Ish 11 Posted May 5, 2011 (edited) I'm trying to make a PvP zombie mission where the infected can see in the dark, but the other players will be forced to do with USPs with flashlights. The infected (Charon's "Undead mod") won't react to the addweapon command, so if anyone has any ideas I'd be grateful :) Also, I did type it correctly, I tried it on several other units, and it worked, so it's something with the zombies themselves. edit/ I would settle with IR vision as well ;P Edited May 5, 2011 by Ish Share this post Link to post Share on other sites
demonized 20 Posted May 5, 2011 you can reveal units within a area around the zombie to make them "have night vision"; run this snippet on all zombies: while {alive _zombie} do { _list= (getPos _zombie) nearObjects ["AllVehicles",50]; // list of all vehicles including Man within 50 meters. {_zombie reveal _x} foreach _list; sleep 5; // time for every update, make smaller or bigger for faster or slower detection. }; there is back sides of this, as the zombie will automatically know about any units around it within 50 meters without looking around, you can negate this by adding a direction check and if within so and so many degrees of zombies view it will be revealed else nothing. Share this post Link to post Share on other sites
Ish 11 Posted May 5, 2011 Maybe i wasn't clear enough. This is a PvP and the idea is that the zombies (players) can see in the dark, while the other players cannot. This sounds like something for the AI? Share this post Link to post Share on other sites
fatty86 10 Posted May 5, 2011 Try experimenting with ppEffects. You might be able to set up a nice infrared view for the zombie players. Share this post Link to post Share on other sites
Ish 11 Posted May 5, 2011 (edited) Looks interesting, I'll look into it :) edit/ I can only get the color correction to work in the sample mission. Edited May 5, 2011 by Ish Share this post Link to post Share on other sites
zigzag 0 Posted May 6, 2011 Maybe you can use setAperture and find some nice effect. Share this post Link to post Share on other sites
Ish 11 Posted May 6, 2011 I think it was included in ppEffects script.. But Im willing to try anything twice,. Share this post Link to post Share on other sites