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TK-7919 Aster

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About TK-7919 Aster

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  1. TK-7919 Aster

    Ravage

    Maybe the issue is that Ravage thirst, hunger...etc variables are defined locally ? Grad persistence only saves server side variables. If that's the case, would it be possible to make the Ravage variables public ? Just my two cents on this.
  2. TK-7919 Aster

    Ravage

    yes, they both spawn normally
  3. TK-7919 Aster

    Ravage

    @haleks Thanks a lot for this new update ! However, since updating I keep seeing this kind of error alert, apparently each time a vehicle/wreck is spawned : Is it just me ?
  4. TK-7919 Aster

    Scripting General & Library

    15. How to script a safe zone marker that deletes any unit (besides player) entering it Thanks to: GEORGE FLOROS
  5. TK-7919 Aster

    Ravage

    Works like a charm, thank you so much !!!
  6. TK-7919 Aster

    Ravage

    Thanks a lot for your help George, it's not really working for me though 😕 unless I set up a triggertimeout to delay it until the AI are spawned. Then it works, but only once... the trigger doesn't seem to repeat, even though Ravage AI obviously keep spawning. EDIT: I need to try it in MP though
  7. TK-7919 Aster

    Ravage

    Hey survivors! Being a noob at scripting, I am struggling to make a trigger area called "_safeBase" which deletes any bandits/renegades/zombies that enters it, at any given time. I believed that the Safe Zone module could do that but it seems that it's not its real purpose (or maybe it's broken). On my mission, the module appears to be working for zombies at mission start (renegades still spawn inside the zone though) but if I leave the safe zone and go back, those damn brain eaters always invade the place ! All my attempts at coding my own safe zone trigger are failing and I'm probably doing it wrong. That's why I write here to seek the help of more experienced script gods ! Here is my current code "safeBase.sqf" called from "initPlayerLocal.sqf" : And here is the code in "intruders.sqf": Any help would be awesome ! A man's gotta take a nap at home from time to time, even in the freaking apocalypse ! 😛
  8. TK-7919 Aster

    Ravage

    To all Script Gods here: I am trying to make a script that detects when a renegade enters a trigger area. I'm using "isKindOf" but I cannot find what kind renegades are ! (Neither their faction, but when monitored in zeus mode, they appear in yellow and not belonging to any faction. Could anyone help me on this, please? Many thanks !
  9. TK-7919 Aster

    Ravage

    This would be awesome in addition with the current gasmasks (but gloves and boots should be included :
  10. TK-7919 Aster

    Ravage

    Both, well it seems to work with the zombies, my bad, but renegades are still spawning and heading directly to the player's location. Are they supposed to be affected by the safe zone module as well ? Also, zombies' victims do not seem to resurrect anymore in both SP and MP, at least on my end.
  11. TK-7919 Aster

    Ravage

    Thanks for this update, the zombie rising feature is great ! However I still can't get the safe zone module to work 😕 I don't know if I'm doing anything wrong but zombies and renegades spawn it the safe zone area anyway T_T
  12. TK-7919 Aster

    Murshun Easy Way Out

    Hahah thanks a lot, I didn't even think about that XD
  13. TK-7919 Aster

    Ravage

    Hey, I get this error box message each time a renegade is spawned. Any ideas ? Thanks a lot
  14. TK-7919 Aster

    Murshun Easy Way Out

    Thanks, it's now working in MP. However, the suicide is not working, nothing happens at the end of the animation :/ maybe I'll try to look into the pbo file
  15. TK-7919 Aster

    Murshun Easy Way Out

    Sorry to dig up this thread but this mod idea is brilliant. Only way out when surrounded by zombies with only 1 round left ! But unfortunately, it doesn't seem to work for me. In MP, the commit suicide option is not available. It is in SP, but I won't die when the animation completes. Any ideas or fix maybe ? Thanks !
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