global420
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(I know this mod is alpha and not made for single player, but) It seems with your -mod@ active some guns cause npc's to stay standing when killed. (I don't expect you to fix this anytime soon, but someday...hopefully. It would be nice to make SP missions with DayZ.) Date/Time: 6/26/12 - 3:30am What happened: Shot A.I. died standing up. (And DayZ zombies don't attack npc's and npc's dont attack DayZ zombies. but that is another story) Where you were: Editor, Chernarus What you were doing: (with @dayz active) I open the editor, place 2 units(player/playable), give them both m1911 pistols. Preview mission, (switch between them for testing) shoot other unit and they die but stay standing up. If i put two unedited default blufor, and shoot their rifles they will die normaly, when i add pistols they stay standing when dead, (maybe some other rifles and pistols too --probable the guns used in dayz cause ai death standing?) [i was mereging "Escape The Dead" mission with "Kronzky's SP" mission, when I discoverd the bug. The first thing I did was test shooting guys with guns in the editor and some guns caused them to stay standing some didn't. Then the next thing I did was remove @DayZ from -mod line (-beta) then try again, and the game worked fine, they all fell down when killed.] I really just want to use dayz without dayz's zombies and just random loot and survivor needs to be used in sp missions (like escape the dead mission [i think it has better zombies]) *Current installed version: dayz 1.7.1.5 AND beta 93965 *Server(s) you were on: None *Your system specs: Overclocked Intel Core i7 930 QC (3.36GHz, 8MB Cache) 9GB Triple Channel 1333Mhz DDR3 Single ATI Radeon HD 5970, 2GB GDDR5 Genuine Windows 7 Ultimate, 64bit, English Sound Blaster X-Fi Xtreme Audio *Timeline of events before/after error: Startup game. Went to play in the SinglePlayer/Editor, and the rest is above.
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How about, if you find a radio (walkie talkie), you will hear or get a message (maybe every hour or something) that rescue is on the way to the island (helicopter, boat, cargo trucks). They will give you the 6 digit map coordinates and a time (use the watch). Maybe use U.N. npc's as the rescuers.
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Zombies need a big fix. (ragarding run cycle and speed)
global420 replied to BloodFreak's topic in DayZ Mod Suggestions
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[side note] Have you seen or played http://www.class3outbreak.com/ ? It is a very cool zombie game that feature google maps. You can set up an outbreak on your city block. Sorry that what I said has nothing to do with Dayz.
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I had a similar idea for a base too. I had a txt file with ideas copy/pasting here now. ---------- Independent:: (player controlled) Uses bandit model and the other model with brown Tshirt and camo pants (and any other good bandit like model, maybe the default player model we use now too). Spawn randomly on the coast (like we do now). Civilian:: (player controlled) Uses the civilian models. Spawn randomly on the coast (like we do now). Blufor:: (A.I. controlled) U.N. or U.S. soldiers. They protect a base/camp on the small island on the coast "Otmel", in the "Bay Zelenaya" (or somewhere else, I chose that location because you can walk across waist deep water to the main land) and they patrol the area for Independent players (bandit snipers/campers). Also maybe have zombies spawn in the woods near the base, to make it harder for bandits and some Z's might be lured to the base by a player running for their life. This base will be a safe zone (sorta) for Civilian players. Players can socialize and form groups here. Blufor will shoot Civilian team killers in and around the base. Maybe a Blufor medic can heal you for some random items or trade him ammo for food (like 3 clips from the same ammo type for a can of food or soda, or what ever it may be). Have a crate in the Blufor base that any Civilian can use, But only you can see/take what you have put in it. The crate should be saved like the player, so every server has your stuff. Also, just maybe, the crate will keep what you have in it, when you die. Ofcourse the crate won't hold 100 items, maybe hold the same as a tent or backpack. If or when Independents (bandits) raid the base/camp, the crate will have random goodies in it for the bandits. If the crate (or walls/tower) get destroyed, maybe [toolbox + wood (+ scrap metal) = repair]. When all Blufor are dead in the base for 10 minutes or so, they won't respawn there, but be tranported by boat or heli back to the base. Opfor:: (A.I. controlled) Russian military. They protect the airfeilds and maybe a base or two, they also go on patrols around the island trying to stop the outbreak by killing every thing they see. When players kill the Opfor in the airfeild, they too won't respawn back there but instead, be tranported back by heli and/or cargo truck. ---------- I figured if bandits want to act like animals, they can stay in the wild :D and if you want to play with others you can meet them in blufor base.
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Suggestions from a Sandbox MMO Player.
global420 replied to Terrorfex's topic in DayZ Mod Suggestions
I hope the Fallujah island gets a DayZ makeover. http://www.armedassault.info/ftp/pics/islands/fal_1.jpg http://www.armedassault.info/index.php?game=1&cat=islands&id=130 Nice ideas for goals to have. -
Zombies need a big fix. (ragarding run cycle and speed)
global420 replied to BloodFreak's topic in DayZ Mod Suggestions
I posted this on another topic that may get closed, so I will repost it here. I really like the zombies from the undead mod for arma2, great animations and I love slower zombies (old school zombie lover). But yeah, more variety is good I think (not to go over board like L4D special zombies), maybe the slower zombies travel in groups. Have something like: slowest=crawlers slow=walkers (like the undead mod speed) medium=monkey Z's(or what ever they supposed to be) fast=runners (like we have) +1 for random speeds -
I really like the zombies from the undead mod for arma2, great animations and I love slower zombies (old school zombie lover). But yeah, more variety is good I think (not to go over board like L4D special zombies), maybe the slower zombies travel in groups. Have something like: slowest=crawlers slow=walkers (like the undead mod speed) medium=monkey Z's(or what ever they supposed to be) fast=runners (like we have) +1 for random speeds
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I just watched the guys over at GameFront play DayZ for the first time, and it was hilarious. I hope you enjoy it as much as I did.
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Classes in DayZ (let the shitstorm commence)
global420 replied to mind_grenade's topic in DayZ Mod Suggestions
I like the idea of "classes" in that their profession can do things faster. Example; everyone can repair a car but lets say it takes 1 minute to change a tire and you make % of noise, a mechanic can change a tire in 20 seconds and makes less % of noise. Maybe as hunter/outdoorsman can get more wood/meat then others or maybe when a female cooks it gives more blood when eaten (that female thing was a joke, no offense intended please). But I don't think that "classes" should have different starting items, just that they have like 3 male and 3 female models for each class (randomly when respawn) and they do things faster then others or something. There are lots of civilian models ingame but I see why rocket does not use them (backpacks dont show up on them). -
I was thinking along the same lines today (made txt file while site was down). What if there was a depression/crazy meter (like the hidden bandit meter)? Meaning that the more you're alone and/or kill humans the more depressed/crazy you become. Have the player start to randomly hear zombie attacks, moans, screams, even foot steps and gun fire, ect (maybe your character mumbles to themselves and it can attract zombies). To stop or decrease the madness, you need human contact. Team up with others (even bandits can team up together and still kill others without going insane) or maybe even find and drink whiskey for a temporary fix (Side Note: why not when after you eat/drink you get an empty can to replace what you just ate/drank).