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RoyBatty (DayZ)

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About RoyBatty (DayZ)

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  1. RoyBatty (DayZ)

    [SP] DayZero [SURVIVAL]

    Immediately after unpacking the mission, in the editor the "beggar" units for all traders had the "Ravage" icon next to them (I have the Ravage mod installed). I changed all the trader "beggars" to Man(European) "Beggar" and now they don't kill me on-sight but this of course messes up the gear load-outs and probably some other can of worms that I haven't run into yet. It works now with music and the traders will trade with me. Anyway, I will stop screwing around. If you are able to add music to future versions of the mission great, I will keep tabs. The concepts you added to the mission are innovative and I think in many ways new to Arma 3. You spent time on Chernarus, adding detail to the map and adding points of interest, this creates goals for game play. I still enjoy running around this map after all these years.
  2. RoyBatty (DayZ)

    [SP] DayZero [SURVIVAL]

    Well, not surprisingly my little mod of your mission does not work like a "champ". For some odd reason the traders kill me on-sight. It May have something to do with the mission file being screwed up somehow.
  3. RoyBatty (DayZ)

    [SP] DayZero [SURVIVAL]

    While I do not know all the shop dos and don'ts in the modding and mission making community, I believe Haleks developed these mod tools for the community. It is not specifically a script copied and pasted from one of his missions but a logical module available in the editor. Maybe you could use it as long as proper credit is given. The ambient music is apart of his mod/mission when you download it. The timing and fade in and out are perfect for your mission and they in no way distract from the mission or break immersion. I think it is also possible to add in custom tracks of your own choosing. Anyway just an idea as I am a little ignorant of these matters.
  4. RoyBatty (DayZ)

    [SP] DayZero [SURVIVAL]

    Well I hope you don't mind but I de PBO'd your mission and with editor I added the Atmosphere Module that comes with "RAVAGE" by Haleks. Not sure if you have ever used the tools Haleks made but this mod can add ambient music, lighting and a few other options to any mission. I just opened your mission in the editor (after de PBO'd), dropped the module and saved it, renamed the mission, moved all of your scripts to the new folder and exported. Works like a champ. I have no idea how Haleks made that module maybe you could consult with him. Thank you for your hard work and fun mission. I love the trader camps.
  5. RoyBatty (DayZ)

    [SP] DayZero [SURVIVAL]

    Mercenary11, thank you for the great scenario, works flawlessly for me and is great fun. One small request. I enjoy the immersion of ambient music and sound, can this be added as an option for players? I am sure that it is no small task, however, and I understand that this is your mission and your vision which I am enjoying immensely. If I were to add my own music to the scenario, what type of script problems would I run into? Can I reactivate music in the script and add my custom music without breaking anything?
  6. Thanks for taking the time for the lengthy post ZK, very informative, just what I was hoping for.
  7. Hey ZK, first thanks for the fun mission, I am in awe at your scripting ability as I am of many others who create custom missions. I have some understanding of editing but you lost me a bit in the above statement. I would like to try to port this over to Bornholm, everon,the usual stuff, I am a creature of habit. Could you elaborate a little bit. In the mission.sqm I only see 2 placed objects on the map, the hunter and the shipwreck on the island. There is lots of script in the file itself (mission.sqm). Can I copy and paste, changing any references to altis once I save the new mission.sqm with Bornholm for instance. As for TRIGGERS are you refering to the trigger.fsm in the "Men" script folder? If you have the time to throw me a clue great! This stuff can be complex so no worries if ya don't. Thanks again for your work.
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