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jappie2

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About jappie2

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  1. You'd think this carrier was made by Bi :D
  2. I see, that does make sense. You can't of course tailor to all the specific needs of all types of player so I fully understand where you're coming from! With that in mind, the virtual convoy system works great. I've had no glitches with it the time i played, so it seems to function really well. Missions like ambushes on the convoys sound great, looking forward to it all!
  3. Some more feedback on the new Exp version. -The airdrop of the starting resources is indeed a bit wonky. Starting out with resources at Chimera base might actually be better. -Slightly disappointed in the convoys, I was really rooting for somebody to actually give genuine trucks a go, real trucks with real AI in them that have to make it to the FOB/Base. Yes, it would go wrong many times. (AI driving) But it has improved a lot over the years, and i feel if the roads are clear they would make it most of the time. Add to that that scripts could maybe be used (?) to check their progress, to see if they're stuck and if yes, they could be moved up or out of the way. The reason I want this is A: Immersion, an invisible convoy mechanic is basically nothing more than a hassle. You don't get to see your goodies move, you don't need to cover them, you don't need to clear the roads. Having real trucks means you'll have to put a lot more work in. There's a real chance supply lines get disrupted by just one enemy rifleman, or blockage on the road. It would give us tons and tons of stuff to do. Currently what it adds is pressing buttons and playing a new version of Euro truck simulator named Euro Huron simulator to get the factories build, after which you just have to keep pressing the same buttons to get your convoy in. I understand it is a lot of work, but it would really make this mission something more than just capturing towns!
  4. jappie2

    Zombies & Demons 5.0

    Thank you sanchez, i'll try it out!
  5. jappie2

    Zombies & Demons 5.0

    Yea never mind, the script doesn't seem to work.
  6. jappie2

    Zombies & Demons 5.0

    I havent got a clue how to though :D I hope the script i'll have to use to make em target nearest player overrules that one..
  7. jappie2

    Zombies & Demons 5.0

    Thank you for the advice. I'll see if i can find somebody who wants to help me with that, my scripting knowledge on a scale from 0/10 would be 0. "Edit I've found this after a google search: ------------------------------------------------------------------ _nearest=objNull; _nearestdist=100000; { _dist=vehicle _x distance civ1; if (isPlayer _x and _dist<_nearestdist) then { _nearest=_x; _nearestdist=_dist; }; } forEach playableUnits; if (!isNull _nearest) then {civ1 doMove getPos vehicle _nearest}; ------------------------------------------------------------------ If i were to replace civ 1 with Z1, and found a way to repeat this every 10 seconds, would this work?
  8. jappie2

    Force detecting units

    This would have been the solution. They do indeed instantly see me when i use reveal in a trigger, unfortunately the zombies from the mod don't seem to attack unless target is in visual range. Thank you for the help anyways! I guess this is impossible to get done with this mod.
  9. jappie2

    Zombies & Demons 5.0

    This would have been the solution. They do indeed instantly see me when i use reveal in a trigger, unfortunately the zombies from the mod don't seem to attack unless target is in visual range. Thank you for the help anyways! I guess this is impossible to get done with this mod.
  10. Hey guys! I've got a bit of trouble creating a mission. I'm using Ryan's zombies and demons mod, however the question isn't specific to that mod. Basically, i've got a mission with multiple players roaming around freely. I want the enemies, that are placed in groups randomly around the map on the editor, to start heading to the nearest player to attack him. However, the zombies and demons mod zombies don't work well with arma waypoints, and even if they did they still wouldn't head for the closest player at all times. They do, however, start moving towards a player when said player has been spotted by them. Hence my TL;DR question: Is it possible to force set a unit as detected? I want all the players (15) to be detected by the zombies at the start, and during the whole mission. They'll handle moving to the player, i just need them to KNOW the player is there, so that they can always move to him. Is there a way to set this? Many thanks in advance, Jappie
  11. jappie2

    Zombies & Demons 5.0

    I get you, that could work! It's just that the map is large, and the mission i'm trying to get to work has a free roaming survival idea for the players. So far i've not seen the zombies attack anything over 50 meters without the player close firing at them. So to have 5 groups of zombies with random waypoints crossing the map actually encoutering a player, and close enough to start attacking is a small chance, i'll keep the idea in mind though. Is there a way to force set the know about? The wiki says it's a value that comes back to tell you if they know, but it doesn't say if you can set it higher.
  12. jappie2

    Zombies & Demons 5.0

    Hey Davidoss, thank you for the reply! Although this does seem like a good way to do it if what i really want is impossible, it's not exactly what i'm looking for! All i want is for the zombies to detect any player on the map, and as such attack said player. There will be multiple players on the map, hence why the waypoint system doesn't work well for what i need! I've set their detection range high but they remain stationary, even when i'm about 60 meters away they will not attack unless i fire my weapon at them.. Does anyone know what the detection range value in the module is for? It doesn't seem to do anything in regards for them detecting enemies, they don't even attack. In arma 2 we used to play a mission with a zombies mod quite similar to this, but with that mod zombies would simply go after players, as if they had always spotted them, no matter where on the map said players were. This made for a very good and challenging mission, not like dayZ where the zombies just stand around until somebody comes close. This is all i really want to happen, i can't use waypoints since there's multiple players so it'd depend on who is closest.. Detection range doesn't work at all, and the zombies are appereantly blind as a bat even with it set to 100KM, still requiring a player to be 50m away and SHOOTING at them.
  13. jappie2

    Zombies & Demons 5.0

    Hmm, even when the groups of zombies are placed 50 metres away, with the detection range set to 100000, i still need to fire my gun at them multiple times before they respond.... What's the use of the detection range setting if they won't detect you properly in the first place?
  14. jappie2

    Zombies & Demons 5.0

    I'm talking about very long range though. if a player is in Kavala, and the zombies are at Molos airfield, i want them to start heading there. A waypoint would do this but i need them to track players constantly, the closest one preferably. Does it matter that they're blufor? Indi forces are set as enemy.
  15. jappie2

    Zombies & Demons 5.0

    Hey sammael, thank you for the tip! I've tried setting it high, however they still do not automatically move towards the nearest player. Anyone else have any idea how to do this?
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