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Rhod747

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About Rhod747

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  1. Rhod747

    Zombies & Demons 5.0

    Hey guys, I was wondering if someone could help. I'm trying to make a map based around defending an airfield from waves of zombies. I'm looking to get 4 spawners that would spawn a wave and make that and only that group to follow a waypoint to attack its designated area (4 areas to defend, 4 spawns). I can't however seem to find a way to get units spawned via this mods Spawner Module to follow a waypoint without it effecting every zombie on the map (I have other objectives set up, like clear an area, where preplaced units are located.) Using the dedicated waypoint attracts the other zombies on the map, including those from the other spawners. Can't seem to find out if regular waypoints can work with modular spawned AI. Any way to get around this? Also if I may add: I'd love to see an option in the spawner to randomize times between waves and randomize number of units if that's ever a possibility in the future! Any help is greatly appriciated, thanks
  2. Hi, I'm having another problem with the eden editor. I have 4 points set up to defend on an airfield. I've made it so enemies entering the area are detected and it sends a hint to the player to go defend that point. All good, until I get to actually spawning the AI. My problem is, I don't want to spawn multiple groups at the same time as this will be too difficult (distance too great etc) and I don't want them to just respawn in a predictable amount of time. I want to be able to create four spawn points for these enemies (Ryan's zombies), have only one activate at any one time and a delay before the next lot of AI spawn in, have the AI follow a waypoint towards its specific 'barricade' on the map and then the spawner 'reset' itself with a random time before the next wave starts. I've been looking for hours and haven't been able to find anything that specifically does something like this and have no idea how or if scripting it is possible. Any help is greatly appriciated, thanks in advance :)
  3. Rhod747

    Re-using task/trigger

    Darn, didn't even consider using hints. It's working great and in my opinion looks much better with hints rather than tasks popping up anyway, thanks a lot!
  4. Hi, I'm trying to make a mission using the 3D editor based around defending a few camps. I'm trying to make it so a new task pops up after an enemy unit (zombies in this case) enter a 500M trigger, as well as playing an alarm. The trigger works fine and is reusable (cools down, replays etc). However, for the tasks, I'm not sure how to get it to 'disappear' and come back when more enemy units enter the trigger again. For example: I have the task to say what direction the enemy is coming from (It's a large camp, using NWAF on Cherno), so it'll pop up 'Defend South East Barricade'. That comes up fine when the trigger is activated by a hostile. Only thing I'm stuck on is making the task itself repeatable so it pops up again as if it never activated in the first place. I'm not bothered about the task showing up as 'successful', I just want it to pop up on the screen so the player knows where to go. Thanks in advance
  5. Hi, I'm trying to use the vehicle spawner/kiosk module. I realised that it shows the vehicles 'owned' by the player's faction. I'm using RHS and I want to use the vehicles from both the RHS Army and USMC faction while the unit is from the USMC faction. The only thing I could find in regards to this spawner is on a forum where it says you need to enter something like this into your init.sqf file: MCC_RTS_tank_NATO = [["B_G_Offroad_01_armed_F","Offroad - armed",800],[" B_UGV_01_F","UGV",1200],[" B_MBT_01_TUSK_F","M2A4 –tank",3000]]; I tried to use several different vehicles from different factions, not just RHS. Here's a line that I tried to use: MCC_RTS_heli_rhs_faction_usmc_wd = [[ "RHS_AH64D_CS", "AH-64D", 300]]; I'd rather use this module as it's the only one I can find that requires resources to spawn a vehicle rather than just giving it for free, and I have never tried scripting so I'm not sure what I'm doing wrong here. Thanks
  6. Rhod747

    Zombies & Demons 5.0

    This is a great mod. I just love the sounds some of the zombies make, and some of that animation for the crawlers is creepy as hell. Working on personal mission using this mod and it's turning out great. Shame that there aren't many more well-made alien/monster/zombie units out there.
  7. VR Tech isn't good enough yet. VR is expanding quite quickly, maybe in a few years things like this wouldn't be hard to get/make, but at the moment, we're still 'working on it'.
  8. Rhod747

    Was Arma 2 more popular ?

    I think Arma 3 suffered greatly due to it being released as early access. I bought the game the day it came out, and years of frustration just waiting for mods to add real world vehicles and factions bugged the hell out of me (I seriously disliked the 'future' vehicles for NATO, using the same model (the chassis) for so many vehicles just felt lazy). I only just started seriously playing again thanks to mods like RHS. I think both Arma 2 and 3 have their own unique feel and at the end of the day, some prefer Arma 2 and some prefer Arma 3. Personally I won't ever go back to 2.
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