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Everything posted by UnDeaD.
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I noticed that you forgot the sleep HoldAction, but nevermind everything else works how it supposed to.
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Thanks, I knew that it's a combination, guess I have to download them :P
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Do you mind if I ask that in which mod are those uniforms? They look cool!
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Would be cool if AI would use not only gun mounted vehicles, but any vehicle that spawns by the vehicle spawner module. (AI taking or stealing cars that are intact or have low damage would be much cooler :P) Random loot in spawned vehicles would be a good addition, too. Also what seems to be a necessity in this mod is melee weapons (IMO). Just some ideas... Edit: And forgot to say that I appreciate your hard work on the mod, and can't wait for the next update!
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I had the same issue and the problem is that the script measures distance from the camera, so when you are in first person your camera is "in your head" so it measures distance from it, but in third person the camera is 2-3 meters behind the character and that is probably too far away.
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@Evil Organ I wrote that, because today i played a bit and i was unable to sneak into a village/town without being spotted by zombies ( in the mission i start off with completely nothing, just with random clothing ) and climbing on top of houses isn't always the best idea ( i'm usually getting killed by bandits because of that ). I can run up to them from behind without being detected, but they are able to spot me while facing me from like 50+ meters, while lying in the grass and not moving. And playing like that is pain in the ass. I know this mod is not completed yet, i know that only Haleks works on it ( and some of you help him ), but i'm just trying to point at things that are buggy, and help in making this mod better ( like everybody else ) and i think it's better to point at bugs and stuff that are not how they suppose to be, than to leave the creator/developer to find them by himself. @haleks Yes, that might be it. And it's a bit annoying ( for me ). The night time behaviour BTW is just perfect, i can sneak up to the zombies, even if they are facing me, and that is just simply awesome. ( Of course they spot me if i'm really close ). Last time i played on Tanoa, i was watching the zombies roaming in Georgetown, and i was thinking: "Damn, that's badass!". The only problem i had was at daytime. Making it configurable would be the best option, so everyone could set it up as they want. ( I know it's not 5 minutes to make it and i'm not telling that you should start working on it right now ) There are some other bugs that i found: - when i'm in a vehicle its like i'm completely invisible for the zombies ( at daytime they spot me 1 out of 3 times, at night im completely invisible in a vehicle, even if the engine is running ) - zombies still not attacking vehicles ( doesn't really matter, it's still scary if they surround your vehicle :D ), but sometimes they just run/walk up to the car, watch it for a couple of seconds and then walk away - even if zombies somehow manage to attack your car, they are not damaging the car but the player ( once i parked on a zombie that was not dead, he started to hit me ) - zombies hardly spot bandits/raiders, even if they are shooting them from 100 meters or less ( noticed that yesterday ) Little additions that could be added later: - zombie behaviour could be changed, so zombies would run up to any vehicle that has a running engine ( every zombie that is close to the vehicle, 30-40 meters max ) - zombies should be more aware to gunshots, so they would also walk towards those which were shot further away ( 200meters for example), because they are just hearing gunshots less than 100 meters if i'm right.
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Zombies seem to wallhack sometimes on Chernarus (probably map issue). They also spot me from ridiculous distances when they are facing me despite the stance of my character. IMO bugs should be fixed first and only after that new things should be implemented. Edit: measured: a zombie spotted me from 70meters while crouching in the grass and not moving.
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Bystrica doesn't have locations on it (maybe the author thought that it was not necessary or just was too lazy to do it ) You can also place locations in the editor manually, so the error will disappear, and you help the mod decide where to spawn AI and zeds.
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You either have a cracked Arma 3 or your game is just simply outdated. (But i'm sure it's the first one, because Steam auto-updates games.) Buy the game!
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Found a bug: Zombies seem to completely ignore me at night when im in a car. Even if i park next to them they just roam around. Oh and i also noticed something else: When im in a vehicle zombies are damaging ME instead of the car. I know this might have came with latest version, just thought i would inform others, too, and ask if it happens to anyone else.
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It's probably not (yet), but i'm sure it will support it in the future updates. It could work but not all the buildings will have loot in them
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Fast response, many thanks! Gonna try it soon. Edit1: Doesn't seem to work, searched the topic and everywhere is written like you said. Strange.. Tried with and without the Ravage modules placed down, but no action is appearing.. Edit2: Seems like it works with selectrandom Edit3: Managed to get it working One more thing! (haven't used traders till now) Where can i see my money? Edit4: Nevermind, figured it out
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I've got 2 questions: 1. Is there any way to restrict the loot spawn module to spawn loot in an area? I'm using Xcinos' Oil Rig and Sea Fortress, but loot seems to bug through the floor + eat FPS. 2. I'm pretty sure this was asked a few times before, but how do i put traders manually? I mean what code should i use? I would like to put them in the locations mentioned above.
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Found a bug just now, I don't know if it is Arma or Ravage, but i killed a zombie while he was climbing a ladder and when i climbed down i died, i could hear a zombie hitting sound, but only once, then i saw that other zombies that tried to climb up/down also died. The same happened yesterday.
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That's it. I have never tried using PoP on playable units, so i never encountered such a problem. At least we know that it doesn't work with playable units.
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You should put down some wrecks or locked vehicles manually and place the spawn/respawn points next tho them - easiest way to achieve what you want. Next you should use this code: player switchmove "Acts_UnconsciousStandUp_Part1" . Run it from onPlayerRespawn.sqf or something. You can also google up some blur effect if you want. Personally i use SHK Pos, so i never respawn on the same location. I think with scripting you could get what you want by creating wrecks when a player respawns and either removing after X minutes or by checking distance between player and wreck so it would disappear when its out of visibility (maybe?)
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Love it! IMO the old idle walking animations could be used for the zombies which are alerted too.
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Some melee weapons could also be ported from Breaking Point.
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@haleks I found something, what you might find useful for looting junkpiles or for something else: here.
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Arma 3 and its DLCs had discounts since one and a half weeks or so (BI had birthday if Im right) and was said that it will end today. Seems like they decided to leave it till the end of the Summer Sale. Already bought everything that could be bought for Arma 3. Argo is also made by BI and it looks pretty good. I had played it with my friends when it was in "Project Argo: Prototype" stage. Now it's officially on Steam and it's FREE!. It's a fast-paced multiplayer version of Arma 3, which has dynamic gamemodes, same weapons as Arma 3, which can be unlocked (I have read something like that) and is played on Malden. (Yes the same map Arma just got). Worth checking IMO.
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I just noticed something on Tanoa while playing Ravage. There is a gas pump that doesn't have the auto-refuel function disabled, it is on the main airport (Aéroport de Tanoa) next to the two blue garages. It is just a "stand-alone" gas pump and I think there might be more of it on the island.
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Haven't tried Chernarus Isles, but since Chernarus and Utes are both vanilla maps for A2 they are probably using the vanilla buildings as well. I would say yes, you set the radius for it and the module is the center of the safe zone. (correct me if I'm wrong) Best way to get the amount from each type of loot you want is to test it in the editor (at least IMO). Here is mine, not so hardcore but does the trick: Yes. Last time I played SP even the position of the AI was saved so I think if you put your gear in a car or so, and you save, next time it would be probably in there. (I would repeat myself: best way to find out is to test in the editor)
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That would be a nice feature, BUT maybe its better to wait and see what can Haleks fix and add to the mod in the next update. (As he said previously he doesn't have too much time to work on the mod because of the lack of free time)
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Oh, something came into my mind. Will there be crawling zombies in the future? I mean getting scared to death by a crawling zombie at night would be awesome Also the default A3 animations could be used for it (normal crawl when idle and fast crawl when spotted a victim). Just an idea. I also noticed today, that sometimes zombies walk/run next to me and they are just hitting the air. Mostly runners and bolters do this. Not a big problem, just saying.