jappie2 13 Posted September 18, 2016 Thank you sanchez, i'll try it out! Share this post Link to post Share on other sites
Sanchez Milsim 70 Posted September 24, 2016 Hi Guys. Just want to say, love the mod! Not sure if this has been posted, but i seem to have an issue with damage being applied to a player while running Ace 3. I'm not 100% if being hit is meant to damage a players limb like a bullet would. The issue I'm having is player gets hit by zombie, player makes screaming sound, no damage to fix in the medical menu. I've attached a few screen shots of what happens when a player gets hit. http://imgur.com/a/LYpwv The reason I'm asking is because i want the game to flow in a set kind of order. 1) Players contact Zombies 2) A few players would take some damage 3) Players secure area and treat wounded 4) Repeat until mission end. I do assume the player takes damage from the hits, as i changed the attack value to 1 and the zombies kill the player in 1-4 hits, its just not applied to anything via Ace. Cheers for any reply. Hi, It Gives other error too "Error Undefined variable in expression: _damagebodypart" If you set value to one you can play, but always a zombie attack player gives an script error. Would be nice to solve this problem. Thanks!! Share this post Link to post Share on other sites
callmesarge 7 Posted October 2, 2016 Love the Mod guys. Here is my version of CO10 escape with an added zombie twist. Share this post Link to post Share on other sites
TESTMACHINE 0 Posted October 7, 2016 Is it possible to make all zombies walk rather than run? Is this controlled by @Ryanzombies or the mission file? Share this post Link to post Share on other sites
accuracythruvolume 547 Posted October 7, 2016 Use walkers? 1 Share this post Link to post Share on other sites
TESTMACHINE 0 Posted October 7, 2016 Use walkers? My apologies what do you mean? I have installed @Ryanzombies on my server but want to edit the mod so only walking zombies are spawned. Share this post Link to post Share on other sites
xxgetbuck123 945 Posted October 7, 2016 Put down 'Zombie Spawner' module with walkers only? Unless you want to persistent spawn like ALive then I got no idea. Now question for the Devs or anyone that knows, how do I utilise the 'Zombie Waypoint' in conjunction with a 'Zombie Spawner'. I want to make a horde traverse the landscape but when I give the group a vanilla way point they all fuck off in their own direction and just wander around, any help would be great. Thanks Share this post Link to post Share on other sites
silentghoust 132 Posted October 8, 2016 Greetings, I noticed the latest updates have removed the Zombies from the Zues spawning list. Any chance for a Hotfix? Share this post Link to post Share on other sites
los18z 19 Posted October 8, 2016 Testmachine, In zombie spawner module there should be a pull down for the type of Zombie you want, walker, demon, runner etc. Try playing with those. BTW you say @Ryanzombies but its now called @Zombies and Demons so if your mod is still called @Ryanszombies youa re using an OLD version and should update through the steam workshop. Los My apologies what do you mean? I have installed @Ryanzombies on my server but want to edit the mod so only walking zombies are spawned. Share this post Link to post Share on other sites
shermanderland 13 Posted October 8, 2016 I was searching this thread for ways to fix zombies doing no damage when @ryanzombies is used with @ace but it seems like it was fixed at one point.I still get the error messages when a player gets hit. The zombies mod is trying to apply normal damage when ace is expecting advanced damage. Is there a way to fix this other than disabling ace medical? 3 Share this post Link to post Share on other sites
rex457 12 Posted October 10, 2016 I was searching this thread for ways to fix zombies doing no damage when @ryanzombies is used with @ace but it seems like it was fixed at one point. I still get the error messages when a player gets hit. The zombies mod is trying to apply normal damage when ace is expecting advanced damage. Is there a way to fix this other than disabling ace medical? Yeah I'm getting this too when running the latest ACE update, hope for a solution soon. Share this post Link to post Share on other sites
pyroflash 5 Posted October 10, 2016 If anyone wants to get this to work properly with ACE3 advanced medical systems, replace the code in "acedamage.sqf" with: _target = _this select 0; _typeDamage = _this select 1; _damage = 0; switch _typeDamage do { case 'manNormal': { _damage = Ryanzombiesdamage; }; case 'vehNormal': { _damage = Ryanzombiesdamage/25; }; case 'manDemon': { _damage = 0.3; }; case 'vehDemon': { _damage = 0.03; }; }; _selection = selectRandom ace_medical_selections; _hitpart = _selection; switch _selection do { case "hand_l"; case "hand_r": { _hitpart = "hands"; }; case "leg_l"; case "leg_r": { _hitpart = "legs"; }; }; if(isPlayer _target) then { [-2,{ _target = _this select 0; _damage = _this select 1; _selection = _this select 2; _hitpart = _this select 3; if(player == _target) then { [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; }; },[_target,_damage,_selection,_hitpart]] call CBA_fnc_globalExecute; } else { // note that this damage won't be applied to AI group members of a player-led team on a server (because AIs are local to group leader) - low priority... [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; }; 1 Share this post Link to post Share on other sites
O.Languedoc 67 Posted October 12, 2016 If anyone wants to get this to work properly with ACE3 advanced medical systems, replace the code in "acedamage.sqf" with: _target = _this select 0; _typeDamage = _this select 1; _damage = 0; switch _typeDamage do { case 'manNormal': { _damage = Ryanzombiesdamage; }; case 'vehNormal': { _damage = Ryanzombiesdamage/25; }; case 'manDemon': { _damage = 0.3; }; case 'vehDemon': { _damage = 0.03; }; }; _selection = selectRandom ace_medical_selections; _hitpart = _selection; switch _selection do { case "hand_l"; case "hand_r": { _hitpart = "hands"; }; case "leg_l"; case "leg_r": { _hitpart = "legs"; }; }; if(isPlayer _target) then { [-2,{ _target = _this select 0; _damage = _this select 1; _selection = _this select 2; _hitpart = _this select 3; if(player == _target) then { [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; }; },[_target,_damage,_selection,_hitpart]] call CBA_fnc_globalExecute; } else { // note that this damage won't be applied to AI group members of a player-led team on a server (because AIs are local to group leader) - low priority... [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; }; You have to un-pbo the mod to change this? I was just asking the dev in private for this. Share this post Link to post Share on other sites
pyroflash 5 Posted October 12, 2016 You have to un-pbo the mod to change this? I was just asking the dev in private for this. Yeah, unfortunately. Share this post Link to post Share on other sites
haleks 8212 Posted October 12, 2016 If anyone wants to get this to work properly with ACE3 advanced medical systems, replace the code in "acedamage.sqf" with: _target = _this select 0; _typeDamage = _this select 1; _damage = 0; switch _typeDamage do { case 'manNormal': { _damage = Ryanzombiesdamage; }; case 'vehNormal': { _damage = Ryanzombiesdamage/25; }; case 'manDemon': { _damage = 0.3; }; case 'vehDemon': { _damage = 0.03; }; }; _selection = selectRandom ace_medical_selections; _hitpart = _selection; switch _selection do { case "hand_l"; case "hand_r": { _hitpart = "hands"; }; case "leg_l"; case "leg_r": { _hitpart = "legs"; }; }; if(isPlayer _target) then { [-2,{ _target = _this select 0; _damage = _this select 1; _selection = _this select 2; _hitpart = _this select 3; if(player == _target) then { [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; }; },[_target,_damage,_selection,_hitpart]] call CBA_fnc_globalExecute; } else { // note that this damage won't be applied to AI group members of a player-led team on a server (because AIs are local to group leader) - low priority... [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; }; Why do you repeat the same lines three times? :confused: Share this post Link to post Share on other sites
O.Languedoc 67 Posted October 12, 2016 i'll try it tonight Share this post Link to post Share on other sites
pyroflash 5 Posted October 12, 2016 Why do you repeat the same lines three times? :confused: If you look at the original sqf, that's how it is done. I'm assuming because for some reason the damage handling is unreliable or the actual damage is unreliable. I just didn't want to change too much of the original code, so I left it like that. Share this post Link to post Share on other sites
icebreakr 3157 Posted October 12, 2016 Maybe devs can check if ACE advanced med system is running and run the IF ... Share this post Link to post Share on other sites
MrSanchez 243 Posted October 13, 2016 Hey guys. Me and Ryan have basically taken a break from more or less the internet in the last month, this break is now mostly over and we're resuming work. A few weeks ago the entire zombie mod has been rewritten (in a way that is backward compatibility). We've optimized various things and the ACE damage issue was already fixed. Due to the rewrite, we will have to test all of our features extensively again and this will take some time. It is a priority of mine to get this new update rolled out before Halloween this month. Best case scenario it could even be within a week. Kind regards, Sanchez 4 Share this post Link to post Share on other sites
_Noble 0 Posted October 13, 2016 Good evening everyone! I just have a quick question. I'm not sure if this has already been asked, but is it possible for zombies to be dynamically spawned around the player? I'm trying to create a persistent survival mission for myself and a few friends and was thought it would be really cool as the mod provides amazing atmosphere for this kind of project. Cheers! Share this post Link to post Share on other sites
O.Languedoc 67 Posted October 14, 2016 Hey guys. Me and Ryan have basically taken a break from more or less the internet in the last month, this break is now mostly over and we're resuming work. A few weeks ago the entire zombie mod has been rewritten (in a way that is backward compatibility). We've optimized various things and the ACE damage issue was already fixed. Due to the rewrite, we will have to test all of our features extensively again and this will take some time. It is a priority of mine to get this new update rolled out before Halloween this month. Best case scenario it could even be within a week. Kind regards, Sanchez That sounds like a plan! ;) Share this post Link to post Share on other sites
Nicolai Lorenzen 17 Posted October 14, 2016 If anyone wants to get this to work properly with ACE3 advanced medical systems, replace the code in "acedamage.sqf" with: _target = _this select 0; _typeDamage = _this select 1; _damage = 0; switch _typeDamage do { case 'manNormal': { _damage = Ryanzombiesdamage; }; case 'vehNormal': { _damage = Ryanzombiesdamage/25; }; case 'manDemon': { _damage = 0.3; }; case 'vehDemon': { _damage = 0.03; }; }; _selection = selectRandom ace_medical_selections; _hitpart = _selection; switch _selection do { case "hand_l"; case "hand_r": { _hitpart = "hands"; }; case "leg_l"; case "leg_r": { _hitpart = "legs"; }; }; if(isPlayer _target) then { [-2,{ _target = _this select 0; _damage = _this select 1; _selection = _this select 2; _hitpart = _this select 3; if(player == _target) then { [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; }; },[_target,_damage,_selection,_hitpart]] call CBA_fnc_globalExecute; } else { // note that this damage won't be applied to AI group members of a player-led team on a server (because AIs are local to group leader) - low priority... [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; [_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage; }; Is it server only, or should everyone connecting to me have this alteration? Share this post Link to post Share on other sites
Nicolai Lorenzen 17 Posted October 14, 2016 Anyone know where I can find the "acedamage.sqf" file ? Seems like I'm missing out on something here... Share this post Link to post Share on other sites
Jimmakos 168 Posted October 14, 2016 Anyone know where I can find the "acedamage.sqf" file ? Seems like I'm missing out on something here... Root directory folder. Share this post Link to post Share on other sites
Nicolai Lorenzen 17 Posted October 14, 2016 Root directory folder. Hmm root of ace? because I simply cannot find it... I know I come of as a little set back, but I'm quite puzzled. Share this post Link to post Share on other sites