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Mercenary11

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Everything posted by Mercenary11

  1. Mercenary11

    [SP] DayZero [SURVIVAL]

    LAST UPDATE: NOVEMBER 13TH, 2017 / Updated to v1.4.4 You may also want to check out the Chernarus Isles version of DayZero. Click here to view it on Steam Workshop. Please note that the changelog for this singleplayer mission is currently only available in the workshop. What is DayZero? Inspired by ArmA 2 DayZ Epoch, DayZero puts you in the perspective of one of the few Eastern European survivors of the so-called Z-Apocalypse: a catastrophic disease outbreak that has happened about half a decade ago and led to the extinction of billions of people, of which most have resurrected to become Undead and roam the wasteland that was once known as the great nation of Chernarus. Over years, humanity tried to combat the disease by killing all zombies, which has greatly reduced their numbers. Now, as the situation has become calmer, new challenges have emerged for those who are still alive... What to expect? Using the Heros Survive Mod and a collection of scripts as its base, this scenario features a unique post-apocalyptic singleplayer survival gameplay experience. There are countless things to do...from exploring abandoned survivor camps to building your own base and fighting off reckless bandits. Do whatever you like, whether it's hunting animals and selling their meat, killing zombies in a desperate attempt to find loot or simply seeking for your favorite weapon. Choose your own story. It's all possible without the need to worry about getting killed by deathmatching players just a few minutes after spawning or being shot in the head by a sniper who has been laying at the same spot for hours. Addon Dependencies: RHS: USAF RHS: AFRF RHS: GREF Heros Survive Ryan Zombies CUP Terrains: Core CUP Terrains: Maps IMPORTANT: The notes you find ingame (when you open your map and view the briefing section) contain detailed information on the situation as well as a list of tips. Be aware that you can save and load the game as you wish. Other Comments: Please keep in mind that this mission was exclusively created for singleplayer. The creation of DayZero from scratch demanded much dedication and effort. I am willing to improve the scenario with each update. Please do not forget to give me feedback on this mission and rate it after playing. Thank you! Special thanks go to Heros for creating the Mod "Heros Survive", as well as to Jimmakos and Marian for their scripting support. Known issues: - Game saves may become damaged and eventually result in low FPS ir even a game crash if save file size is too large (A3 issue) DOWNLOAD ORIGINAL VERSION: Steam Workshop Armaholic (currently outdated!) CHERNARUS ISLES VERSION: Steam Workshop
  2. Mercenary11

    [SP] DayZero [SURVIVAL]

    @palatine I'm afraid but there is no such thing as a lite version. Please understand that this scenario is built upon the required mods and I never intended to create some sort of vanilla mission because there are already loads of them available.
  3. Mercenary11

    [SP] DayZero [SURVIVAL]

    @ferahgo Canteens can be refilled at all kinds of wells and water containers. Pumping does not do anything, but double-clicking when near a water source should work. If you'd like to make a small donation, you're very welcome to click on the "Donate" button on the Steam workshop page of this scenario. The link to Steam workshop can be found above (main post).
  4. Mercenary11

    [SP] DayZero [SURVIVAL]

    @nes4day I'm glad the fuel system eventually turned out to work (would be surprised if it didn't though). The PM can not be sold, which is intended. But I will make sure all other weapons can be sold. All vehicles are indeed spawned once and never again, meaning that if you happen to destroy one vehicle you'll never have access to it again. As of now, each vehicle is unique. Each time you (re)start the mission they'll spawn at random predefined positions though. There may be some changes to the vehicle spawn system soon. @ferahgo Great to hear that you're enjoying the scenario so far. I think nes4day pretty much covered your questions, so I see no reason for answering them again. Just to clear things up regarding the building system: It's extremely simple (no crafting, etc.) and I feel like there's no need for a guide. But please don't hesitate to let me know if there's anything about it that you don't quite understand.
  5. Mercenary11

    [SP] DayZero [SURVIVAL]

    @nes4day Thanks for your help with finding issues. I will definitely consider moving at least some of the vehicle spawns, but I don't intend to make it too easy to find one as DayZero is supposed to be a survival mission. Unfortunately, I have to disappoint you regarding the zombie spawn because it spawns Undead dynamically around the player. For DayZ players, this may be a bit surprising but I had to do it this way for performance reasons. However, I see your point.
  6. Mercenary11

    [SP] DayZero [SURVIVAL]

    @nes4day Thank you for your feedback. I'm glad to hear that you like my mission. I have done extensive testing which included refueling vehicles and it worked all fine, so I have no clue why you're experiencing issues. I doubt you attempted refueling the Little Bird with an empty petrol canister (0L). Of course, I will run more tests now that you've informed me about it. Regarding vehicle spawns, I have received quite a lot of feedback stating that they're a bit too scarce. If I decide to increase the amount of vehicles it's going to be only to a very minor extent. People tend to look for vehicles at logical places like military bases, but in fact most of them are located in remote areas. I might change that as well. You may also want to check out the detailed in-game guide. It will hopefully shed light on the mechanisms of this scenario and its features. And yes, all AI except helicopter crews and traders/guards are hostile. Stay tuned for future updates and versions on other maps.
  7. Mercenary11

    [SP] DayZero [SURVIVAL]

    @ferahgo Medical tents won't do anything anyway. Which kind of antibiotics did you use? Yellow or red? Because the yellow ones are useless if you're shaking as their only purpose is to stop infections obtained from zombie bites. Also note that antibiotics have a delayed effect. Make sure to let me know if it still doesn't work for you after all. I'm glad you're enjoying the mission and hope I could help you.
  8. Mercenary11

    [SP] DayZero [SURVIVAL]

    @RoyBatty Well I don't recommend to use Ravage with this scenario anyway as it may cause scripts to conflict with each other. I've spent hours trying to add ambient music/sounds so far and there seems to be no proper way to do it unfortunately. But I will continue my efforts to improve the soundscape regardless. PS: I'm actually planning on further increasing the number of map objects and special locations to make "my" Chernarus more distinctive.
  9. Mercenary11

    [SP] DayZero [SURVIVAL]

    @RoyBatty Well, generally things don't work properly after people messed with the mission file. It is definitely not easy to change things without extensive knowledge of how the mission is structured. But it seems weird nevertheless that traders, who are civilians, would kill you on sight. @Ranwer135 Do I smell sarcasm? If not... again, it is just a mission inspired by a mod. I had to have something that I could base it upon.
  10. Mercenary11

    [SP] DayZero [SURVIVAL]

    Sure I don't mind if you do that as long as it's solely for private use. Using Haleks' module is actually a great idea but I can't do that for obvious reasons (copyright). I might actually contact him and ask for permission to use the script if I can't come up with an own solution. Anyway, he is a modder whereas I'm only a mission maker so we have quite a different set of skills. Thought I'd mention that. Thank you anyway!
  11. Mercenary11

    [SP] DayZero [SURVIVAL]

    @RoyBatty I'm glad to hear that you like my scenario. You made a great suggestion. It is something that has been on my to do list for quite some time now. Unfortunately I haven't yet found a proper way to implement permanent ambient sound effects and music into the scenario. But I can assure you that it will be added once I find out how exactly it's done. I guess doing it yourself might be a challenging task. Just make sure 3den Enhanced is running when you fire up the mission in the editor.
  12. Mercenary11

    [SP] DayZero [SURVIVAL]

    @DarkDragoon Alright, then it was probably just that it didn't work initially. Anyway, I will see what I can do to make sure it works everytime. @Kepana Thank you. I'm glad you're enjoying the scenario. I think this may not be an issue, but rather that you weren't lucky enough to find one so far. You're probably doing nothinf wrong. On mission start, about 20 vehicles are spawned across the map. Most of them are found in rather remote areas, but usually on or near roads. If you still can't find any vehicles, try restarting the scenario. And those items in industrial sheds are all static, btw.
  13. Mercenary11

    [SP] DayZero [SURVIVAL]

    @DarkDragoon This is a rare infection resulting from zombie bites that leads to death within about 20 minutes if untreated. It can be stopped using a full injector, which has an immediate effect or by taking antibiotics against zombie bite (yellow), which has a delayed effect. Your body temperature also indicates that you have slight fever, which is a typical symptom amongst blurred vision. Please note that normal antibiotics will not stop the infection. If you can't cure it in any way, it must be a new bug related to the Heros Survive mod. I will investigate the issue if it happens to be one.
  14. Mercenary11

    [SP] DayZero [SURVIVAL]

    I recently played A2 DayZ Epoch to see how it works and I noticed that there was a more or less constant spawn of zombies (or maybe there were just so many of them that I didn't realize it was just one group). It was probably different in Origins, although I've never really played that mod. And of course it sucks that there is no melee option in DayZero, but it would be impossible to implement it without a mod because from what I have read only the A2 engine supported the axe animation, whereas the one from A3 does not. But simply removing the zombies wouldn't really make gameplay better after all imho.
  15. Mercenary11

    [SP] DayZero [SURVIVAL]

    I like your attitude. The spawn conditions for zombies are definitely going to be reworked. Sorry for my late response.
  16. Mercenary11

    [SP] DayZero [SURVIVAL]

    Alright, I definitely see your point there. But what I still want to make clear is that zombies are supposed to be the main threat and they spawn continuously because it was like this in DayZ as well (at least in Epoch). When I first started working on the mission, I was even unsure whether to add bandit AI or not and up to this day, they can be considered a minor threat imo. However, what I can assure you is that I will increase distance from the player to spawn zombies again, because we all agree that it's not fun to have them spawn right in front you.
  17. Mercenary11

    [SP] DayZero [SURVIVAL]

    Alright, I see. I don't like to say this but maybe this scenario isn't quite the right choice for you in this case as it's basically an interpretation of DayZ and zombies are a crucial part of the mission.
  18. Mercenary11

    [SP] DayZero [SURVIVAL]

    @neofit Well...no. Why would you want to remove zombies from a zombie mission? o.O
  19. Mercenary11

    [SP] DayZero [SURVIVAL]

    Thank you, IramS! Regarding zombies, there is little I can do as they come from the Zombies & Demons mod (I neither have the rights to edit the mod nor the necessary knowlegde to do so). As far as support for other mods goes, I think I have to disappoint you. I decided not to make any other content compatible so that gameplay is the same for everyone and remains balanced, even though the addons you suggested are all fantastic pieces of work. I hope you get my point. Best regards, CaptainX11 a.k.a. Mercenary11
  20. Mercenary11

    [SP] DayZero [SURVIVAL]

    I have received many issue reports similar to the one you posted and it has always turned out to be caused by mods that are not up-to-date or not properly installed. They might also not have been loaded upon game launch. In your particular case, I would suggest reinstalling at least CUP Terrains: Core. The bin entry should not cause further issues, so ignore it for now. If it does prevent mission launch, however, also make sure you have all RHS mods updated. Don't worry about the Pbo. As long as you see the mission listed in singleplayer scenarios, it's all fine. I hope my answer is helpful for you.
  21. Mercenary11

    [SP] DayZero [SURVIVAL]

    Thank you Caites. I'm really glad to hear that you're not experiencing any issues. It actually surprises me because there were so many bug reports recently and I started to think the mission is broken. Whether you believe me or not, I'm tired of Cherno too. But I'm planning on releasing more versions on different maps soon. You're actually not the first to suggest I should cooperate with Haleks, so I might contact him as soon as I have the time and motivation to continue my work on this mission. It may be worth it.
  22. Mercenary11

    [SP] DayZero [SURVIVAL]

    Thank you for the extensive feedback, scimitar. First of all, I want to mention that the mission is actually supposed to be hardcore, which can indeed be frustrating. I attempted to make the zombie spawn as constant as possible, similar to the DayZ mod. I absolutely agree with you that there are a bit too many undead in certain situations and I do also know this may be annoying sometimes. But on the other hand, I received a lot of reviews saying there are not enough zombies and spawns would not be working well. I've also noticed that it used to be very, very easy to loot bandits and get fully geared up, so I made it more difficult. Obviously, it has a lot to do with personal preference whether you like this or not. What surprises me though is that zombies spawn right in front of you (at least that is what I think you meant). This almost never happened to me during testing and currently, they're mostly set to spawn when a player is 250 meters away from the spawner. But I will try to make some changes to the spawning system without ruining performance, although it's hard to find a good balance. It also seems weird to me that your fuel ran out after driving for just a bit. Usually, the fuel that is left in randomly spawned vehicles lasts for up to half an hour of driving. I will also be looking into time acceleration settings again and highly appreciate your contribution to improve this mission. Hopefully, you decide to give it another shot (maybe after the next update?).
  23. Fantastic work! This will see a direct implementation into the newest version of my scenario (including wild dog packs). Haven't had the time to test it myself yet, but from what the video shows I can pretty much say that there are some major improvements. Congrats! Keep up the great work. EDIT: I don't want to disappoint you, but so far I've only implemented the wild dog packs because the dog that accompanies the player lead to some issues (don't know the details) and he's too slow to follow the player in this type of mission. Hopefully I'm able to add it again later on ;) .
  24. Hello there, I'm currently working on a survival mission that has already seen a BETA release. Unfortunately, I'm facing a major issue when it comes to the custom survival HUD (view image). It becomes invisible when a mission save is loaded, even though the stats remain unchanged. I have already contacted the maker of the mod Heros Survive (which features the HUD) and was told to recreate it using "profileNamespace" and I've also read in the BIS forums that it should be possible to make it visible again by using the "getVariable" command. As I completely lack scripting knowlegde, I'm hoping you guys could help me out and tell me how to do it. I'm aware that similar questions were asked before and also made use of the search function in the BIS forums, but I could not find a solution so far. The variables I need to recreate are as follows: Her_L_Thirst Her_L_Hunger Her_L_BodyTemp Her_L_Money Important: The mission file is available for download for everyone (HERE), so you might want to take a look first to get an idea of what I'm talking about. Thanks a lot in advance, Mercenary11 THIS ISSUE HAS BEEN RESOLVED.
  25. That sounds fantastic, johnnyboy. It's also great to see you're open to work with the community. Although my understanding of commands, scripts, etc. is quite limited, I will try to find out the values I need to provide so you - or we - can edit the code to make those vehicles compatible. It seems rather straightforward, now that you explained it. Thank you again!
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