Firedragon Posted March 27, 2015 Report Share Posted March 27, 2015 Someone should just purge the Antagonist, Sapper, Uav, Clones, Multigun, Poppy, Ferris Wheel code. Vaprz 1 Link to comment Share on other sites More sharing options...
DayZ Vet Posted March 27, 2015 Report Share Posted March 27, 2015 We have AI missions on our server, and these drones are spawning in on us while we are in a firefight. Multiple at a time if you are in a group. Would be nice if there was a way to disable this feature. Can't the new swarm system not be disabled? Will suck big time if thats the case, Sappers i dont mind but them drones are a pain in the butt. Had 7 on me all at once last night while i was at a trader, i had not fired my gun witch was suppressed anyways, just logged on fly to traders and sell something, i looked up and it was like being in a Sci Fi movie with loads of UFO's flying around, not quite the A2 epoch experience i was looking for! Link to comment Share on other sites More sharing options...
VAKE Posted March 27, 2015 Report Share Posted March 27, 2015 There is currently no way that I'm aware of to disable this feature via the config file. Can we get a green light to comment out the code for this in the Epoch PBO files, wherever it may be (or a hot fix that gives us the ability to disable it from the config)? DayZ Vet 1 Link to comment Share on other sites More sharing options...
hms Posted March 27, 2015 Report Share Posted March 27, 2015 A special rare trader should spawn with chiropractic skills, and for 400 krypto, can adjust your neck so you can f***ing aim up at them. Panduhh and Nic 2 Link to comment Share on other sites More sharing options...
DayZ Vet Posted March 27, 2015 Report Share Posted March 27, 2015 A special rare trader should spawn with chiropractic skills, and for 400 krypto, can adjust your neck so you can f***ing aim up at them. lay in prone gives you abit more hight to aim with Link to comment Share on other sites More sharing options...
theexec777 Posted March 27, 2015 Report Share Posted March 27, 2015 I would like to see a .cfg that allows for the manipulation of individual antagonist chances of spawn. I would personal would disable UAVs all together but I do appreciate that others may like them. Link to comment Share on other sites More sharing options...
stonXer Posted March 27, 2015 Report Share Posted March 27, 2015 got a sapper sitting outside the clone spawn area coz the headlessgent is sat there idle lol :) Dwarfer 1 Link to comment Share on other sites More sharing options...
B_Man Posted March 27, 2015 Report Share Posted March 27, 2015 I may have missed this earlier but the rate of drone spawn is not a server configurable setting or it is? After loading the new epoch today I was on my base and a drone showed up . Shot it. Two more came. Shot them. Eventually I had five drones hovering. I was expecting to see about 25 AI but there were only five. Never the less, it was impossible to get rid of the drones. If what others have said about shooting/looting then perhaps shooting down the first drone attracted the next and so on. Link to comment Share on other sites More sharing options...
Fog Horn Posted March 27, 2015 Report Share Posted March 27, 2015 What ever happened to "Whine , Whine , Snivel " , There are no Zombies , No challenge , you can just sit around bldg all day ? :lol: Link to comment Share on other sites More sharing options...
cring0 Posted March 27, 2015 Report Share Posted March 27, 2015 lay in prone gives you abit more hight to aim withWhich makes complete sense, doesn't it? Lol What ever happened to "Whine , Whine , Snivel " , There are no Zombies , No challenge , you can just sit around bldg all day ? :lol: Yeah it seems to be an endless cycle of trying to satisfy people that can't make up their minds. XD I think the people that complain about not having enough challenge are actually just reminiscent of DayZ where zombies weren't actually a threat at all if you positioned yourself correctly, like in or on their bases where that could just unload on them without a care. What if we did something similar as that one script in a2 where you could use zombie guts to cloak yourself from being detected by them? I mean that would make sense with the sappers anyways since they use their sense of smell. Drones, you could use some kind of jammer that you have to build. Eh? Link to comment Share on other sites More sharing options...
Brez Posted March 27, 2015 Report Share Posted March 27, 2015 I'm thinking they need to make some other antagonists that are more of a replacement/representation of what zeds were in A2E. So far they are much more deadly and being treated as the common antagonists where as I feel they should be the rare and elite antagonists and not the common ones you would run into more often. The Sappers and UAV AI remind me of something like Dr. Ivan in Origins that was a less common antagonist. Least that feeling I get.. The Sapper don't make you bleed or break your leg like Dr. Ivan did.. He hit you once and you were dead whereas common zeds made you bleed or broke a leg and were only a big threat when in larger numbers. Can you imagine 5 sappers running around you all the time.. Probability of you being blown up would be a pretty high number I suspect and if they don't get you.. here comes a fleet of UAV drones. lol Link to comment Share on other sites More sharing options...
Vaprz Posted March 27, 2015 Report Share Posted March 27, 2015 What ever happened to "Whine , Whine , Snivel " , There are no Zombies , No challenge , you can just sit around bldg all day ? :lol: It still exists. There are no zombies. No one ever asked for more drones and sappers. Having more of an antagonist mechanic most players dislike in the first place in no way improves the mod experience. I'm thinking they need to make some other antagonists that are more of a replacement/representation of what zeds were in A2E. We've been playing around with the Raptor Pack on Bornholm and it's been a blast. Much like zombies, they add a constant threat, while at the same time being manageable via smart gameplay. Panduhh 1 Link to comment Share on other sites More sharing options...
DayZ Vet Posted March 27, 2015 Report Share Posted March 27, 2015 Which makes complete sense, doesn't it? Lol i thought everyone know this lol lay in prone when the drone is to above you to shot it and you can aim more vertically!! Link to comment Share on other sites More sharing options...
DayZ Vet Posted March 27, 2015 Report Share Posted March 27, 2015 What ever happened to "Whine , Whine , Snivel " , There are no Zombies , No challenge , you can just sit around bldg all day ? :lol: zombies where pointless in A2 epoch, but a good roaming a.i setup was always better, and i think it still applies, sappers are pointless and im yet to die to one, but a.i that warm with drones are a challenge, just wish they did swarm so much on this patch, so overall a.i save the day again ;) Link to comment Share on other sites More sharing options...
cring0 Posted March 27, 2015 Report Share Posted March 27, 2015 BI needs to add a prone position where you roll over on your back. Add a playing dead position while they're at it =P Link to comment Share on other sites More sharing options...
VAKE Posted March 27, 2015 Report Share Posted March 27, 2015 I think it's a fine feature. I just want to be able to tweak/disable it if I don't like the default settings. KPABATOK and DayZ Vet 2 Link to comment Share on other sites More sharing options...
Brian Soanes Posted March 27, 2015 Report Share Posted March 27, 2015 Edit loot.h in server settings pbo Link to comment Share on other sites More sharing options...
kyrane Posted March 27, 2015 Report Share Posted March 27, 2015 we changed class CfgMainTable { class Default { chance = 1; lootMin = 1; LootMax = 1; tables[] = { "Food" }; antagonists[] = { { "UAV", 50 }, { "Cloak", 20 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F { "Sapper", 20 }, { "SapperB", 5 }, { "PHANTOM", 5 } }; }; to class CfgMainTable { class Default { chance = 1; lootMin = 1; LootMax = 1; tables[] = { "Food" }; antagonists[] = { { "UAV", 0 }, { "Cloak", 0 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F { "Sapper", 0 }, { "SapperB", 0 }, { "PHANTOM", 0 } }; }; still every 2-4 minutes while idle a UAV came along.. changed it again to class CfgMainTable { class Default { chance = 1; lootMin = 1; LootMax = 1; tables[] = { "Food" }; antagonists[] = { { "UAV", 900 }, { "Cloak", 900 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F { "Sapper", 900 }, { "SapperB", 900 }, { "PHANTOM", 900 } }; }; still the same... dont understand what we should change... there is no commentary about 1 till 1000 what happens with different count... could someone explain it please? Link to comment Share on other sites More sharing options...
Onaabys Posted March 27, 2015 Report Share Posted March 27, 2015 Edit loot.h in server settings pbo Actually its only for % for each antagonists to spawn when you are looting. They use another system for the ones which spawn dynamic. As they have a chance to spawn each 5 mins. Maybe the default affect the dynamic spawn percentage for the chance of each antagonist to spawn, but you cant really control the chance for them to spawn when players are just "camping". Would be fun to be able the change the change for the dynamic spawning Antagonists, as the sapper/cloak guys is really fun and scare the crap out of you. The UAVs are fun but spawn to much for the moment. Link to comment Share on other sites More sharing options...
Onaabys Posted March 28, 2015 Report Share Posted March 28, 2015 we changed class CfgMainTable { class Default { chance = 1; lootMin = 1; LootMax = 1; tables[] = { "Food" }; antagonists[] = { { "UAV", 50 }, { "Cloak", 20 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F { "Sapper", 20 }, { "SapperB", 5 }, { "PHANTOM", 5 } }; }; to class CfgMainTable { class Default { chance = 1; lootMin = 1; LootMax = 1; tables[] = { "Food" }; antagonists[] = { { "UAV", 0 }, { "Cloak", 0 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F { "Sapper", 0 }, { "SapperB", 0 }, { "PHANTOM", 0 } }; }; still every 2-4 minutes while idle a UAV came along.. changed it again to class CfgMainTable { class Default { chance = 1; lootMin = 1; LootMax = 1; tables[] = { "Food" }; antagonists[] = { { "UAV", 900 }, { "Cloak", 900 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F { "Sapper", 900 }, { "SapperB", 900 }, { "PHANTOM", 900 } }; }; still the same... dont understand what we should change... there is no commentary about 1 till 1000 what happens with different count... could someone explain it please? This is the chance for each of the antagonist to spawn when you are looting. Is your chance for an antagonist to spawn is 9 % and the you get in the 9 % the following is happening! class CfgMainTable { class Default { chance = 1; lootMin = 1; LootMax = 1; tables[] = { "Food" }; antagonists[] = { { "UAV", 50 }, 50 % chance of a UAV to spawn { "Cloak", 20 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F 20 % chance of a Cloak to spawn (if day a sapper spawn) { "Sapper", 20 }, 20 % chance of a Sapper to spawn { "SapperB", 5 }, 5 % chance of a SapperB to spawn { "PHANTOM", 5 } 5 % chance of a PHANTOM to spawn }; }; It should sum up to 100 % as above. If you put 900 on each you get 4500 % and thats not good, should sum up to 100 %. Link to comment Share on other sites More sharing options...
happydayz Posted March 28, 2015 Report Share Posted March 28, 2015 Exactly what I was saying earlier to the guy saying change loots file. It's run client side. The only way around it is do run a cleanup script that cleans up around plot poles. Link to comment Share on other sites More sharing options...
kyrane Posted March 28, 2015 Report Share Posted March 28, 2015 what will happen when i change it to under 100%? like.. 0% UAV 0% Sapper 20% Cloak 5% Sapper B 5% Phantom total sum: 30% ?? will it work? Link to comment Share on other sites More sharing options...
Schloti1993 Posted March 28, 2015 Report Share Posted March 28, 2015 and what is the Phantom? :D Link to comment Share on other sites More sharing options...
Osiris72 Posted March 28, 2015 Report Share Posted March 28, 2015 Wait so the AI spawn rate is not configurable without tearing into the pbo and the code? Axel said it can be turned up and down here: So this isn't in a config file somewhere? I would think that's where the devs would put config values. Link to comment Share on other sites More sharing options...
happydayz Posted March 28, 2015 Report Share Posted March 28, 2015 Not the camper spawn rate nor the shots fired attract uav code. He is referring to the spawn due to looting being adjustable. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now