D.murphy man 0 Posted February 1, 2003 Right i have this script made by [sWCC]Tychon[CDT] one of my contacts on my buddy list on Game Spy.</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_zombie = _this select 0 removeAllWeapons _zombie _zombie addWeapon "StrokeFist" #main _target = nearestObject [_zombie, "SoldierWCrew"] ? _zombie distance _target <= 1 : _zombie addMagazine "StrokeFist"; goto "attack" ? _zombie distance _target > 1 && _zombie distance _target <= 5 : goto "engage" ? _zombie distance _target > 5 : _zombie doMove getPos _target ~1 goto "main" #engage _nX = getPos _target select 0 _nY = getPos _target select 1 _zombie setPos [_nX, _nY] goto "main" #attack _zombie fire "StrokeFist" _x = random 2 ? _x <= 1 : _target setDammage (getDammage _target + 0.1) ~1 _zombie removeMagazines "StrokeFist" goto "main"<span id='postcolor'> this all works fine and dandy intill i put more then one soldier crew on the map then my "zombies" seem to get confused.Ill try and explain what happens. In my mission i have 6 crewmen all over the island in seprate places,and a group of 5 "zombies" next to all of them but all the "zombies" seem to go for one crewmen at a time in order, where i want them all to go for the nearest crewman.Iv tryed lots of differnt thing to try and solve this bye my self and i havent been able to talk to tychon since christmas so can any one shed some light on the solution? Thnx *D.murphy man* Share this post Link to post Share on other sites
Bart.Jan 0 Posted February 1, 2003 May be there is some problem with several running scripts. Try to use my modification : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _zombies = _this select 0 _i=count _zombies {removeAllWeapons _x;_x addWeapon "StrokeFist"} forEach _zombies #main ~0.25 _i=_i-1 _zombie=_zombies select _i _target = nearestObject [_zombie, "SoldierWCrew"] ? _zombie distance _target <= 1 : _zombie addMagazine "StrokeFist"; goto "attack" ? _zombie distance _target > 1 && _zombie distance _target <= 5 : goto "engage" ? _zombie distance _target > 5 : _zombie move getPos _target #back ?_i==0:_i=count _zombies goto "main" #engage _nX = getPos _target select 0 _nY = getPos _target select 1 _zombie setPos [_nX, _nY] goto "back" #attack _zombie fire "StrokeFist" _x = random 2 ? _x <= 1 : _target setDammage (getDammage _target + 0.1) ~1 _zombie removeMagazines "StrokeFist" goto "back" <span id='postcolor'> execute it only once with parameter [array of zombies] example : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [[zmb1,zmb2,zmb3,zmb4]] execute "zombie.sqs" <span id='postcolor'> Share this post Link to post Share on other sites
D.murphy man 0 Posted February 1, 2003 Thanks mate ill go try it now Share this post Link to post Share on other sites
D.murphy man 0 Posted February 1, 2003 well a tryed it and it dident work i put </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[[zmb1,zmb2,zmb3,zmb4]] execute "zombie.sqs" <span id='postcolor'> in to a init line of a player and it said it was wrong or summing and wouldent let me put it in.So i made a seprate .sqs file with jus that in and called it ex then put [this] exec "ex.sqs" and it said summing about there not being and zombie.sqs even thou there was one.So i put in the init line of the player [this] exec "zombie.sqs" and then it in game it said "0 elements provided,3 expected" and summing a bout _target = nearestObject [_zombie, "SoldierWCrew"] bit. Share this post Link to post Share on other sites
Bart.Jan 0 Posted February 2, 2003 Another (tested) version : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _zombies = _this _i=count _zombies {removeAllWeapons _x;_x addWeapon "StrokeFist"} forEach _zombies #main ~0.25 _i=_i-1 _zombie=_zombies select _i _target = nearestObject [_zombie, "SoldierWCrew"] ? _zombie distance _target <= 1 : _zombie addMagazine "StrokeFist"; goto "attack" ? _zombie distance _target > 1 && _zombie distance _target <= 5 : goto "engage" ? _zombie distance _target > 5 : _zombie move (getPos _target) #back ?_i==0:_i=count _zombies goto "main" #engage _zombie dotarget _target _nX = getPos _target select 0 _nY = getPos _target select 1 _zombie setPos [_nX, _nY] goto "back" #attack _zombie fire "StrokeFist" _x = random 2 ? _x <= 1 : _target setDammage (getDammage _target + 0.1) ~1 _zombie removeMagazines "StrokeFist" goto "back" <span id='postcolor'> call it, from init of player with parameter array of zombies example : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [zmb1,zmb2,zmb3,zmb4] execute "zombie.sqs" <span id='postcolor'> where zmb1, zmb2 ... are names of zombie units Share this post Link to post Share on other sites
BAD ASS JACK 0 Posted February 25, 2003 hmm keeps saying "unknown operator execute? Share this post Link to post Share on other sites
BAD ASS JACK 0 Posted February 25, 2003 oh for the love of! i got it to run the mission this time by using [this] exec "zombie.sqs" then, [zmb] exec "zombie.sqs" and i keep getting my guy saying an order saying go to aa00 repeatidly! (from zombie as player) as for the other guy thats suppose 2 get attacked, if u go him the zombie to be dosent do anything! Share this post Link to post Share on other sites
Bart.Jan 0 Posted February 25, 2003 I tested it again and it works for me. Go to bartovo.webpark.cz and download zombie.intro.zip It's my working example. Zombie script is activated by Alpha-radio code. Ah, now I can see you managed to run it, but I can not understand your problem. Share this post Link to post Share on other sites