Dr.Pepper 0 Posted July 17, 2006 is this mod dead ? this mod is... UNDEAD Well at the moment there´s not much to hear about it, but there are still some people working with it. Perhaps, when I will find the time, I´ll make my "Land of the dead" - CTI Type map... Would you like to play something like that ? Share this post Link to post Share on other sites
DarkTerritory3 0 Posted July 18, 2006 I tried the headless zombie in that command but the editor said this vehicule doesn't exist. It sprobably just not write corectly since zombieexwoman1-2-3 etc work. "Headlesszombie" Createunit [getpos T1,group zgrp1,"newSold=this",0.5,"PRIVATE"] Share this post Link to post Share on other sites
zombie1 0 Posted July 18, 2006 I have another idea for having zombies 'in' the town when you clear it. Place zombies in the town and a game logic with medium difficulty, nothing in it's init script. Then, when west is present in the town, gblalltargets = [whatever]. No spawning scripts then. Share this post Link to post Share on other sites
Dr.Pepper 0 Posted July 18, 2006 I tried the headless zombie in that command but the editor said this vehicule doesn't exist. It sprobably just not write corectly since zombieexwoman1-2-3 etc work. "Headlesszombie" Createunit [getpos T1,group zgrp1,"newSold=this",0.5,"PRIVATE"] I think it´s called "HeadlessZombieEx" not "Headlesszombie"... Works in my mission... Share this post Link to post Share on other sites
Gorgi Knootewoot 0 Posted July 18, 2006 I tried the headless zombie in that command but the editor said this vehicule doesn't exist. It sprobably just not write corectly since zombieexwoman1-2-3 etc work. "Headlesszombie" Createunit [getpos T1,group zgrp1,"newSold=this",0.5,"PRIVATE"] I haven't tried that one. You can place muliple zombies with one trigger. Quote[/b] ]"zombieex2" Createunit [getpos T1,group zgrp1,"newSold=this",0.5,"PRIVATE"]; "zombieex3" Createunit [getpos T1,group zgrp1,"newSold=this",0.5,"PRIVATE"] just use the ; between the different zombies. And i do know that you can use DrTongue my using "DrTongue" Createunit [getpos T1,group zgrp1,"newSold=this",0.5,"PRIVATE"] But i don't know about the crawler and the headless. Share this post Link to post Share on other sites
Gorgi Knootewoot 0 Posted July 18, 2006 I have another idea for having zombies 'in' the town when you clear it. Place zombies in the town and a game logic with medium difficulty, nothing in it's init script. Then, when west is present in the town, gblalltargets = [whatever]. No spawning scripts then. Yes, i also did that. Everytime the zombies spawn, the game pauses for a second. But when i want to clear the 2nd town, those zombies also have been activated. I wish i could make one town activated at a time. But without spawning. Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 18, 2006 I have another idea for having zombies 'in' the town when you clear it. Place zombies in the town and a game logic with medium difficulty, nothing in it's init script. Then, when west is present in the town, gblalltargets = [whatever]. No spawning scripts then. Yes, i also did that. Everytime the zombies spawn, the game pauses for a second. You need to place the zombie types you want to spawn first in the mission editor (just somewhere in the sea), so the are pre-loaded, otherwise OFP has to load them while you are playing and that gives these pauses EDIT: For those who dont like making spawning scripts, i fuond a nice one buried somewhere in my OFP folder: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Town = _this select 0 ;- 25 + Random 50 _x = (getPos _Town select 0)- 25 + Random 50 _y = (getPos _Town select 1)- 25 + Random 50 _z = 0 _i = 0 #loop ? _i > 12:exit _unitArray = ["zombieex1","zombieex2","zombieex3","zombieex4","zombieex5","zombieex6","zombieex7","zombieex8","zombieex9","zombieex10","zombieex11","ZombieExWoman1","ZombieExWoman2","ZombieExWoman3","ZombieExWoman4","ZombieExWoman5","ZombieExWoman6"] _Ax = 1+ random 16 _unit = _unitArray select _Ax ~0.1 _unit createUnit [[_x,_y,_z], group TOWN, "Z1_town=this"] ~0.1 [Z1_town] join grpnull _i = _i + 1 goto "loop" [triggername] exec spawn.sqs Just name a trigger, and put [triggername] exec spawn.sqs In the On Activation field, set the conditions to whatever you want. It spawns 12 randomly chosen zombies on the place of the trigger Share this post Link to post Share on other sites
Gorgi Knootewoot 0 Posted July 18, 2006 kewl, thanks for the tip. With the pre-loading it is so much better. Also your script rocks. Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 18, 2006 Also your script rocks. Thanks, altough im not sure if i made it completely myself, it might have been based of someone elses script so i wont take credit for it as someone might come in and scream at me.. Share this post Link to post Share on other sites
DarkTerritory3 0 Posted July 18, 2006 Thx for the help guys. Dr pepper do you know how to spawn the crawler.? Whats the name to type? Share this post Link to post Share on other sites
DarkTerritory3 0 Posted July 18, 2006 Yes, i also did that. Everytime the zombies spawn, the game pauses for a second. But when i want to clear the 2nd town, those zombies also have been activated. I wish i could make one town activated at a time. But without spawning. When clearing a village with a trigger the second trigger will always be activated no matter what. We have no choice but using the spawning which is great and easy now Share this post Link to post Share on other sites
biggerdave 56 Posted July 19, 2006 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">CrawlingZombieEx, HeadlessZombieEx, ZombieDrTongue Crawler, Headless and Dr Tongue classnames Share this post Link to post Share on other sites
Gorgi Knootewoot 0 Posted July 19, 2006 Thx. Although for Dr tongue i was just using DrTongue and that also worked. Share this post Link to post Share on other sites
DarkTerritory3 0 Posted July 19, 2006 What about the normal soldiers. Lets say the medic i tried soldiermedicex and doesn`t work. How to spawn res side too? SoldierRes? Share this post Link to post Share on other sites
biggerdave 56 Posted July 19, 2006 Well, getting the name of the zombie is pretty easy, just use: ZombieEx-Type-side-class Type is either Solder or officer (if officer, you don't need the class) Side is either W, E or G (where W=West, E=East and G=Res) and the only class you would really need to use would be "B", "Crew", "Pilot", "Saboteur", "Sniper" or "Medic" (or "MG", if you *REALLY* want resistance in Flecktarn :P ) Examples: ZombieExSolderGMedic ZombieExOfficerE ZombieExSolderWB Share this post Link to post Share on other sites
Gorgi Knootewoot 0 Posted July 19, 2006 I have a question and i can't find the answer.. I have made a CTF level. I made the players civilian named S1, S2 and S3. When the flag is captured you hear a scary sound and 5 zombies appear around you and start to attack. When i die, they attack the other players aswell. But when we all died, they just stand there like.... zombies not doing anything. I have put the gamelogic medium difficuly. I have put Quote[/b] ]gblAllTargets = [player] + [s1] + [s2] + [s3] in it's initialation field. I also put Quote[/b] ]gblAllTargets = [player] + [s1] + [s2] + [s3] in a trigger which is activated by anyone repeatetly and in the zombie i have put on an island far far away with the code:Quote[/b] ]zgrp1=this; gblAllTargets = [player] + [s1] + [s2] + [s3] Normally it works well, but what do i do wrong. They attack me 1st aswell as my other players, but after we die they do nothing. Plz help Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 19, 2006 I cant remember excacltly but i had the same problem some time ago, IIRC you either lose your name and when you respawn you have to give your unit his old name again. Or you have to readd all the units again (just activeate a trigger with gblAllTargets = [player] + [s1] + [s2] + [s3] in it). But doing both sounds the most logical thing to do: When player S1 dies, and respawns, name him S1 again, then add [s1] to the gblAllTargets list again. Share this post Link to post Share on other sites
Gorgi Knootewoot 0 Posted July 19, 2006 How do i rename my respawned player? And how do i re add him to the gblalltargets list? Thanks in advance Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 19, 2006 How do i rename my respawned player? And how do i re add him to the gblalltargets list?Thanks in advance gblAllTargets = gblAllTargets + [s1] To readd him again. I cant remember you how rename a player when he respawns, IIRC there was something like a onplayerrespawn.sqs, but i never make multiplayer missions and OFPEC.com dont have their editors database, so you should ask in this forum or on www.ofpec.com  EDIT: You should try using the search function first, but i doubt that anything usefull will turn up (and i cant think of any terms to search for) Share this post Link to post Share on other sites
Gorgi Knootewoot 0 Posted July 19, 2006 Thx I will look it up (i just downloaded a .zip file called "uber-editor-tutorial.zip" ) Well i haven't found it. And only using gblalltargets = gblalltargets + [s1] doesn't work. So i must rename the player after he respawns. Edit: nvm, i figured it out. I created a trigger with in the condition: Quote[/b] ]NOT(alive S1) And in the on activation Quote[/b] ]gblAllTargets = gblAllTargets + [s1] And the cooldown timer set to 22 second so it's activated when i spawn. And in the game logic i have Quote[/b] ]GblAllTargets = GblAllTargets + [unit] I don't know what helped, but i just keep it all in my level Share this post Link to post Share on other sites
DarkTerritory3 0 Posted July 20, 2006 Also i haven't found out to respawn a already dead soldier. I want that dead soldier to get up when i activate a certain trigger when close to the soldier. Any idea how? I tried looking in the forumfor the command but couldn't find it. Share this post Link to post Share on other sites
Dr.Pepper 0 Posted July 20, 2006 my script for the gblalltargets and player-respawn-problem... This will work with dedicated servers. first I wrote this in my init.sqs: playunits=[s1]+[s2]+[s3]+[s4]+[s5] publicvariable "playunits" "[_x] exec {playertarget.sqs}" foreach playunits -------------------------------------------------------- And this is the playertarget.sqs: ? !(local player): exit #loop @ !(alive player) gblAllTargets=gblAllTargets-[player] publicvariable "gblAllTargets" @alive player gblAllTargets=gblAllTargets+[player] publicvariable "gblAllTargets" goto "loop" ;end -------------------------------------------------------- of course, the line in the gamelogic is gblAllTargets=[s1]+[s2]+[s3]+[s4]+[s5] "gblAllTargets= playunits" did not work.... wonder why ------------------------------------------------------------ I´ve found out that after I respawned the second time, the zombies will not attack again... only the ones that spawn after I respawned attacked me, or if they were "eating" while I respawned... Where´s the bug? OK THAT`S WEIRD: It works only if you do NOT have an marker called "respawn_west" on the map... I do not understand why, but that´s it. So respawn=2 is ok in your description.ext but not respawn=3 but you have this @alive player in the scipt, so you can transport your players to the base manually after they respwan with: player setpos getpos WestHQ (a flag or building called WestHQ is needed here) Share this post Link to post Share on other sites
Dr.Pepper 0 Posted July 20, 2006 Also i haven't found out to respawn a already dead soldier. I want that dead soldier to get up when i activate a certain trigger when close to the soldier. Any idea how? I tried looking in the forumfor the command but couldn't find it. for a single dead soldier... place a soldier on the map. set his health to 0. give the dead soldier a name, eg "deadruskie" place a trigger around him with 10m radius (or just as you like it...) condition: "west present" if your player-unit is west on activation: [deadruskie] exec "\zombiescripts\initmalezombie.sqs" ----------------------------------------------- or for more units, put them in an array and write on activation: "[_x] exec {\zombiescripts\initmalezombie.sqs}" foreach ARRAYNAME (all units in the array should be male ) Share this post Link to post Share on other sites
DarkTerritory3 0 Posted July 20, 2006 thx dr pepper but any other way to use this without the sqs file because i don't use any scripts at all. I use triggers which are working good for the normal spawning Btw sorry for bad english lol Share this post Link to post Share on other sites
Dr.Pepper 0 Posted July 20, 2006 You don´t need to write an own script. The "zombiescripts\initmalezombie.sqs" ist already in the zommbiescripts.pbo, which you already have in your addons-folder, don´t you ? zombie1 gave you this link: http://ofp.gamepark.cz/_hosted...._b3.rar So. Just try it as I described it... Share this post Link to post Share on other sites