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FederalRazer89

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Everything posted by FederalRazer89

  1. FederalRazer89

    Ravage

    i might not been clear enough with how i would like it to work. i got a officer that i have created that you can control were to place a base, or if you want to relocate then you add him to your squad via a simple addaction command. The problem is that the zombies will allways spawn in buildings even if you have been there before, so if i place my officer in a building and leave for a mission to earn som of the ingame credits, he might killed when i enter the zombie spawn range. The officer is not static, he can move to were i want a base. So if i can create a "Zombie Blacklisted area" module everytime i set a base through a custom script, that would be nice. If i add the module with a script at the moment it might place one with the default range which is too large. Might go look the code for the "Zombie Blacklisted area" module, so need to go out of your way to find a solution for my problem. Sorry if i was not clear enough.
  2. FederalRazer89

    Ravage

    Hello haleks i wonder if its possible to create the zombie blacklist area module with a 80-50m radius with a script? I have a ai officer that i can move around that can you can buy soldiers, veachles and get missions. so i f clear out a house and use it as a shelter for the officer, then i dont want the zombies to spawn around him.
  3. Hello I am kind of new to scripting and need some help with implementing a limited range to a base building script. The base building script i am using is named Plank and can get it to work through init.sqf, but then it will be activ all the time. So i am looking to try restrict the base building script to work within 80-50m from a officer. The base building script:call compile preprocessFileLineNumbers "plank\plank_init.sqf";_basedist = player distance hq_blu1;_check = hq_blu1 in group player; if (!_check) then {if (basedist<=80) then {[player, [2, 2, 2, 2, 2, 2, 2, 2]] call plank_deploy_fnc_init; }; This is the script so far, and it starts to complain about hq_blu1 in both lines of code. But i have added some addactions to the officer so namn should not be the problem. The officer:_group = createGroup west;_hq = _group createUnit ["b_officer_f",(getmarkerpos str(blu_hq_markername)), [], 0, "FORM"];hq_blu1 = _hq;publicVariable "hq_blu1";_hq setpos [_hqblu select 0, _hqblu select 1, 0.59]; _hq setdir 0;_handle = [hq_blu1] execVM "initHQ\HQaddactions.sqf"; If anyone have some input what i could do, that would be helpful.
  4. FederalRazer89

    Ravage

    Well as long as it can spawn zombies in the woods then i am fine, If you add more options to modify it then i would be more then fine. But which version of ravage got it? got 0.1.391 because it allows opening backpacks on Ai? Have disabled trades so i dont enconter them. Btw any thought of trying to integrate base building to the mod? Mabye use this one: http://www.armaholic.com/page.php?id=26088 will try to bind it to the base, my mission. Good work on the mod
  5. FederalRazer89

    Ravage

    Hello again i tried some stuff to get zombies to spawn when close to trees but, i cant get it to execute my SQF file with it. But i can copy it into the debug console and activate it that way, so i am kind of confused. i have tried to active the script with the init.sqf file, and a game logic, using the line nul = [] execVM "customcode\Zombiespawn.sqf"; Script: 0 = [] spawn { while {(count nearestTerrainObjects [player, ["TREE"], 50, false]) >= 50} do { sleep 10; _radius = random [75,150,300]; _zed = createAgent [(call zedsToSpawn), player, [], _radius, "NONE"]; _zed setDir random 359; if (player distance (leader _zed) >= 600)then{ {deleteVehicle _x}forEach units _zed; }; };}; it will start to spawn zombies when more then 50 trees surrond the player. Edit: found the problem.
  6. FederalRazer89

    Ravage

    I meant more like generate some settlements with Ai, friendly or hostile.
  7. FederalRazer89

    Ravage

    Thanks Haleks i dont expect to you to answer every question, just saw some randoms stuff about licenses and conflict with modders. But now i can experiment with zombies in the jungle of Tanoa. And the traders is something i dont really interact with, so i dont mind if that dont work so long a can acess the AI squad then i am fine. Btw have you thought about adding some kind of bandit camps or settlements module?
  8. FederalRazer89

    Ravage

    Hello haleks Didnt get an answer to my previous questions, but i realise that i ignored one of the licenses of the mod. Havent modded since the Half-life days so i didnt expect there to be strict licenses covering modding in arma. If you dont want to answer the question about the zombie spawning i can think of a diffrent solution. But could you please say how i would enable access to the Ai backpack in the ravage mod. I never intend to upload my mission, especially without the permission from the affected mods or guides. I just want to play a mod that is taylored to my specific taste. Ravage come close to create the survival game i want, but it lacks some elements that i crave from the survial genre.
  9. FederalRazer89

    Ravage

    Hello i played your mod for about 2 days, then got the bright ide of creating my own mission, so i have spent about one month trying to learn how to do some light scripting. But i got two issues that have halted my progress. - in the ravage mod you dont have any acess to the Ai:s backpack which really frustrated me when i manage my ai comrades. Do you have line of code that i can type in too the init.sqf which would enable it? -The second thing is that i try to add some more ambient zombies in the woods, that would make the jungle of tanoa a bit more dangerous. But i cant get my script to spawn zombies and i have no problem spawning vanila vehicles or units with the script, and i tried to seach through the pbo and your sqf files for the Classnames. 0= [] spawn { // while{true} for '_i' from 0 to 2 do { _spawnPos = [player, 300, (RANDOM 360)] call BIS_fnc_relPos; _spawnPos = [_spawnPos, 1, 150, 3, 0, 20, 0] call BIS_fnc_findSafePos; _grp = [_spawnPos, EAST, 10,(configfile >> "CfgVehicles" >> "zombie")] call BIS_fnc_spawnGroup; _wp = _grp addWaypoint [position player, 0]; sleep 5; };}; This is the code i wil base the script on, will modify it when i can spawn some zombies. Btw i am a noob at scripting in general
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