What version of Cortex Command are you running? The message suggests you're using an outdated one since the ghillie suit ai script is giving problems. That may be a separate issue though, if you're running the latest version of CC or you're not but updating it doesn't fix it, let me know.
Wed Nov 25, 2015 5:01 am
Greenclone
Joined: Tue Oct 30, 2012 12:31 pm Posts: 69
Re: DayZ Mod - XMAS ALPHA
I just checked and I definitely have the latest version of cc
My bad, I forgot that at some point cc's lua version updated, breaking some of the rarely used stuff that I needed. The fix is to replace lines 391 and 408 or Chernarus.lua with the following (you can open lua files with notepad).
Code:
local mindist, maxdist = self:SortMaxAndMinArguments({...});
This should fix it (it did for me) but there could still be other errors for you, if so, let me know.
It's been a while since I've done anything for the mod but I'm gonna take a look at our way, way better dev version and see if I can just post a link to it for people to try out if anyone is interested. Since we're not working on it at the moment there's no sense in not letting people at least have some fun with it.
Wed Nov 25, 2015 9:58 pm
Greenclone
Joined: Tue Oct 30, 2012 12:31 pm Posts: 69
Re: DayZ Mod - XMAS ALPHA
Alright, thanks!!!
Wed Nov 25, 2015 11:02 pm
fightman
Joined: Fri Dec 11, 2015 3:19 pm Posts: 18
Re: DayZ Mod - XMAS ALPHA
great but I think you can change this mod to like the "deadly 30" game with function search money, gold or survivor to buy the weapons or upgrade the defense house like the fortress and can limit survival time... example 30 day will have a helicopter go to rescue the survivor
Yeah, no. That's not what this is or is ever intended to be. There are old zombie survival house mods out there, they might be more what you're looking for.
Sun Dec 13, 2015 6:58 pm
fightman
Joined: Fri Dec 11, 2015 3:19 pm Posts: 18
Re: DayZ Mod - XMAS ALPHA
ok, but I think you can More functions find something important example "control chip"
Yeah, in possible future versions we want to have various things you have to fix to progress further (helicopter, boat, etc.) so that would probably give objectives like you're looking for.
So I had a few hours to kill the other day and I decided to take a little look at this for the first time in quite a few months. I've fixed up a couple things and have another beta version for anyone who wants to play it. This doesn't mean we're resuming active development on this (haven't talked to uber in quite a while), but I'm probably up to do small bug and balance fixes. Someday I would like to finish this, but there's still a ton of work to be done that won't be touched anytime soon.
This mod is probably best played on the classic old 800 x 600, though it should work on any resolution higher than this too, and I recommend keeping sound effects and music on for background ambient sounds. Also, I strongly recommend opening up settings in Base.rte and setting MaxUnheldItems to 100 or something, otherwise you'll run into the annoying situation of a lot of items disappearing inconveniently when they shouldn't.
See the spoilers for important gameplay info and a changelog from the last release. I don't want to mention too much cause I don't want to spoil anything but there've been some pretty fun changes that make things a lot more challenging, I don't think I've made it through more than a couple nights
The new version uses custom markers to display alerts - they're now represented by circles of varying size and colour, with the simple rule that the larger the circle, the stronger the alert. As before, you'll only be able to see alert markers if you're close enough that your character can detect them, so it doesn't usually get too cluttered. All alerts have a white core circle and a variety of outer circles depending on their properties. If they're sound alerts, the next circle out will be blue, and if they're light alerts it will be yellow. The outer border circle will only appear on alerts that satisfy the following conditions: alerts on thrown items that keep feeding the alert, such as flares or chemlights, will have a red outer border;alerts on players or npcs, such as from a held flare or a flashlight, will have a green outer border. Alerts markers will move onto the edge of your screen if they're off-screen but your actor can detect them, so they'll always be visible to you.
Other than that the gameplay is, hopefully, fairly straightforward. Good luck, and be careful to not walk off the edge when you're transitioning from one scene to another, cause that'll kill you and you'll have to respawn without all your shiny loot.
Also, there are a couple of useful key commands included: X - Turn on or off flashlight N - Save the console log in a file called output, which is great if things aren't working well and you want to help me figure out why.
Changelog:
MENTIONED IN A PREVIOUS POST HERE • Added ammo to loot spawn • Added "Zombies killed" counter • Added "Nights survived" counter • Added ability for transitions to other scenes • Added BG spawning • Added smooth gradient to day BGs • Added working sun and moon • Added separate loot areas and loot sets for hospital and military areas • Reworked transition scripts for neatness and to allow comments • Reworked screen text display scripts for better access and handling • Reworked player spawning so it can work dynamically based on scene areas • Completely fixed reworked spawning so everything about the actor is saved on scene transition • Smoothed out day/night transition so nights grow gradually more dark then less dark over time • Reworked item scripts to be less messy and use a unified system for parent checking and effects that reduces duplicated code and clutter • Fixed medical box to work with DayZ • Made it so specific loot items in a set can have a low chance of spawning, for use if they're way better than the other items • Made vomiting act over time and immobilize the vomiting actor until it's finished NOT MENTIONED PREVIOUSLY • Gave zombies weighted targeting so they will change targets to closer ones with equal or higher priority (i.e. a zombie going for an alert will change to a closer human, but not the reverse) • Made zombies react to newly made alerts differently than other targets, so that they may change their target to the alert thereby simulating suddenly distracting zombies • Made actor meters work better on higher resolutions and changed the underlying code for them so they'll be easier to properly implement for multiple players • Updated suspense sounds to apply across the whole map, added more template stuff for underground sounds • Fixed crash to desktop that happens when scene is reset using C and there is more than one actor, this could potentially be the cause of some other crashes • Fixed alert merging so alerts no longer spawn weirdly delayed or in weird locations. Hopefully. • Fixed medkits causing duplicate player respawns, which let the player control many actors at once in a very wonky way. • Made alerts a lot more reliable, extensible and straightforward and modified them so they generally make more sense. • Fixed newly thrown alerts ability to override higher priority targets so they do so more naturally and keep doing so until they stop moving (only applies to the first throw at the moment). • Made alert zombie spawning more reasonable and sensible, so it can be balanced properly, instead of confusedly. • Made light alerts disappear during day and reappear at night and did set up so it'll be easy to make other alert types do the same thing under certain circumstances (e.g. sound alerts during storms). • Made celestial bodies' positions be based on the player's screen position instead of actor position, so they're less jerky and works better on map edges. • Fixed bug where extra zombies would spawn when alerts on actors change to non-targeted alerts. • Fixed the ability to make an absurd number of zombies by picking up and dropping/throwing activated alert items (e.g. flares and stuff). • Added alert display system that shows alerts around players. • Fixed zombie spawning underground/under objects so they more reliably spawn at the correct height. • Allowed alert zombie spawning to be disabled in the scene datafile to allow for maps where only special zombies should spawn. • Fixed bug where localized sounds (e.g. seagulls) would spam incessantly when the player actor was not actually selected. • Fixed recursive GetSafeRandomSpawn causing infinite loops by placing a limit on its repetition, allowing it to be used. • Fixed medical box not properly healing and removing wounds and, to do so, added the option to heal actors' wounds or health when they travel from scene to scene or are otherwise saved and loaded
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum