Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

88 Excellent

1 Follower

About socs

  • Rank
    Staff Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Good evening all, I'm back again with a little problem that I can't figure out how to solve. I have quite a few mods running, and they all work perfectly fine. However, there are particular vehicles in various mods that have a problem that I'm not sure can be fixed on my end or if these should go to the mod creators because I've never had this problem before. So basically what happens, is when I place a group of units into a specific set of vehicles or place a specific set of units into any vehicle I run into a problem where my units kind of get "stuck" in the middle of the aircraft. What I mean by this is when I place them as an entire group or individually, they spawn into one spot, thus when I start the scenario they seem to stay that way and cause a bunch of glitches like an AI's head will be stuck in the propeller of the aircraft and then dies as soon as the engine starts. It's quite annoying so if anyone could help me, or possibly point me in the direction of the correct forum/post, that'd be highly appreciated. Thank you.
  2. socs


    Sorry for the late reply, this is a reply to the headgear idea for seeing ghosts that I gave you. I got this idea from a movie called "Spectral", it used to be on Netflix and was acually pretty good for a low budget movie. I suggest it if you're interested in more ideas for the ghost project you have going on. It would be neat! Also, if you made the NVG goggles battery operated so they don't last forever or set a time limit for the amount of use you can get for each one before "Dropping" them or having them become unusable. This way it gives the player a little bit of a challenge while also fighting off invisible enemies. Love the idea nonetheless. 🙂 Cheers
  3. socs


    Just curious, would it be possible to perhaps have these "ghosts" invisible to the naked eye, but visible to those that have maybe a certain helmet/glasses on?
  4. socs


    Dude, this originally started with you complaining about having to scroll through some code, when the code pertained to ravage lol... Live up to your word and stick to the ravage talk instead of complaining about what everyone else is doing... Have a nice day!
  5. No no, what I was trying to say was, when I kill certain CSAT units, they count as kills... However, when I kill Independent/ or just regular ravage zombies, I don't get the money or XP as I would when killing lets say an "ammo bearer" csat unit... If you could tell me where I can add maybe more classnames to the kill reward list or have it to where killing any unit (aside from any friendly factions) gives you money and XP... Thank you!
  6. Sure thing! I shall update my response with the code.
  7. Actually figured this out last night but thank you.. I use a different script made by a friend of mine and it works hand in hand with the XP system HG already has in place so, the amount of cash and XP you get depends on your rank etc...
  8. socs


    No but it's arrogant when you revolve the conversation around yourself, in which the majority of the paragraph you wrote was basically about your problem with it.. Sure the forum etiquette could be accounted for but it took you but a second or two to scroll past it... It really wasn't THAT big of a deal.. You spent more time writing that out than you did scrolling past it... Anyhow I'm not here to continue the arguing anymore, enjoy your day man..
  9. socs


    Just to confirm, I just remove units from the exclude list if I want them to count as kill rewards correct?
  10. socs


    Alright, so i tried this, and it works perfectly! Now, to get rewards for killing the zombies, I just remove it from the exclude list correct? I appreciate the script! It helped a bunch! Will leave credit where it's due!
  11. socs


    Okay, for one, this was a reply to my question... Two, if you did your research, George does more testing with scripts on this forum than anyone else that I know... If you took the time to snoop around, he creates his own (self tested) scripts for multiple things... You shouldn't be arrogant when it comes to someone else actually taking the time out of their day to design a custom script for one person. It's a very poor attitude to have especially when you can easily scroll past it... Otherwise, if you do need it, appreciate the fact that he created a script to fit our needs instead of complaining that you have to test it on your own because it's something YOU asked for.. Other than that, I hope you have a better day man.. Enjoy the script if you needed it. @GEORGE FLOROS GR Thanks for the reply. I'll let you know if it works. Thank you!
  12. socs


    Hey guys, I'm using HG's simple weapons shop and I have everything set up, there's now only one problem. This needs to be added into every units init if the unit is placed in the editor. [_unit] call HG_fnc_aiUnitSetup There have been numerous replies in response to being able to use it in ravage or zombies & demons in the topic itself, however HoverGuy states that it wasn't made for ravage but it can be implemented. This was 2 years ago though, so I'm wondering if there's any way I can use that code above and have it apply to every spawned AI/zombie "Unit" across the map with the exception of blufor units obviously. The reason this post is in here is because I'm currently under the assumption that there might be a place in any of the ravage files that I would have to place that code upon any AI or zombies spawning. If not then please do let me know either way. Thank you!
  13. Out of curiosity do you have the kill rewards working?? And the ranking system in SP? Im trying to get it to work but nothing I tried has been of any use to me.. Any help would be appreciated thanks!
  14. No worries then! I shall compose another message and send it off, thank you for letting me know!