING THE QUICK BAR

    What if you only have one magazine? Ran into that issue today.
  6. Its nice that the official servers will be preserved but right now I'm not sure they are all that fun. I mean the only time I have my worst experiences are on public servers. So I hope things change in the future. My main issues are the fact that their public so people just server hop. There are no active admins so any issues like hacking or anything will not be taken care of. If these servers were cared for like your typical private server then i think more quality people would end up using them. Would private servers get a chance to stat track and all that as well? Then push that info to our main screen and make sure you show the main screen data is being taken from some private server rather than the official servers.
  7. tomtrustworthy

    Status Report - 26 Nov 2015

    I played the mod but only for a couple minutes just recently. How did the music function in the game? Was it just always playing or would it change as you played to match the intensity? If it just played on a loop, you could just do the same right?
  8. tomtrustworthy

    Status Report - 26 Nov 2015

    https://forums.dayzgame.com/index.php?/topic/230416-status-report-26-nov-2015/?p=2323740 He talked about this a few posts up.
  9. tomtrustworthy

    Status Report - 26 Nov 2015

    You asked us on Twitter the other day about how we would like to get info from you and your team in the future. Any popular ideas from the fans that you guys are looking into now? Having Dev vs. QA streams would be great! B) ;)
  10. tomtrustworthy

    Status Report - 26 Nov 2015

    Very happy about this!
  11. tomtrustworthy

    Status Report - 26 Nov 2015

    Pretty sure there are no plans for AI besides infected and animals. But I hope you're right and they are working on this.
  12. tomtrustworthy

    Status Report - 26 Nov 2015

    Maybe make doors react like loot or something. After x amount of time it will 'respawn' and respawning the door will randomly set the state open or close. But please only do this when no players are in the area. I would be freaking out if I came in a house (the door was already open) then turned around to see it close. Yet nobody is around.
  13. tomtrustworthy

    Status Report - 26 Nov 2015

    @hicks! For me the animation of bleeding has always been immersion breaking. What part of the game controls this? And when are we to expect some changes in that area? Also what do you think about the way it is currently handled and/or how it will be handled?
  14. tomtrustworthy

    Status Report - 12 Nov 2015

    Are any of the EXP server's setup in the same or similar way that private servers are setup on stable? I know in the past there have been loot issues that were specific to private servers only, so it seems like it would be valuable to test both versions if we're not already.
  15. tomtrustworthy

    House repair and scavenging

    After seeing a post on reddit about people trying to get currently existing towns back up and running again. It got me thinking about what sort of features could be added that benefit this group but also others at the same time. These could be official features put into the game some day or maybe even modded ones i suppose. The main ideas here are the following: Have two states that a house can be inNormal State, would be how the houses are now. You can walk in and loot them and such. Damaged State, this would have the house caved in on itself slightly. You can crouch to get in each room and loot but this would take longer and leave you exposed. Houses would be treated as a world container, they would need various parts like a V3S needs to run. AFter having the parts it needs it will be its normal state. If any of those are taken away it will be damaged. Attacking a building would damage the parts inside and turn them to scrap. Which could change the state the house is in. Players/infected/animals in the house when the state goes from normal to damaged will die.That should be an easy enough list for people to read if they want a quick overview of this newborn baby of an idea. I am just thinking as I type so there should be some issues with this but we can work through them to get a solid idea. I think this could add a lot to the game with out ruining it for any given play style. Say a group of RPer's want to live in a town, this will work wonderfully for them. The would have to scavenge other towns potentially, which would ruin those houses if the materials were not found spawning on the ground as normal. A group of bandits looking for gear could not even fix up houses, but looting broken down homes would take longer and make them have to crouch walk and crawl from room to room in damaged homes. This could also help them camp a town and give them more chances to shoot people as they move slower to loot up. A lonewolf player (like myself) could setup a house far north and hope nobody goes looking for him. Or they could try to sneak in to towns that have been fixed up at night time. So this shouldnt really break any play styles which I consider a key selling point. It brings a little 'end game' element that people can use or ignore if needed. The extra dev work I see right away is a damaged model for each house model... which sucks but maybe its not so bad? Also houses would have to be considered world containers, maybe make it required to be in the house to scroll on it and open the house inventory up. This could go along with the tool usage the devs talk about when repairing cars. After required items are in the house inv, you need a hammer in order for the scroll menu to show "repair house". Repaired houses could have decay times like barrels and tents, but make them longer. After they 'decay' clear out the inv of the house, except the building materials that are in use. This will not allow people to have storage that lasts forever. While also not making all houses look broken down and add variety to the look of towns. (some houses will be damaged while others are not, just depending on how players treat each house) Ok rambled on enough, let me know what you guys think and offer suggestions. Thanks!
  16. tomtrustworthy

    Relog/leg break mechanic/suicide

    Having no fall damage will make helicopters quite lame when they are in the game.
  17. tomtrustworthy

    House repair and scavenging

    With the original idea it would still not matter really The building would still be enterable and loot would spawn. So smashing houses wouldn't benefit people really and it would not break the game.
  18. tomtrustworthy

    House repair and scavenging

    I like the idea of some houses being too gone to repair but would this be the only place you can get materials to upgrade the houses that CAN be worked on? Would we just sprinkle these broke down houses aorund the map to provide materials while leaving the current houses in the state they are. And those current houses are the ones that can be worked on? If so I would be all for that as well. This would avoid having to create new models for every house and forcing some houses to fall in on itself.
  19. tomtrustworthy

    Status Report - 15 Oct 2015

    Another post above reminded me of this, I know you mentioned an overhaul to how reloading will work. The details you did mention were pretty awesome. I think a part of it was that ammo could get jammed in the gun. With this being possible or even other events like this, is there any plan to allow us to look at our gun a little more closely? I think some games have animations that let you look at the gun and turn it over in your hands (because they have 5w337 skinz!) but if we had a similar option we could see maybe the fire mode (if thats a lever on the gun) or a jammed round or something like that. This would be far better than adding more text like: "Mmm I'm so hot." "I have a feeling that my gun is jammed." "My feet hurt."
  20. tomtrustworthy

    House repair and scavenging

    I was thinking more of a simple route to go with this, a 'fixed' house would look like the building currently look. While a damaged one would need new models. It sounds like you're saying the houses should be able to break in different ways maybe? To me this sounds like a better idea but more work overall for the devs or modders. I think a more simple approach could be best at least to get the idea out there. I would be ok with cupboards and fridges having an inv independant of the building/repairing inv.
  21. tomtrustworthy

    Status Report - 15 Oct 2015

    As a player that started with dayz (never played arma at all before getting dayz) one thing that has always bothered me is this bleeding effect. I assume with new features coming in this will be changed, can you describe how it might end up looking or how you would like it to be?
  22. tomtrustworthy

    Status Report - 15 Oct 2015

    Regarding animals in the game. 1. Will there ever be something setup to where shooting an animal in the heart/lungs would allow you to kill it easier than say if you hit a leg? 2. We have all seen animation for players with bum legs and such. Would animals ever get this as well? 3. Remembering the UO days with Taming and even today with games like ARK, any idea if we would ever be able to tame/train animals to stay with us? 4. As I do not use arrows much, do they or will arrows ever hang out of people/animals/surfaces?
  23. I happened to read it, but was not happy with the "meh we'll get to it eventually" type vibe.
  24. I thought i saw that hicks said it was some old code that was still in the game that they still need to look at getting rid of?
  25. I guess they can do fracture damage too. So this is normal and not a bug.
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