Steam'i Yükleyin
giriş
|
dil
简体中文 (Basitleştirilmiş Çince)
繁體中文 (Geleneksel Çince)
日本語 (Japonca)
한국어 (Korece)
ไทย (Tayca)
Български (Bulgarca)
Čeština (Çekçe)
Dansk (Danca)
Deutsch (Almanca)
English (İngilizce)
Español - España (İspanyolca - İspanya)
Español - Latinoamérica (İspanyolca - Latin Amerika)
Ελληνικά (Yunanca)
Français (Fransızca)
Italiano (İtalyanca)
Bahasa Indonesia (Endonezce)
Magyar (Macarca)
Nederlands (Hollandaca)
Norsk (Norveççe)
Polski (Lehçe)
Português (Portekizce - Portekiz)
Português - Brasil (Portekizce - Brezilya)
Română (Rumence)
Русский (Rusça)
Suomi (Fince)
Svenska (İsveççe)
Tiếng Việt (Vietnamca)
Українська (Ukraynaca)
Bir çeviri sorunu bildirin
You might want to take a look at DayZero then, which is a very similar scenario I have created.
This is a planned feature. However, I do not know if there would be any suitable script framework that I could use. No promises at this point.
Epoch would bring too many scripts that would conflict with my scenario. I'll keep an eye out for other, script-based options.
Thank you for the suggestion. The DeadlandZ mission content is built upon many classes (3d objects), which were hand-picked and tested before being added to the mission (as in loot or vehicles, for example). Most classes also have a particular spawn chance. This means adding any other big modification's classes would mean a lot of work for me and would require me to rebalance the entire mission. Therefore I must disappoint you. DeadlandZ will not support any other big mods in the future.
You can change the game difficulty settings on your own. Thank you.
Thanks for your feedback. I figured it's very hard to find the perfect balance. The minimum spanw distance seems to be ignored by the script at times. The same goes for the bandit spawn. I will keep working on this.