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xrushxclan

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Everything posted by xrushxclan

  1. xrushxclan

    Parking Lots

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

    Zombies & Demons 5.0

    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. xrushxclan

    Zombies & Demons 5.0

    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. xrushxclan

    Zombies & Demons 5.0

    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. Here is an Australian police officer mod thats on armaholic. very good for any life server on australia - http://www.armaholic.com/page.php?id=30772
  6. xrushxclan

    Jurassic Arma - Raptor Pack

    is it just me but my raptor i control dosnt scream when i press G or eat. it just lifts its head and dose no animation? or am i doing something wrong, all other animations work and other AI raptors can scream but i cant. am i doing something wrong (great work btw)
  7. xrushxclan

    ArmA 3 Custom Buildings

    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?
  8. Im a bit late but for anyone else having trouble with the location the rangemaster uniform model it is here - A3\Characters_F\Civil\c_poloshirtpants.p3d And for the rangemaster texture it is here - A3\Characters_F\Civil\Data\c_poloshirtpants_1_co.paa
  9. xrushxclan

    Zombies & Demons 5.0

    do we have a rough ETA on the next update
  10. xrushxclan

    Zombies & Demons 5.0

    edit: nope, the civilian faction has still not been added to the activation list, a 3rd activation side would be great pls
  11. xrushxclan

    Zombies & Demons 5.0

    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
  12. xrushxclan

    Zombies & Demons 5.0

    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 :)
  13. xrushxclan

    Zombies & Demons 5.0

    OMG XD, you found bigfoot. great work :)
  14. xrushxclan

    Zombies & Demons 5.0

    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
  15. xrushxclan

    Zombies & Demons 5.0

    hmm i still cant find the side activate thing, i tried on 'zombie settings' module and its not there, the other modules i see are just health ones.
  16. xrushxclan

    Zombies & Demons 5.0

    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
  17. xrushxclan

    Zombies & Demons 5.0

    with this new update i cant find the new module setting, also i see that side activation is gone from zombie setting module im quite confused.
  18. xrushxclan

    Zombies & Demons 5.0

    Quick update for Ryan, Arma 3 has had an update today and updated/upgraded most of the arma 3 code, now pretty much no mods including the zombie mod works, would ryan be able to update the mod to be compatible with the new arma 3 update
  19. xrushxclan

    Zombies & Demons 5.0

    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.
  20. xrushxclan

    Zombies & Demons 5.0

    Delete this, accidental post
  21. xrushxclan

    Zombies & Demons 5.0

    Oops double post Delete this, accidental post
  22. xrushxclan

    Zombies & Demons 5.0

    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'
  23. xrushxclan

    Zombies & Demons 5.0

    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.
  24. xrushxclan

    Zombies & Demons 5.0

    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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