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kremator

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Everything posted by kremator

  1. kremator

    [SP] Pilgrimage

    Occam's Razor !
  2. Now only if I wasn't working LATE tonight I'd be checking this out. Really glad to see that other materials/textures able to be used for the buildings! Keep up the good work ZK !
  3. kremator

    [SP] Pilgrimage

    You cannot use the SP version for COOP.
  4. Yes I run TADST. As long as you have pointed to your server executable then you should be able to pick up the mods/missions. Works perfectly for me, but best place for extra guidance is in the TADST thread. Just double click the mods or click the tick to activate them.
  5. I think my problem was that it was the mission and therefore there were a LOT of peeps to deal with. Of course it is my fault for trying to be Rambo ...... top tip guys ... you are NOT Rambo! Now I just need to find my lovely chopper and get back to the airport for my 2 armed quilins :)
  6. Perhaps IF you have someone on 'Add Friend' basis they could share your workbench ? Perhaps that could work for vehicles too? Just an idea. Just tried to rescue the journalist on my own ... didn't go too well. Did get 10 of the bastards before I was downed. Had 3 defibs BUT they stormed my position and kept killing me over and over - perhaps a grace period (where you are invisible) when you spawn in ?
  7. LOL don't worry mate. All part of the testing fun.
  8. Some superb changes that will make our base-building lives much better! Thanks ZK!
  9. I use ZBE_Cache and it is great.
  10. ^^ having forces attack your base is not a great idea, due to the difficulty of the mission as it is. With my base (at the airport) I'm already finding a LOT of traffic and a lot of forces coming my way! If we WERE going to have attacks I'd like the ability to deploy static MGs so that my AI can use them (again adds to the difficulty, as we'd have to craft them!) I think having plot licences spawn at the rate of defibs would be about right. Since this build update, I've found myself playing LOST more and more .... good job ZK !
  11. Hey MC. Still having problems with AI in my team suddenly changing their minds about WP I give them and going into WAIT state. Happens at random intervals, but mostly when I give >3 WPs to a subteam (coloured or uncoloured makes no difference).
  12. Been thinking about this ... I've now spent a good 3 hours with the LOST BUILD version and I still only have 4 foundations and 1 wall built ! It is indeed a mission itself. Now here is an idea. You die, without a defib. Instead of beginning somewhere random, you spawn at your marked base without any of your carried items. That would take a 'little' of the pain away of dying at least.
  13. Thanks ZK. Knowing how long it can take to build a base it would be good to have a few licences scattered around the map.
  14. On further gameplay ZK (which I'm loving the building now BTW !) there does need to be a higher drop rate of plot licences. Done a heap of scavenging but none are present. Perhaps a low chance (with more guaranteed on completion of mission) ? Keep up the good work !
  15. You guys are going to LOVE the new building additions that ZK has put on ! Really takes LOST to the next level.
  16. kremator

    [SP/MP] BeCTI

    Have you some googledrive copies of these missions TheCapulet rather than having to subscribe on Steam? Cheers!
  17. As we have already got loot in the mission, we'd need a few more objects (like a metal plank and a wooden plank) then require a multiples of them to create small fortifications/buildings. What I'd LOVE to see was clever AI that also made their own fortifications (like in Battlezone - with bases!)
  18. Dinos also very good ... but a story with dinos AND zombies .. now that is just craycray (but I like it :) ) All I have done is to use the R3F scripts ZK. Do you remember a while ago when I was trying to figure out how to add money to every kill you made ? That was for the R3F LOST. The creation factory in R3F can be tied down to only allow certain base building items - which I liked.
  19. Oh I'm liking you ! This is exactly me!
  20. Been replying to some PMs about a variant of LOST that I was working on before I came to an impasse in my scripting knowledge (didnt take long!) and that was for BASE BUILDING. Now I was using R3F (which is an amazing set of scripts) but it got me thinking about the longterm future of LOST and I think it is base building. Before I stopped coding it I could build a base and fortify it, taking time to kick back and chat with others. My problem came when the server was reset as the base disappeared. I know that it would require a bit of coding to integrate but would base building interest people ?
  21. AFAIK the whole idea was just to collapse the group to the leader to save on processing power. Why can't you not just spawn them again? Keeping the leader makes the mission dynamic until you approach (or they are within LOS of an enemy).
  22. I think that would spoil the harsh nature of the mission. It is meant to drive people to hunting for items - which it does VERY effectively :)
  23. This is a big deal ! Thanks ZK. Looks like I'm going to be playing some LOST tonight :) EDIT: Been playing on my Altis game. Seems much better - have now found an AI inside a house. Cannot hear the AI from too far away. House items are much better spawning in now.
  24. Balance is a tricky thing. Too many defibs and people will become careless, too little and you get pinned (then log out). I've been thinking about the REAL advantage of having AI is 'revive' ! If for instance you have been killed BUT you still have an AI, and that AI manages to kill the enemy AND get to you (doesn't need a defib in this case) then you get revived. This then means that humans will actively hunt for survivors to go into their team. You had a great script in Battlezone that could work wonders. I've not noticed AI inside buildings in the latest build. AI patrolling INSIDE their building would be really really scary ! The volume of patrolling AI was a little loud, and didn't seem to be affected by hills/buildings. The REAL challenge in any game is firing WITHOUT using scopes. Perhaps restrict the use of scopes to completion of missions (or only in military areas), as currently it is a dash to get a support weapon with a high powered scope at the start of any mission. This however would need a balancing pass, as it is a major change.
  25. The mission IS vicious now. I think some balance is needed between the bandits and zombies. It doesn't take long to become surrounded (and in severe danger of dying) by those gun-toting killers !
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