gulozwood 10 Posted September 6, 2014 Hi, thank you for testing. I tried everything to make them stop speaking, but it still a fail, it seems the problem is that infecteds are in the same attacking group, I think they dont speak when they are alone but without groups you are limited to 130 entities. i'm pllanning to update the script today with something cleaner with a more reactive infected, possibility to put entities on the map without triggers, spawning & freezing all infecteds at mission start, etc... Share this post Link to post Share on other sites
e00c 10 Posted September 6, 2014 ah great , will keep an eye out! (No like button!) Share this post Link to post Share on other sites
Devolved 10 Posted September 8, 2014 I keep getting "script not found fnc_nextSound" Did you make sure to add the lines to the description.ext? #include "infected\infectedsounds.hpp" Share this post Link to post Share on other sites
gulozwood 10 Posted September 8, 2014 HI, I make new functions on the last update, every function name looks like "INF_fnc_functionName". sorry for changing these names but i've to do this for compatibility between scripts and its addon form. when using the script the only thing you need to install it is: #include "infected\infectedsounds.hpp"; #include "infected\cfgfunctions.hpp"; you dont need anything else. then in the editor you can take a look to the missionConfigFile functions list, I have commented and put exemples for these 3: INF_fnc_infecthim (new) INF_fnc_infecedtzone (now using array for the marker, I tried to "infect" Kavala and 1 marker was not enough if you want to have infecteds in every part of the city) INF_fnc_inithorde (just name modification) Share this post Link to post Share on other sites
Devolved 10 Posted September 8, 2014 Hi! I'm using ver 3 in my mission, which is a sandbox and I have taken a look at your new version but the feature I am using doesn't seem to exist any more. Specifically it was the feature where you simply place markers and then add them to infected.sqf From the armholic file page: http://www.armaholic.com/page.php?id=26438 - then find the line 40 in the infected.sqf file and put names of youre markers: _infectedZone=["zone01","zone02","zone03","zone04","zone05","zone06","zone07"]; Have you removed this feature? If so I think i can "hack in" your new AI parts from version 7 to version 3 :) Thanks again for all the hard work! Share this post Link to post Share on other sites
gulozwood 10 Posted September 8, 2014 (edited) Ah yes, sorry for that, but I'm sure you can keep it all, i'm making a compatible infected.sqf ASAP ;) EDIT: the infected.sqf file is back, you just need to add in your init.sqf: execvm "infected.sqf"; and the new mission files. Edited September 8, 2014 by gulozwood new file Share this post Link to post Share on other sites
sergeziegler 10 Posted September 8, 2014 (edited) Hello! thanks for for the work done on the script! I evt problem, I can not merge with a script from (VAS system. #include "VAS\cfgfunctions.hpp"), could you please help me? Scripts Infected\functions not found ??? Edited September 8, 2014 by sergeziegler Share this post Link to post Share on other sites
cruoriss 12 Posted September 8, 2014 Nice script, The infected lacks good pathfinding but they still do the job . Hello! thanks for for the work done on the script! I evt problem, I can not merge with a script from (VAS system. #include "VAS\cfgfunctions.hpp"), could you please help me?Scripts Infected\functions not found ??? Inside your description.ext put : class CfgFunctions { #include "VAS\cfgfunctions.hpp" #include "infected\cfgfunctions.hpp" }; And inside infected\cfgfunctions.hpp remove class CfgFunctions { [ keep what's between ] }; Share this post Link to post Share on other sites
gulozwood 10 Posted September 9, 2014 sorry guys, it seems i've broken the group system in the last update, I think it's repaired with this one: mission files Share this post Link to post Share on other sites
sergeziegler 10 Posted September 9, 2014 Nice script,The infected lacks good pathfinding but they still do the job . Inside your description.ext put : class CfgFunctions { #include "VAS\cfgfunctions.hpp" #include "infected\cfgfunctions.hpp" }; And inside infected\cfgfunctions.hpp remove class CfgFunctions { [ keep what's between ] }; Hello to all fans Arma ! Yes indisputable script infected very good! And I really need it, in my multiplayer mission. Try all options to insert system VAS system, did not work, write error Scripts Infected\functions not found ??? Could you please help me? Share this post Link to post Share on other sites
cruoriss 12 Posted September 9, 2014 Hello to all fans Arma ! Yes indisputable script infected very good!And I really need it, in my multiplayer mission. Try all options to insert system VAS system, did not work, write error Scripts Infected\functions not found ??? Could you please help me? Upload your mission or show your description.ext . Share this post Link to post Share on other sites
sergeziegler 10 Posted September 9, 2014 link https://drive.google.com/file/d/0BxjEn0qza2s2U3hPOTFNUTdONG8/edit?usp=sharing Share this post Link to post Share on other sites
cruoriss 12 Posted September 9, 2014 linkhttps://drive.google.com/file/d/0BxjEn0qza2s2U3hPOTFNUTdONG8/edit?usp=sharing infected\cfgfunctions.hpp should look like this : class INFECTED { tag = "INF"; class functions { file = "Infected\functions"; class attack {}; class attacker {}; class contact {}; class nearesttarget {}; class nextSound {}; class roaming {}; class stuff {}; class vehicle {}; class infectedinit {}; class spawner {}; class roam {}; class infectedzone {}; class playerLeavingZone {}; class inithordeattacker {}; class inithorde {}; class Edattack {}; class infecthim {}; class Ednearesttarget {}; class Edroam {}; class infinit{}; class autopop {}; }; }; Calling cfgfunctions multiple times breaks the mission . Share this post Link to post Share on other sites
sergeziegler 10 Posted September 9, 2014 infected\cfgfunctions.hpp should look like this : class INFECTED { tag = "INF"; class functions { file = "Infected\functions"; class attack {}; class attacker {}; class contact {}; class nearesttarget {}; class nextSound {}; class roaming {}; class stuff {}; class vehicle {}; class infectedinit {}; class spawner {}; class roam {}; class infectedzone {}; class playerLeavingZone {}; class inithordeattacker {}; class inithorde {}; class Edattack {}; class infecthim {}; class Ednearesttarget {}; class Edroam {}; class infinit{}; class autopop {}; }; }; Calling cfgfunctions multiple times breaks the mission . Thank you so much !!! Everything worked well ! Share this post Link to post Share on other sites
gulozwood 10 Posted September 9, 2014 Hey, I've finally find a way to silence them, just add to the \infected\functions\fn_infectedint.sqf , \infected\functions\fn_inithordeattacker.sqf and \infected\functions\fn_infecthim.sqf : enableSentences false; put it just before the "disableAI" things Share this post Link to post Share on other sites
Guest Posted September 10, 2014 New version frontpaged on the Armaholic homepage. Infected Script v0.5 ================================================== You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
cruoriss 12 Posted September 10, 2014 Wonder if you can make infected killable only be headshots ? Remember seeing a thread about it a while ago but can't find it . Share this post Link to post Share on other sites
gulozwood 10 Posted September 10, 2014 Wonder if you can make infected killable only be headshots ?Remember seeing a thread about it a while ago but can't find it . finally made it, as usualy it's crappy but it work ;) add to the \infected\functions\fn_infectedint.sqf , \infected\functions\fn_inithordeattacker.sqf and \infected\functions\fn_infecthim.sqf : _me addEventHandler ["HandleDamage", { _damages = _this select 2; if (((_this select 1) in ["head"])and (_damages >= 0.8)) then { (_this select 0) setDamage 1; }else{ (_this select 0) setDamage 0; }; }]; just before the _me addEventHandler ["hit",{ now you will heal infecteds by shooting on them, except if you shoot the head ^^ but now there is a little problem with the "hurt" sound, will take a look to it. Share this post Link to post Share on other sites
cruoriss 12 Posted September 10, 2014 finally made it, as usualy it's crappy but it work ;)add to the \infected\functions\fn_infectedint.sqf , \infected\functions\fn_inithordeattacker.sqf and \infected\functions\fn_infecthim.sqf : _me addEventHandler ["HandleDamage", { _damages = _this select 2; if (((_this select 1) in ["head"])and (_damages >= 0.8)) then { (_this select 0) setDamage 1; }else{ (_this select 0) setDamage 0; }; }]; just before the _me addEventHandler ["hit",{ now you will heal infecteds by shooting on them, except if you shoot the head ^^ but now there is a little problem with the "hurt" sound, will take a look to it. Nearly spent 2hours messing with HandleDamage eventhandler without succes ( either making unit immortal or 1 shot killed ) , So thanks a lot for this , working perfectly . ( Btw i'm using your script with EOS , and have to tell you it works better than excepted ) Share this post Link to post Share on other sites
gulozwood 10 Posted September 10, 2014 I will remember "handledamage" for a long time ...spent 2 hours too ^^ Share this post Link to post Share on other sites
icebreakr 3157 Posted September 10, 2014 Didn't check all pages: - do the Zs attack civilians, spread the infection through out the island? Charon did a mod for A2, but unluckly MP's been bugged. I would love to play out a mission with my team where we need to stop the infection by sealing off the area and hunt after the infected. Share this post Link to post Share on other sites
Devolved 10 Posted September 11, 2014 A couple of questions: Horde: With the horde trigger, what happens if the player is in a car and drives across the map, will the horde continue to walk after him across the map? or will they despawn/delete at some point? Trigger: With "true : respawn after last player leave the trigger : true/false" what does "false" do? What I want with this is to trigger infected spawn and then if they player leave, they are deleted NOT frozen. Can I set this to "false" and set the trigger to "repeatable"? And as always, wonderful work Share this post Link to post Share on other sites
gulozwood 10 Posted September 11, 2014 (edited) hey thank you, horde trigger is not able to repeat, i think you can make a trigger that not act when player is in car, or in heli. i've made some modifications with vehicle/player targetting, and improve the way to freeze them all ;) edit: for 1 player named playa1 it work with that in the trigger condition box: (((vehicle playa1) in thislist)and(speed playa1 <20)) Edited September 11, 2014 by gulozwood Share this post Link to post Share on other sites
thevoid 18 Posted September 13, 2014 I was only doing some quick testing but it would make sense to create an array to select from randomly for the four types: Can anyone tell me how to do this? My infected all have the same face at the moment. Share this post Link to post Share on other sites