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axeman

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Posts posted by axeman

  1. Quote

    "I think the next big thing could be opening up Arma 3 to paid user-made content. It’s great to see talented mod-makers pulling off amazing missions, add-ons and mods as free content, but if we manage to find some incentive for the best mod-makers to develop more content, I think we can raise the bar even higher. I want to push this effort in two distinct ways, and I consider these as a priority for next year. We are going to announce more specific details in the coming months."

    Did anything ever some from this ? i.e. getting paid to mod ?

  2. Well, that's interesting..

    It seems like there have been some changes to the engine since I last looked at this.

    'Immersion Mode'  (No Street Lights) may be easily do-able at a much lower performance cost. Either that or I spent too much time looking at turning the lights on before :)

    Am hooked again, I forgot just how good Arma 2 / dayZ Epoch was..

     

  3. You can turn off the streetlights but as they are map objects you have to iterate through all objects and filter the lights by their model name, which makes it a very heavy process as nearestObjects detects everything (butterflies etc.), see axe_NoStreetLights function in:

    https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/fn_lightFunctions.sqf

    This function is called with parameters object and a range to switch the lights off within that object (usually the player).

    Am sure I discussed with AWOL the possibility of overriding the default state of lights with config / .hpp, I seem to remember we couldn't do it. Configs weren't my strongest point :)

    You can see the function being called with:

    if(!DZE_StreetLights)then{
    [player,_hsRange] call axe_NoStreetLights
    };

    at the bottom of the 'alive player' loop in:

    https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/local_lights_init.sqf

    No doubt there is room for optimising a lot of my code. It has been some time since I visited this and have always been bothered that it wasn't quite finished properly, some due to the complexities of the generators and some due to the restrictions of the engine / map structure.

    I'm now sorely tempted to reinstall Arma2 and have a play with the old code..

  4. 57 minutes ago, orangesherbet said:

    You always have to think of worst case scenario, indeed because it will happen!  The way we are testing now (per AWOL) is to have a random timer - between 5 and 30 seconds for the detonation to occur and the option to detonate won't even be possible before time alive >= 15 minutes.  I like this and I can't think of a better solution at the moment.

    So how does a Bambie retaliate from being constantly spawn camped under that scenario ?

    The motivation for making this after being endlessly shot on MGT..

  5. 11 hours ago, He-Man said:

    What about only getting the new explode menu if player alive time is longer than xx minutes? So not every bambi can run to my vehicles and only wait to geht killed to blow them up.

    Are we talking parking outside trader cities and multiple Bambie trying your vehicle ?

    It would have to be a short time so people can run away and it could be gamed .

    What about a vehicle safe zone / parking bay ?

  6. Lock your car ?

    It does have to be a PvP kill to trigger the extra options.

    So for gaining loot from a PvP I was already looking at spreading the victims belongings around the destination site and randomly deleting some items. I had noticed that weapons and held items often dropped on the ground anyway.

    Would that solve PvP loot issue ?

    The problem with switching everything off is: Yay a new feature being tried out in this mod -> oh, it doesn't do exactly what I want right now and players are crying because <insert reason why player doesn't like change> -> switch it off as the most vocal won't stop going on about it -> no need to offer positive feedback, we're not using it anyway -> feature doesn't get updated in ways you might want -> players are bored and want more features -> players move to Minecraft -> Devs add more hats and tins of food, dies of boredom.

     

  7. I like the particle effect to warn that an explosion is imminent, or an effect that shows the victim 'may' still be in the body ? Adding certainty and / or turning every feature off is kind of pointless and no longer Epoch..

    The ten minute timer will force the dead player to respawn so maybe reduce that timeout when the new Tapout menu is used ? That way the victim has to make a fairly quick decision..

    Ultimately it was designed to combat the quick battles outside spawn points, aka spawn camping, and to introduce the player as antagonist option as a new / revisited feature.

    The idea that every scenario should be an absolute and no danger exists for players is boring to play and awful to develop for. Please no more pandering to this attitude and let's start making it risky to play again.

    Want to play Epoch ? Then be prepared to lose all your shit at a moments notice.

  8. I'd delete it instantly ;)

    The new custom zed code is geared more toward real world recognition, I try to avoid 'cheating' when crafting the antagonists brains.

    For example, the sense of smell, this was started with the sapper, but now is refined and works on a configurable distance and uses wind direction.

    The sapper is weighted by the targets position in some circumstances, this gives him an unrealistic awareness of your position.

    At the time we were more concerned with keeping performance levels up over larger numbers of antagonists and wanted to keep the current antagonist 'active'.

    We are about to add some more behaviour for the zeds, making use of the crouching and eating dead bodies and introducing faster zombies.

    Am interested in feedback for the zed behaviour, have tried to make the current slow ones more dangerous in numbers and trying to allow some emergent behaviour based on more simple rules.

    For the zeds, try hiding. Their sight is governed by a newer function in Arma. However they will smell you if the wind changes :)

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