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MTA:DayZ 0.9.6a [OUT NOW] [OPEN SOURCE]


Lawliet

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  • 3 weeks later...
  • 1 month later...
  • 2 weeks later...

We just released Version 0.9.9a!

DOWNLOAD: https://github.com/ciber96/mtadayz/archive/v0.9.9a.zip

 

ADDED: New Sound + Visibility System (based on terrain, weather, light, movement)
ADDED: New zombie spawn system based on loot location
ADDED: Petrol stations now have a limited amount of fuel (configurable in cfgServer.lua)
ADDED: Achievement System
ADDED: Anti-Advertising for chat system
ADDED: Indicators for temperature rising/falling
ADDED: Occasional rain when weather is cloudy 
ADDED: MySQL implementation
ADDED: Old clothes/skin system
ADDED: New condition (fractured arms)
ADDED: Vehicle respawn command
ADDED: Setting for camera sway when in pain
ADDED: Helmets for headshots
ADDED: [DayZAdmin] Ability to change gameplayVariables ingame
ADDED: Binds for GPS (Key: 7) and Compass (Key: 8)
ADDED: Spawn Selection System
ADDED: Randomized loot spots
ADDED: Random clothes on spawn if clothes system is activated
CHANGED: Logs System refactored
CHANGED: Simplified player spawning code
CHANGED: Simplified vehicle spawning code (makes it easier to add new vehicles)
CHANGED: Simplified sound code
CHANGED: Custom chat can now be toggled on/off (/chat)
CHANGED: Eased lag a bit
CHANGED: Updated how Helicrashes and hospital bags were being initialised
CHANGED: Version rewrite, tree handling optimised
CHANGED: Hunger & Thirst now decrease according to difficulty too
CHANGED: Moved debug monitor to Journal (Key: 6)
CHANGED: New damage code for players
CHANGED: Some zombies will sprint (depends on difficulty)
CHANGED: Kills have to be confirmed with "Check Body" (player kills only)
CHANGED: First Person Mode (view can be rotated 360°)
FIXED: consume_player.lua causing lots of errors
FIXED: Bug with tree chopping
FIXED: Hunger & Thirst not decreasing
FIXED: Bug with setPedStat
FIXED: Flashlight appearing on HUD with ammo count
FIXED: Bug where player would continue to lose blood after becoming unconscious and being killed
FIXED: Crafting getting bugged when inventory is full
FIXED: Milk breaking inventory
FIXED: Unconscious animation being clientside only
FIXED: M1911 not having a firing sound
FIXED: Old bug with damage when falling
FIXED: Floating medical box in Fort Carson
FIXED: Constant raining
FIXED: Hunger and Thirst not really decreasing
FIXED: M24 not having any sound
REMOVED: Viral zombies (until a better solution is found for more dangerous zombies)
REMOVED: Housing mod

 

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  • 1 month later...

Hello to everyone, i recently started my server and im having this two errors and i have no idea how to fix them, i would really appreciate the help

 

[2017-06-15 18:48:36] ERROR: [DayZ]\DayZ\version.lua:64: attempt to compare number with nil
[2017-06-15 18:48:39] ERROR: [DayZ]\DayZ\init\vehicles\vehicles_init.lua:279: bad argument #1 to 'ipairs' (table expected, got nil)

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  • 6 months later...
  • 2 months later...

Hello everyone.

It's been a long time since a post has been written here, but rest assured, development hasn't (really) ceased (yet). I'm currently working on some new features, one of which is a RPG-related one.

36632507-c4c67dda-1987-11e8-87c1-3bac2a0

 

I've added several skills to MTA DayZ for a more unique experience. Four "Paths" exist: Soldier, Medic, Scavenger, Engineer. All of them have different skills (which are currently passive, I plan on adding active ones as well). Here's a list:

SOLDIER

  • Dodge Blows
    -> Chance to dodge zombie hits
  • Toughness
    -> Damage Reduction by x%
  • Critical Shot
    -> Chance to deal critical damage

MEDIC

  • Second Chance
    -> Chance to survive an otherwise fatal hit
  • Healing Proficiency
    -> Healing power for yourself increased by x%
  • Without Borders
    -> Healing power for other players increased by x%

SCAVENGER

  • Scavenging Goodies
    -> Chance to loot +1 item where applicable
  • Camouflage
    -> Blend in with your environment (Player alpha reduced by x%)
  • Shadow Step
    -> Harder to detect by zombies (by x%)

ENGINEER

  • Ammo Efficiency
    -> Chance to not consume ammo
  • Duct Tape Prototype
    -> Repair rate for vehicles increased by x%
  • Awesomeness by Analysis
    -> XP Gain increased by +x Points

 

I'm also working on adding NPC's and settlements (Whitestone will be the first one), along with sieges, dynamic events and jobs given out by NPC's. If you have any ideas for skills/jobs, feel free to post them here.

 

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  • 5 months later...

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