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nevermind, this is the latest version:

 

 

 

_VD_NR_Check = {
  sleep 600;
  if (VD_COOP_Mode) then {waituntil {count playableUnits >= 1};};
  if (VD_COOP_Mode) then {
  VD_NR_player = selectRandom playableUnits;} else {VD_NR_player = player};
  _VD_NR_Playerpos1 = getpos VD_NR_player;

sleep 300;
  sleep (random 100);
  if (VD_NR_player distance _VD_NR_Playerpos1 < 70) then {call _VD_NR_Spawner} else {call _VD_NR_Check};

};

_VD_NR_Spawner ={
hint "you are slacking arround, AI hunters are coming for you"; sleep 2;
_VD_NR_HuntFnc = {
    if (_VD_NR_bandit1 distance VD_NR_player > 200)

  then {
  {deleteVehicle _x}forEach units _VD_NR_bandits;hint "you escaped the AI Hunters!"; sleep 2; call _VD_NR_Check}

   else {

     _VD_NR_Playerpos2 = getpos VD_NR_player;
        _VD_NR_wp2 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos2, 1];
            _VD_NR_wp2 setWaypointType "MOVE";
            _VD_NR_wp2 setWaypointSpeed "FULL";
            _VD_NR_wp2 setWaypointBehaviour "SAFE";
            _VD_NR_wp2 setWaypointFormation "COLUMN";
     hint "The AI Hunters are still following you!"; sleep 2;
      waituntil {
        _VD_NR_bandit1 distance _VD_NR_Playerpos2 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
        deleteWaypoint [_VD_NR_bandits, 1];
        if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI are dead"; sleep 2; call _VD_NR_Check;} else  {hint "The AI Hunters reached the WP"; sleep 2; call _VD_NR_HuntFnc;};

    };};

_VD_NR_AISpawn = [getPosATL VD_NR_player, 150, 250, 0.9, 0, 0.9, 0] call BIS_fnc_findSafePos;

_VD_NR_bandits = createGroup east;
_VD_NR_bandit1 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];
if (100 >= (random 100)) then {_VD_NR_VD_NR_bandit2 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (100 >= (random 100)) then {_VD_NR_bandit3 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (90 >= (random 100)) then {_VD_NR_bandit4 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (50 >= (random 100)) then {_VD_NR_bandit5 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (10 >= (random 100)) then {_VD_NR_bandit6 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};

{[_x] call VD_equipper;_x addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];} foreach units _VD_NR_bandits;


_VD_NR_wp1 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos1, 0];
    _VD_NR_wp1 setWaypointType "MOVE";
    _VD_NR_wp1 setWaypointSpeed "FULL";
    _VD_NR_wp1 setWaypointBehaviour "SAFE";
    _VD_NR_wp1 setWaypointFormation "COLUMN";

    waituntil {
      _VD_NR_bandit1 distance _VD_NR_Playerpos1 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
    deleteWaypoint [_VD_NR_bandits, 0];

    if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI Hunters are dead"; sleep 2;call _VD_NR_Check;} else  {hint "AI Hunters have reached the WP"; sleep 2; call _VD_NR_HuntFnc;};
};

call _VD_NR_Check;
 

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9 hours ago, Vandeanson said:

nevermind, this is the latest version:

 

 

 

_VD_NR_Check = {
  sleep 600;
  if (VD_COOP_Mode) then {waituntil {count playableUnits >= 1};};
  if (VD_COOP_Mode) then {
  VD_NR_player = selectRandom playableUnits;} else {VD_NR_player = player};
  _VD_NR_Playerpos1 = getpos VD_NR_player;

sleep 300;
  sleep (random 100);
  if (VD_NR_player distance _VD_NR_Playerpos1 < 70) then {call _VD_NR_Spawner} else {call _VD_NR_Check};

};

_VD_NR_Spawner ={
hint "you are slacking arround, AI hunters are coming for you"; sleep 2;
_VD_NR_HuntFnc = {
    if (_VD_NR_bandit1 distance VD_NR_player > 200)

  then {
  {deleteVehicle _x}forEach units _VD_NR_bandits;hint "you escaped the AI Hunters!"; sleep 2; call _VD_NR_Check}

   else {

     _VD_NR_Playerpos2 = getpos VD_NR_player;
        _VD_NR_wp2 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos2, 1];
            _VD_NR_wp2 setWaypointType "MOVE";
            _VD_NR_wp2 setWaypointSpeed "FULL";
            _VD_NR_wp2 setWaypointBehaviour "SAFE";
            _VD_NR_wp2 setWaypointFormation "COLUMN";
     hint "The AI Hunters are still following you!"; sleep 2;
      waituntil {
        _VD_NR_bandit1 distance _VD_NR_Playerpos2 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
        deleteWaypoint [_VD_NR_bandits, 1];
        if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI are dead"; sleep 2; call _VD_NR_Check;} else  {hint "The AI Hunters reached the WP"; sleep 2; call _VD_NR_HuntFnc;};

    };};

_VD_NR_AISpawn = [getPosATL VD_NR_player, 150, 250, 0.9, 0, 0.9, 0] call BIS_fnc_findSafePos;

_VD_NR_bandits = createGroup east;
_VD_NR_bandit1 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];
if (100 >= (random 100)) then {_VD_NR_VD_NR_bandit2 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (100 >= (random 100)) then {_VD_NR_bandit3 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (90 >= (random 100)) then {_VD_NR_bandit4 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (50 >= (random 100)) then {_VD_NR_bandit5 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (10 >= (random 100)) then {_VD_NR_bandit6 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};

{[_x] call VD_equipper;_x addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];} foreach units _VD_NR_bandits;


_VD_NR_wp1 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos1, 0];
    _VD_NR_wp1 setWaypointType "MOVE";
    _VD_NR_wp1 setWaypointSpeed "FULL";
    _VD_NR_wp1 setWaypointBehaviour "SAFE";
    _VD_NR_wp1 setWaypointFormation "COLUMN";

    waituntil {
      _VD_NR_bandit1 distance _VD_NR_Playerpos1 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
    deleteWaypoint [_VD_NR_bandits, 0];

    if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI Hunters are dead"; sleep 2;call _VD_NR_Check;} else  {hint "AI Hunters have reached the WP"; sleep 2; call _VD_NR_HuntFnc;};
};

call _VD_NR_Check;
 

So would i replace the entire NR script with those codes?

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2 hours ago, lv1234 said:

So would i replace the entire NR script with those codes?

yessir, and replace VD_Equipper with the ravage equipper if you want

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4 hours ago, JasonTheRed said:

Have you posted the latest yet @Vandeanson?

 

hola jason, what do you mean?:) the nr spawner above is the latest, but i have not posted the v2 of the dyn spawn script pack yet. i want to get some issues sorted out first, and unfortunately i dont have so much time at the moment:(

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12 hours ago, Vandeanson said:

yessir, and replace VD_Equipper with the ravage equipper if you want

So the changes are made so that the ai hunts you everywhere instead of inside the cities?

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Just now, lv1234 said:

So the changes are made so that the ai hunts you everywhere instead of inside the cities?

well the change is that the hunter script may be activated if you wait around everywhere, not only if you wait in a city

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8 hours ago, Vandeanson said:

well the change is that the hunter script may be activated if you wait around everywhere, not only if you wait in a city

Hmm the updated script is not triggering hunters when I'm idle in tanoa....I'm sitting idle for around 10+ minutes in a forest area in SP view to test the new script with no ai bandits hunting me down. Does alt tabbing out of the game while playing in SP stop the time in the game?

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try this version without initial sleep timer and minus a little check i used for mp.

the game pauses in sp when you tab out indeed

 

_VD_NR_Check = {
  sleep 10;
 
  _VD_NR_Playerpos1 = getpos player;

sleep 300;
  sleep (random 100);
  if (player distance _VD_NR_Playerpos1 < 100) then {call _VD_NR_Spawner} else {call _VD_NR_Check};

};

_VD_NR_Spawner ={
hint "you are slacking arround, AI hunters are coming for you"; sleep 2;
_VD_NR_HuntFnc = {
    if (_VD_NR_bandit1 distance player > 200)

  then {
  {deleteVehicle _x}forEach units _VD_NR_bandits;hint "you escaped the AI Hunters!"; sleep 2; call _VD_NR_Check}

   else {

     _VD_NR_Playerpos2 = getpos player;
        _VD_NR_wp2 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos2, 1];
            _VD_NR_wp2 setWaypointType "MOVE";
            _VD_NR_wp2 setWaypointSpeed "FULL";
            _VD_NR_wp2 setWaypointBehaviour "SAFE";
            _VD_NR_wp2 setWaypointFormation "COLUMN";
     hint "The AI Hunters are still following you!"; sleep 2;
      waituntil {
        _VD_NR_bandit1 distance _VD_NR_Playerpos2 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
        deleteWaypoint [_VD_NR_bandits, 1];
        if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI are dead"; sleep 2; call _VD_NR_Check;} else  {hint "The AI Hunters reached the WP"; sleep 2; call _VD_NR_HuntFnc;};

    };};

_VD_NR_AISpawn = [getPosATL player, 150, 250, 0.9, 0, 0.9, 0] call BIS_fnc_findSafePos;

_VD_NR_bandits = createGroup east;
_VD_NR_bandit1 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];
if (100 >= (random 100)) then {_VD_NR_VD_NR_bandit2 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (100 >= (random 100)) then {_VD_NR_bandit3 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (90 >= (random 100)) then {_VD_NR_bandit4 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (50 >= (random 100)) then {_VD_NR_bandit5 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (10 >= (random 100)) then {_VD_NR_bandit6 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};

{[_x] call VD_equipper;_x addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];} foreach units _VD_NR_bandits;


_VD_NR_wp1 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos1, 0];
    _VD_NR_wp1 setWaypointType "MOVE";
    _VD_NR_wp1 setWaypointSpeed "FULL";
    _VD_NR_wp1 setWaypointBehaviour "SAFE";
    _VD_NR_wp1 setWaypointFormation "COLUMN";

    waituntil {
      _VD_NR_bandit1 distance _VD_NR_Playerpos1 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
    deleteWaypoint [_VD_NR_bandits, 0];

    if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI Hunters are dead"; sleep 2;call _VD_NR_Check;} else  {hint "AI Hunters have reached the WP"; sleep 2; call _VD_NR_HuntFnc;};
};

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uuh i just found out how to grab and save hand placed editor compositions... banditcamps are going to be much more immersive and detailed:))

 

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23 hours ago, Vandeanson said:

try this version without initial sleep timer and minus a little check i used for mp.

the game pauses in sp when you tab out indeed

 

_VD_NR_Check = {
  sleep 10;
 
  _VD_NR_Playerpos1 = getpos player;

sleep 300;
  sleep (random 100);
  if (player distance _VD_NR_Playerpos1 < 100) then {call _VD_NR_Spawner} else {call _VD_NR_Check};

};

_VD_NR_Spawner ={
hint "you are slacking arround, AI hunters are coming for you"; sleep 2;
_VD_NR_HuntFnc = {
    if (_VD_NR_bandit1 distance player > 200)

  then {
  {deleteVehicle _x}forEach units _VD_NR_bandits;hint "you escaped the AI Hunters!"; sleep 2; call _VD_NR_Check}

   else {

     _VD_NR_Playerpos2 = getpos player;
        _VD_NR_wp2 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos2, 1];
            _VD_NR_wp2 setWaypointType "MOVE";
            _VD_NR_wp2 setWaypointSpeed "FULL";
            _VD_NR_wp2 setWaypointBehaviour "SAFE";
            _VD_NR_wp2 setWaypointFormation "COLUMN";
     hint "The AI Hunters are still following you!"; sleep 2;
      waituntil {
        _VD_NR_bandit1 distance _VD_NR_Playerpos2 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
        deleteWaypoint [_VD_NR_bandits, 1];
        if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI are dead"; sleep 2; call _VD_NR_Check;} else  {hint "The AI Hunters reached the WP"; sleep 2; call _VD_NR_HuntFnc;};

    };};

_VD_NR_AISpawn = [getPosATL player, 150, 250, 0.9, 0, 0.9, 0] call BIS_fnc_findSafePos;

_VD_NR_bandits = createGroup east;
_VD_NR_bandit1 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];
if (100 >= (random 100)) then {_VD_NR_VD_NR_bandit2 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (100 >= (random 100)) then {_VD_NR_bandit3 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (90 >= (random 100)) then {_VD_NR_bandit4 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (50 >= (random 100)) then {_VD_NR_bandit5 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (10 >= (random 100)) then {_VD_NR_bandit6 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};

{[_x] call VD_equipper;_x addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];} foreach units _VD_NR_bandits;


_VD_NR_wp1 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos1, 0];
    _VD_NR_wp1 setWaypointType "MOVE";
    _VD_NR_wp1 setWaypointSpeed "FULL";
    _VD_NR_wp1 setWaypointBehaviour "SAFE";
    _VD_NR_wp1 setWaypointFormation "COLUMN";

    waituntil {
      _VD_NR_bandit1 distance _VD_NR_Playerpos1 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
    deleteWaypoint [_VD_NR_bandits, 0];

    if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI Hunters are dead"; sleep 2;call _VD_NR_Check;} else  {hint "AI Hunters have reached the WP"; sleep 2; call _VD_NR_HuntFnc;};
};

How about for MP?

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alot of rework for v2 of the script pack was finding ways to make it sp and mp compatible. i have a solution now that should make it mp compatible. if i can i will share that version during the day;)

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replace the line "_VD_NR_Playerpos1 = getpos player;" with the below. that should allow you to use it in MP. a random alive player will be selecte as reference and target for AI to spawn.

 

_player = selectrandom (allplayers - entities [["allplayers"], ["HeadlessClient_F"], true, true]);

 

_VD_NR_Playerpos1 = getpos _player;

 

i have not tested this specific application but the general concept worked for me.

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On 10/17/2018 at 2:10 AM, Vandeanson said:

replace the line "_VD_NR_Playerpos1 = getpos player;" with the below. that should allow you to use it in MP. a random alive player will be selecte as reference and target for AI to spawn.

 

_player = selectrandom (allplayers - entities [["allplayers"], ["HeadlessClient_F"], true, true]);

 

_VD_NR_Playerpos1 = getpos _player;

 

i have not tested this specific application but the general concept worked for me.

So will this work for co-op and single player-style MP?

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On 10/14/2018 at 3:14 PM, Vandeanson said:

nevermind, this is the latest version:

 

 

 

_VD_NR_Check = {
  sleep 600;
  if (VD_COOP_Mode) then {waituntil {count playableUnits >= 1};};
  if (VD_COOP_Mode) then {
  VD_NR_player = selectRandom playableUnits;} else {VD_NR_player = player};
  _VD_NR_Playerpos1 = getpos VD_NR_player;

sleep 300;
  sleep (random 100);
  if (VD_NR_player distance _VD_NR_Playerpos1 < 70) then {call _VD_NR_Spawner} else {call _VD_NR_Check};

};

_VD_NR_Spawner ={
hint "you are slacking arround, AI hunters are coming for you"; sleep 2;
_VD_NR_HuntFnc = {
    if (_VD_NR_bandit1 distance VD_NR_player > 200)

  then {
  {deleteVehicle _x}forEach units _VD_NR_bandits;hint "you escaped the AI Hunters!"; sleep 2; call _VD_NR_Check}

   else {

     _VD_NR_Playerpos2 = getpos VD_NR_player;
        _VD_NR_wp2 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos2, 1];
            _VD_NR_wp2 setWaypointType "MOVE";
            _VD_NR_wp2 setWaypointSpeed "FULL";
            _VD_NR_wp2 setWaypointBehaviour "SAFE";
            _VD_NR_wp2 setWaypointFormation "COLUMN";
     hint "The AI Hunters are still following you!"; sleep 2;
      waituntil {
        _VD_NR_bandit1 distance _VD_NR_Playerpos2 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
        deleteWaypoint [_VD_NR_bandits, 1];
        if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI are dead"; sleep 2; call _VD_NR_Check;} else  {hint "The AI Hunters reached the WP"; sleep 2; call _VD_NR_HuntFnc;};

    };};

_VD_NR_AISpawn = [getPosATL VD_NR_player, 150, 250, 0.9, 0, 0.9, 0] call BIS_fnc_findSafePos;

_VD_NR_bandits = createGroup east;
_VD_NR_bandit1 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];
if (100 >= (random 100)) then {_VD_NR_VD_NR_bandit2 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (100 >= (random 100)) then {_VD_NR_bandit3 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (90 >= (random 100)) then {_VD_NR_bandit4 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (50 >= (random 100)) then {_VD_NR_bandit5 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};
if (10 >= (random 100)) then {_VD_NR_bandit6 = _VD_NR_bandits createUnit ["O_G_Survivor_F", _VD_NR_AISpawn, [], 1, "NONE"];};

{[_x] call VD_equipper;_x addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];} foreach units _VD_NR_bandits;


_VD_NR_wp1 = _VD_NR_bandits addWaypoint [_VD_NR_Playerpos1, 0];
    _VD_NR_wp1 setWaypointType "MOVE";
    _VD_NR_wp1 setWaypointSpeed "FULL";
    _VD_NR_wp1 setWaypointBehaviour "SAFE";
    _VD_NR_wp1 setWaypointFormation "COLUMN";

    waituntil {
      _VD_NR_bandit1 distance _VD_NR_Playerpos1 < 10 || {!alive _x}foreach units _VD_NR_Bandits;};
    deleteWaypoint [_VD_NR_bandits, 0];

    if ({!alive _x}foreach units _VD_NR_Bandits) then {hint "all AI Hunters are dead"; sleep 2;call _VD_NR_Check;} else  {hint "AI Hunters have reached the WP"; sleep 2; call _VD_NR_HuntFnc;};
};

call _VD_NR_Check;
 

Also for this script, I got errors relating to line 10 btw

 

And for the script errors, where ycan you find their logs?

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I'm starting to have some problems with the edn fortifications mod...When i exit and come back to my ravage MP save, the ctrl-b option for building a base is gone or doesn't work at all (no building menu popup)

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3 hours ago, lv1234 said:

I'm starting to have some problems with the edn fortifications mod...When i exit and come back to my ravage MP save, the ctrl-b option for building a base is gone or doesn't work at all (no building menu popup)

Same for me in Single Player unfortunately.

This happen too with the original mod. It won't start after exit and load a save game..

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hmm good to know, maybe it has to be initialised differently.

will see what i can do, i did not create the original mod so i ll see how much i can change.

thanks for the feedback!

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4 hours ago, MisterOth said:

Same for me in Single Player unfortunately.

This happen too with the original mod. It won't start after exit and load a save game..

so everytime you load a savegame the basebuilding does not work anymore?

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2 hours ago, Vandeanson said:

so everytime you load a savegame the basebuilding does not work anymore?

According to my tests on both sp and mp, yeah pretty much. Every time you save and exit, then come back the menu doesn't show up no matter how many times you "ctrl-b"

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2 minutes ago, lv1234 said:

According to my tests on both sp and mp, yeah pretty much. Every time you save and exit, then come back the menu doesn't show up no matter how many times you "ctrl-b"

thanks, i have to dig into the whole persistency topic then i guess XD

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5 hours ago, Vandeanson said:

some pics from the next version of the pack: https://imgur.com/a/SlAbS1t

Good job! Can't also wait to see the ai trader camp working too!

 

And hopefully, you can get that base building mod working! Take your time on that one if you have to.

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8 hours ago, lv1234 said:

Good job! Can't also wait to see the ai trader camp working too!

 

And hopefully, you can get that base building mod working! Take your time on that one if you have to.

tradercamp should be fixed with a new approach indeed:)

i want to add a trader for respawn backpacks too as i cant seem to find them ingame/while looting.

 

basebuilding will probably take some more work as i do not yet understand what is causing the problem, will see;)

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Great stuff.

 

What about finding camp sites which the survivors are already dead and still lootable?

 

Can you have multiple camps live at one time?

 

How about boobie traps? Survivors  aren't gonna leave their camps without setting traps.

 

You have put a lot of work in to this. Thanks!

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