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xrushxclan

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Posts posted by xrushxclan


  1. On 1/22/2017 at 2:08 AM, Auss said:

    theres a much easier way, grab fot_cara.p3d from the BIS sample pack, then grab the textures from CUP and away u go (open up fot)cara to see the path for the textures then u can remap them to use in your own PBO, use Xcam to place them down. Pic below shows how I've used them to make carparks

     

     

     

     

     

     

     

     

     

     

     

     

    COcyOhz.jpg

     

     

     

     

     

    ah cooool i see, but one question how did you get that concrete ground texture, did you pray it on terrain builder?


  2. AHHH nevermind, i found what the bug is, civilian on the spawner is buggy, when ever civilian is selected on activation it causes any faction to activate it, blufor, opfor and indepentent activation setting work but civilian works as a any faction atm

     

    I have forwarded an SQM file test via private message so you can see for yourself


  3. That is weird, it shouldn't do that and I've never seen that happen. Feel free to send me the mission.sqm if you like and I can check it out.

    ok i found the problem, even though my spawner settings are for activation - blufor, civ, independent. if i have an opfor ai within the activation zone it activates the spawner even though i didnt set the spawner activation to opfor.

     

    the bug is actually when the all three fields of the activation is changed to a faction instead of same as above. if any faction is selected then if an opfor unit is in activation zone it will trigger the spawn even though opfor wasnt selected as a activation faction. ill do further tests to see if it happens to any other faction combination


  4. infinite spawners???? where?

    when i edit a spawners settings it should only affect the spawner i edited. however when i change the activation settings and place two spawners over 5km away from each other, when the player activates the first spawner, it activates both spawners spawning zombies at both spawners.

    Basically the activation zone of each spawner is 400m but both spawners are over 5km away yet both activate when blufor enter one of them. am i being stupid or is this a bug and this this the problem your having


  5. hey, this is an awesome mod and would love to use these buildings for a map im working on, however im not sure how to add them into terrain builder. ive tried unpacking it and doing various methods to get them to work in bulldozer but all i get is the white shell and not the textured building, does anyone know what im doing wrong?


  6. Good one :D

     

    Kind regards,

    Sanchez

    is the suggestion good enough to be put on the mantis suggestion page or would it be to stupid, it means that will be the 4th zombie type (zombie, demon, titan, witch) which adds a bit more variety to the mod but makes it a little scarier, especially at night missions XD


  7. this is just a weird but creepy suggestion, using that zombie size method, would making creepy zombie children be possible that sing 'ring around the Rosie' XD i know that sounds bad but its creepy in movies so why not a demon type possessed child zombie even like the witch from left for dead and call it the 'witch', i know that suggestion sounds in-humain and i sound like a monster but it would be scary for a child to walk about then cry on her knees then sing a child lullaby or nursery rhyme :)

    • Like 1

  8. Side activate is on the actual spawner.

    Additionally, the gamelogic zombie settings have the option. I have a feeling you have a terribly outdated version of this mod. Please verify.

     

    Kind regards,

    Sanchez

    Yeh i think i have a extremely outdated version, the side activation is on nothing XD thnx for the suggestion just read the config.cpp on the pbo and it says version 1.0 XD

     

    One thing though i see there is a multi-faction activation which is great but you cant get civs, could you add civs to the list pls and add a third activation side. So it means if i choose OPFOR zombie all the other factions (BLU, CIV, IND) will activate it vise versa with Independent zombies should only be a couple of lines extra, sorry if im being picky but it is an amazing mod :)

     

    P.S - i noticed that there is only one faction activation on the zombie deletion module. just in case ryan didnt know


  9. Only one logic...those are setting logics so yeah...one needed..not for each spawner. And yep, multiple spawners if you wish.

     

    xrushxclan, you sure its gone?

    yeh, when i go onto the zombie settings module it doesn't have the activation side and when i load my map up it says something about 'RyanZM_ModuleZombieDeletion gone' but i can still open the map, i just get that error and some of the things are gone from the modules, unless im being stupid and looking in the wrong place XD


  10. Could you please add a multi detection drop down box on the module so you can have multiple faction activating the spawners, like:

     

    alive zombie cap - .....

    total zombie cap - .....

    delay first horde - .....

    spawned horde delay - .....

    spawned zombie delay - .....

    zombie horde density - .....

    Side activation 1 - Blufor/Opfor/independent/Civilian/Blank

    Side activation 2 - Blufor/Opfor/independent/Civilian/Blank

    Side activation 3 - Blufor/Opfor/independent/Civilian/Blank

    activation radius - .....

    zombies per horde - ......

     

    So for example you could have:

    alive zombie cap - 100

    total zombie cap - 10000

    delay first horde - 5

    spawned horde delay - 60

    spawned zombie delay - 5

    zombie horde density - 150

    Side activation 1 - Blufor/Opfor/independent/Civilian/Blank

    Side activation 2 - Blufor/Opfor/independent/Civilian/Blank

    Side activation 3 - Blufor/Opfor/independent/Civilian/Blank

    activation radius - 600

    zombies per horde - 14

     

    It would make it so much easier and better for those who use multiple factions and want to keep the factions separate. This is just a little suggestion that would be great.

     


  11. So from what I understand you want the civilians to be attacked by multiple sides (blufor and opfor)?

     

    Why don't you just group the civilians to an independent higher-ranking unit that has a probability of presence being 0? That way you can use the "INDEP" detection.

    Then set independent hostile to everyone (both blufor and opfor).

     

    Is that an option for you?

     

    Sadly no, im not having AI, only players, so players know not to kill the civlians. i want civs to be friendly to blufor and independent but enemy to opfor so that AI (zombies) in opfor will kill them. as i am using blufor already and im using independent for something i really would like to keep all three (blufor, independent, civilian) seperate if that makes sense, but if you add on the detection list 'ANY' then it would help a lot. But why dont you have a multi option drop down box, so for instance it will be like

     

    FOR EXAMPLE

    Detection side 1 - 'Blufor present'

    Detection side 2 - 'Civilian present'

    Detection side 3 - 'None/blank'

    avtivation distance - .....

    bla bla bla

     

     

    so the options for detection would be - 'Blufor', 'Independent','Opfor','Civilian'


  12. xrushxclan, what method did you use to get the opfor zombies to attack civilians? If you elaborate then perhaps we can help you.

     

    I put the line 'this addrating -10000' onto all civilian initialization or 'player addrating -10000' in the init.sqf, either way worked and i know its very basic but it meant that civs and blufor were seperate but this means blufor/opfor AI will attack you/them. if you could integrate this into the mod itself it would be great, for me personally i will never have AI so it dosnt matter if civ faction have addrating -10000. But for those who will it might be good if you could find a way to make them AI friendly but not to zombies.


  13. what if you wanted to activate the spawner with 2 factions, if i can only place one module down then i can only use 1 faction, also civilian faction isnt there either, could you add the 'CIV' faction to the option aswell as the 'ANY' so it is like a trigger. I have made it so opfor zombies attack civilians but they cannot activate it as they are not blufor, i would like to keep civs and blufor seperate but still have both able to activate spawn.

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