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Coul

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Everything posted by Coul

  1. Coul

    Ravage

    Hey Haleks do you think you can add support for napf buildings?(there is a bug where vehicles spawn inside the ground and explode instantly), there is also no loot in the custom napf buildings
  2. Coul

    Ravage

    Speaking of servers are there any public dedicated servers running ravage?
  3. Coul

    co10 Escape

    Did you test using cup vehicles? also would it be possible to add a parameter that changes the traffic density?
  4. Coul

    Ravage

    Another bug i'd like to report is that some walkers occasionally will just stop and idle, Is this intentional?
  5. Coul

    co10 Escape

    Uh There was no traffic on united sahrani or sahrani
  6. Coul

    MP - Ravage [COOP - 6] The Escape

    Amazing work any progress on other mp missions?
  7. Coul

    Ravage

    Hey Haleks i usually play this mod in mp, is it possible to get a module option that allows randomly spawned zombie hordes that use horde behavior? and how's the work coming along for porting over zombie hordes to mp?(I love the mod so far it performs really well) also some bugs to point out is that some wrecked vehicles explode when you get into them and zombies seem to spawn at one house door in towns/villages(doesn't make much sense and it usually looks like a house in a town is just spewing out zombies) Another thing i wanna see is walking zombies having more health then runners or something along those lines(configurable maybe?)
  8. Coul

    co10 Escape

    There's a lack of traffic using CUP/CUP-US on 1.7.5 can anyone else confirm?
  9. Ok, I was just wondering because the original ASR_AI3 had some unit compatibility files that you needed if you were using other units instead of vanilla arma 3 ones
  10. does this have support for rhs units?
  11. Coul

    ASR AI 3

    Does this work with other maps? Can ai use buildings from A2?
  12. Coul

    [MP] The Walking Dead (DISCONTINUED)

    So... Is this still being worked on? looks like it'll be tons of fun to play with a group of friends
  13. Coul

    ASR AI 3

    Speaking of updates, is this mod still being worked on, if not when will work be continued?
  14. Coul

    co10 Escape

    Well i think its because neo uses a different damage handler he may have to upload a version seperate for ace like there was in A2 our current workaround is that we have one person shoot the other and then revive them to remove the damage
  15. Coul

    co10 Escape

    Theres a problem when uses ace, when you get shot you can't use ace healing items to heal yourself how do i fix this?
  16. Is this mod still being worked on/updated if so where can i get the latest version? :D thanks ahead of time
  17. Coul

    co10 Escape

    I'll try your suggestion with a friend i'll let you know how it goes also I completely agree with your statements and i look forward to testing your mission if you do make it public :D
  18. Coul

    co10 Escape

    hmm that seems like a lot of work, i recently searched the ryan's zombies and demons discussion page and found an auto-spawn script that you put in the init(All credit goes to -CML- CaptainMittens for making this amazing script) it constantly spawns zombies around the player in a certain radius it adds much more of a walking dead feel with slow zombies to it feel free to use it instead of the spawners link to his script here // Copy and Paste this into a script file, or the bottom of your Init // to have zombies constantly spawn around your players. // this is designed to be combined with the auto deletion module // So it'll kill zeds that players run away from if they're the slow zombies etc. // the low count of 5 is designed for a multiplayer environment as each player will have their //own zeds around them. So with 10 players it's up to 50 zeds when set to 5. // Currently does not work with ACE. // hint "0"; _i = [] spawn { _maxZombies = 50; //maximum zombies alive _distance = 300; //farthest they'll spawn from player _addMed =0; // allow medium zombies, set to 0 for slow only. _ZombiesSlow= ["RyanZombieC_man_1SlowOpfor","RyanZombieC_man_polo_1_FSlowOpfor","RyanZombieC_man_pilot_FSlowOpfor","RyanZombieC_journalist_FSlowOpfor","RyanZombieC_OrestesSlowOpfor","RyanZombieC_NikosSlowOpfor","RyanZombieC_man_polo_2_FSlowOpfor","RyanZombieC_man_polo_4_FSlowOpfor","RyanZombieC_man_polo_5_FSlowOpfor","RyanZombieC_man_polo_6_FSlowOpfor","RyanZombieC_man_p_fugitive_FSlowOpfor","RyanZombieC_man_w_worker_FSlowOpfor","RyanZombieC_scientist_FSlowOpfor","RyanZombieC_man_hunter_1_FSlowOpfor"]; _ZombiesFast = ["RyanZombieC_man_1MediumOpfor","RyanZombieC_man_polo_1_FMediumOpfor","RyanZombieC_man_pilot_FMediumOpfor","RyanZombieC_journalist_FMediumOpfor","RyanZombieC_OrestesMediumOpfor","RyanZombieC_NikosMediumOpfor","RyanZombieC_man_polo_2_FMediumOpfor","RyanZombieC_man_polo_4_FMediumOpfor","RyanZombieC_man_polo_5_FMediumOpfor","RyanZombieC_man_polo_6_FMediumOpfor","RyanZombieC_man_p_fugitive_FMediumOpfor","RyanZombieC_man_w_worker_FMediumOpfor","RyanZombieC_scientist_FMediumOpfor","RyanZombieC_man_hunter_1_FMediumOpfor"]; _sZedsNum = count _ZombiesSlow; _mZedsNum = count _ZombiesFast; _startTime = time; _initialBurst = 4; _spawnTroops = true; // hint "1"; AttackGroup = createGroup east; while { _spawnTroops } do { // hint "2"; if( count units AttackGroup < _maxZombies) then { // hint "3"; _fastSlow = random 3; _ZedType = _ZombiesSlow select (floor ( random _sZedsNum )); if ( _fastSlow > 2 and _addMed == 1) then { _ZedType =_ZombiesFast select (floor ( random _mZedsNum )); }; _plusX = random 2; if(_plusX > 1 ) then { _plusX = 1; }; if(_plusX < 1) then { _plusX = -1; }; _plusY = random 2; if(_plusY >1 ) then { _plusY = 1; }; if(_plusY < 1) then { _plusY = -1; }; _posY = 50 + random _distance; _posX = 50 + random _distance; _posY = _posY * _plusY; _posX = _posX * _plusX; spawnPos = getPos Player; spawnPos = [(spawnPos select 0) + _posX, (spawnPos select 1) + _posY, 0]; objPos = getPos Player; // hint "4"; unit1 = AttackGroup createUnit [_ZedType, spawnPos, [], 1, "FORM"]; // hint "5"; wp = AttackGroup addWaypoint [objPos,0]; wp setWaypointSpeed "Full"; wp setWaypointType "MOVE"; wp setWaypointBehaviour "COMBAT"; }; if( !Alive player) then { _spawnTroops = false; }; sleep 5; }; };
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