Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Funkdoc

Members
  • Content Count

    146
  • Joined

  • Last visited

Everything posted by Funkdoc

  1. Funkdoc

    Modding Support and Tools, Initial Release

    we should be glad to have nearly the same tools like A3 has. that means we can build on many know how from the Arma 3 community in this manner. so if u have basic questions to the environments that comes along with the dayz tools, pls refer to the BI forums for Arma 3 Editing... BI forum :: Arma 3 Editing there are also very usefull tutorials made by devs and the community! dayz related questions and suggestions should be discussed exclusively here, but not in the A3 forums
  2. Funkdoc

    Modding Support and Tools, Initial Release

    i think u mean the Arma 3 Eden Editor? its very likely we get an editor like Eden for dayz...maybe after 1.x... Terrain builder is a mighty tool to build ur own terrain.. every object placed in TB is static. no one can change it unless u didnt binarize ur project. BI did it
  3. Funkdoc

    Modding Support and Tools, Initial Release

    U cannot import a WRP file. only export your terrain to a wrp file... wrp is needed for the next steps.. to build an addon
  4. Funkdoc

    Modding Tools

    the same as A3 object builder...
  5. Funkdoc

    Might help get you started

    @1para{god-father} BI just released modding tools, so install them and use this tools instead of A3 tools. i dont think u will be able to use A3 Apex assets since Apex is a DLC for A3 and is binarized.
  6. Funkdoc

    Modding Support and Tools, Initial Release

    hi if it helps, i can share my Arma 3 knowledge on how to get started with the tools (especially Terrain builder and the environment/extra tools). STEP 1: first thing to do is to give your new project a space where u can working on. BI Dev's use to do this on a own Drive called PDrive (P:). this drive must contain all the data for the modding purposes. that means we extract the gamefiles from ur Dayz steam folder to our PDrive. the tool workdrive can handle this and mounts a new P: drive... Install Dayz Tools Run CMD as admin and change to your workdrive folder in your "Dayz Tools" installation (might be "C:\Program Files (x86)\Steam\steamapps\common\DayZ Tools\Bin\WorkDrive") type: workdrive /mount /extractgamedata (this will take a while, it will extract the gamefiles to your "Dayz Projects" folder in "C:\Users\<USERNAME>\Documents\DayZ Projects") after this process workdrive will mount a new drive P: (its a linked drive to your Dayz projects folder) everytime u reboot/start your PC, u have to mount that drive but only with the "../mount " option, if u want work on your dayz project Save all mod specific data from all editors u working on, on this drive EDIT: ! dont run CMD as admin...sorry guys. run CMD as a normal user. the drive could take some time to show up in Windows Explorer.
  7. Funkdoc

    DayZ SA Full Config ClassNames List

    hello and welcome on board :) what a nice project u have...
  8. Funkdoc

    Street Lights

    hi i really like the idea of electrifying chernarus and if this is something BI is evaluating at the moment, here are some ideas from my side.. beginning at the source: we need at least 1 functionable and enterable small powerplant add switching functions to the transformer stations to electrify certain regions add a functionable power grid system to chernarus there are some broken transmission lines on chernarus, but this should be dynamic. power lines should be affected by wind + time or player interaction, they can brake and should be repairable afterwards with improvised item crafts, climbing up power poles and towing the lines up... high voltage is deadly in fact we can say chernarus power consumer buildings and street lighting are connected via earth cables since we are missing overhead power lines to the buildings make electricity to a gameplay feature for more advanced survivors to use machines as mentionend by peter for example lumber mills ...the battle for electricity as a higher surviving goal not every single lightsource should work if powered, lets say 50% of all lights should be defect... also add flickering lightsources for more apocalyptic feeling some smaller electric parts for basebuilding are already in the gamefiles so i welcome any move in this direction.
  9. Funkdoc

    DayZ Vortorsk - Dual Island Soviet State

    this is terrain builder, the mapmaker is using assets from dayz as u can see.
  10. Funkdoc

    Cleanup of dead players bodys

    pls consider that u are member of a forum where u can give/get help to/from others and to give your solution free to all others finding this thread in the future. thnx
  11. glad to hear! i think its necessary when it comes to missions in dayz modding. Do you think NPCs could be set by side, so that its possible to make escort missions and so on?
  12. Funkdoc

    Combat AI / Arma 3

  13. Funkdoc

    A first look at DayZ Modding

    the problem with the AI is that they have not a realistic movement nor a good combat behavior in Arma 3. specially AI groups behave a little strange. i dont think that there should be such AIs in dayz vanilla. Maybe only in some modifications where those AIs will be deleted after the mission which spawned the AI at missionstart. I know there are some good AI mods for A3, but when i play exile for example, i dont really feel the immersion through the AI. the AI thing needs to be overhauled completly for such reason.
  14. hi there, i was thinking around a while, how to expand the apocalyptic chernarus world to get more place to survive, loot, explore and build bases in the wilderness. First thought was a bigger map but with it comes heavy problems (high object,player,AI..counts, floatingpoint problems,..). Multi-Map Chernarus World: So the thing i am imaging is to tile a "chernarus world" private hive system into various maps (community made or BI / DLC maps). These new Territories are accessible through porting areas (bordering corners and the N/E/S/W edges of the main chernarus+ map). Your character and ev your vehicle will be ported there, triggered by script, to a mirrored position on another map and is also only enterable from that porting areas. the other server (maybe same machine on another port) is running the different map but saves all things in the same hive and communicates with the other map servers in the private shard. In this way for ex. radio communication between the maps is also possible. the client load the mod (required maps) on startup, so dayz must not be restarted for loading it when hopping (a Dayz Launcher from BI for ex would do that) to a map. Hive compatibility: An also interesting feature of dayz is the Public Hive system. I love the possibility to join any server world wide with my gear if i want to. So for mods there should be also a mod-wide hive system, which allows players joining various or same maps within the same mod with their existing character. Is there something planned in this direction @BI , making interfaces to game core functions, giving the community the ability to run such mod-hives and private server shards?
  15. we will see what they are willing to provide with the new scripting language in dayz. i can imaging that there is some restriction for public servers, if this function will ever be a thing at BI.
  16. how was the other server map loaded by the client? at startup like a regular mod ..or is there any chance to reload another map during execution in Arma3?
  17. Yes it seems possible in dayz, aslong as BI dont cut the possibilities to do that. but there is also an existing example from Killzonekid for A3, so i think switching (reconnecting) to another server with a diff map should be a doable quest. anyway i think it should be done in the engine to preventing abuse... or by script as long as battleye allows it under certain conditions. Porting/transition areas should be alongside the map border but not directly on the border, preventing to abuse that places from spotters and snipers. i think its better to mirror your spawnposition to the other server, so if u leave chernarus+ anywhere on the westside, u will spawn mirrored on eastside at the other server. if the mapsize is bigger than chernarus then spwaning points should be spreaded. another cool feature would be if vehicles /and passengers can be also ported... but this needs more attention. planes and helis should also be possible by setting proper vehiclevelocity at spawntime and checks for possible disconnects/errors while hopping by affected players. spawning-in if every passenger is connected after a little idle time... otherwise the player who is affected by the abortion should spawn next time at position on groundlevel. cutscenes are nice but i m also satisfied with a loading progress bar. if i m understanding you right... yes this has to be evaluated for MP purposes, but i think it should be locked. players can still rejoin whenever they want... the position for a normal join (existing character) should be the same as it is and was in dayz, the last known position of the player... so that switching is only allowed at designated area as written above.
  18. Funkdoc

    CUP Terrains for DayZ

    i appreciate your upgrade project for dayz and i m kind of excited what this will bring to the game. i hope u will find a way and time to "compile" those maps for a useful manner as MP maps for dayz. do you plan to make new variants of A3 assets like buildings, thinking of furniture in enterable houses and expand unused building space for new rooms...? Big Ups
  19. Funkdoc

    A first look at DayZ Modding

    yes of course, porting mission/server SQF scripts from arma wont work very well... thats why i wrote "rewritten". as i see at the first image, scripting code is kept in C... Just 2 really important question: Will we get a Wiki and Tutorials/guides for the new scripting lenguage like for Arma (scripting commands, BI_functions...)? Thinking of server performance, will there be also a HeadlessClient support (for animal and infected AI) ?
  20. Funkdoc

    A first look at DayZ Modding

    what do u mean with allows it? its simply not implemented. for modding, A2/A3 content must be ported or rewritten into Enscript. but it will be not so hard i think.
  21. Funkdoc

    A first look at DayZ Modding

    as i m interpreting things, the dev environment for level design will be equal to A3. same tools like OB & TB, probably enhanced... i can imagine that it will be sometime one for both games. i think we can expect all existing A3 TB/OB functions and also the updates to it
  22. the eat and drink period, is something that has changed nearly every stable patch but i also dont know why they always adjust it... over the 0.5x upgrades (high server population), it should be clear how often to drink and to eat.. i think they adjust it to analyze duration and pathfinding of a survivor. with new values like stamina and overall health (0.63) depending on eachother, it has to be new defined.. how much, how long and how often u have to do something to revitalize. at the moment dayz is still in alpha, and they can test anything they want, dont forget that. its for us and for the game.
  23. what do u expect from a game never had clear goals since day 1. there was to much fluctuation on ideas, team, and implementability. what we have now with the 0.63 experimental version is a prototype where the game should have been 2 years ago. But its okay... they built up a new engine and now we can say it gets more playable. I think we should trust in the work of those guys. when they get dayz in a modable structure, write tools for balancing and CLE scalable and some more things...all will be fine.
  24. Funkdoc

    For people that say the coast is dead now...

    lol :) play arma 3 exile or exileZ and u know what i mean on missions
  25. Funkdoc

    For people that say the coast is dead now...

    its because of the missing of higher goals ...after looting around for hours/days on a server, the most people going for pvp...for them the only alternative "at the moment" is to practice weapon handling and shooting at other people. the survival aspect of dayz is at a very low level yet. every one can find enough food, clothes, medicin.., so there is no challenge for the experienced player. other game mods are missing, like server missions (for solo and/or group players). dayz modifications can bring new gamestyles to those players. this means in future there will be more action then only bambi killing on the coast for equiped players. missions should bring back the players to the rare visited locations on chernarus+ away from NWAF or Tisy milbase and so on. we can expect significant improvements through mods.
×