TK-7919 Aster
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Everything posted by TK-7919 Aster
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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.
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yes, they both spawn normally
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@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 ?
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Scripting General & Library
TK-7919 Aster replied to GEORGE FLOROS GR's topic in BI Forum Ravage Club's Forum Topics
15. How to script a safe zone marker that deletes any unit (besides player) entering it Thanks to: GEORGE FLOROS- 44 replies
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Works like a charm, thank you so much !!!
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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
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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 ! 😛
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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 !
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This would be awesome in addition with the current gasmasks (but gloves and boots should be included :
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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.
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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
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Hahah thanks a lot, I didn't even think about that XD
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Hey, I get this error box message each time a renegade is spawned. Any ideas ? Thanks a lot
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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
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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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I've just tried that, unfortunately the problem remains. I spawn in the boat at one of the random spots I defined when MP persistency is disabled, and spawn in the water at the bottom-left angle of the map when persistency is enabled. I even tried to remove the random spawn script and it didn't help. Anyway, thanks for your suggestion. EDIT: Ok nevermind ! I simply had to delete my saved character in MP save Manager... simple as that ! Sorry
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Sweet, thanks again for your work on this great mod Haleks, and thanks to the forum users for their advice on my issue with looting actions getting delayed. Indeed, it works well when I disable other mods like ACE or Ryan's Zombies, but I like these mods so I'm using another loot and survive mod right now (from RickB, no problems so far). However, I have another issue: The mission I'm making have me (and a few friends later) spawning in a boat in random locations at the beginning. When I enable MP persistency, I spawn under water at grid 0,0,0, at mission start, but the spawn works nicely when I disable this feature. Any ideas maybe ? Thanks !
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Advanced Urban Rappelling
TK-7919 Aster replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have exactly the same problem, maybe I should do a quick video about this bug -
Hi ! First of all, thanks a lot for this great mod. Very efficient and simple to create survival missions ! I don't know if others have experienced this problem too but when testing my editor mission in SP, the first loot search actions that I do seem to go fine but after a few minutes the search action takes longer to execute (be it vehicles, furniture or any junk loot container), end eventually starts to fail and return loot code errors (small black box with code on screen). Same problem with Hunger and thirst indicators that takes longer and longer to get displayed. Any idea what could cause this issue ? Here are the mods I'm using: CBA_A3 ace Enhanced Movement task_force_radio Sharks - Apex Species Advanced Urban Rappelling ACEX Zombies and Demons Ravage 1.5.2 Incon Effects Mod Ares Mod - Achilles Expansion Arma 3 Flashlight Mod (Exile Fix)