Jump to content

cyclone83

Member
  • Content Count

    306
  • Joined

  • Last visited

  • Medals

Posts posted by cyclone83


  1. Hi guys!

    So I built a COOP mission for 1 - 5 players on Chernarus also with custom buildings.

    Yesterday I played with my brother for beta testing purpose and came along some really weird issues:

    First the doors' status of two buildings were differed between host and client. For example when the client opened the door and walked through I and the host tried to follow, the door was closed and no interaction was possible. Same vice versa. This problem did't occur with original Chernarus buildings.

    Second I put some ammo boxes down. One for equipment, one for magazines and another one for weapons. The equipment box could be opened though the inventory wasn't what I set it up to. The other two boxes couldn't be opened at all. AND when either one tried to change equipment from the box or dead soldiers it didn't work. We couldn't put stuff out of our uniform and also couldn't fill it with new stuff.

    When I tested the mission in SP everything worked as intended.

    Has anyone an idea about that?

     

    EDIT:

    Unchecking "dynamic simulation" solved the issue for the weapon / ammo boxes :tounge2: I guess same goes for the desynched doors issue though I don't know for sure. I placed the same building again and it worked as it should.

    • Thanks 1

  2. I'm sorry for quickly posting before properly testing. I found out that my complete reloading system is messed up, not only for the Benelli. Though pistols are reloading by the default key properly, no rifles will reload anymore at all. Not even vanilla stuff :(

    I will do some research now for clarifying if it's mod related and if so, which one it messes the reloading up.

    EDIT :

    ArmA 2 Cut scenes mod was the cause ;)


  3. Ryan, your mod turned out really nicely by now. So much appreciated. Thanks a thousand times for such an awesome mod! If I may contribute a tiny hint: How about adding an alternative animation for the walker zombie, maybe with his arms typically streched forward. Also seeing the ArmA 2 civilians as zombies would add a lot (thinking of the priest i.e.).


  4. I always loved the animations of charon's zombie mod. Maybe you can try to match these? I hope you also can integrate the classic A2 civilian zombies (priest, doctor etc.) ;)

    Oh and what would be very necessary for mission makers is the option to give single zombies or groups their own waypoints


  5. Posted this already in an obviously wrong thread, seems better here. I tried to use some civil animations from ArmA II, mostly healing, beating/punching and fist pumping. Therefor I put the ArmA II anims.pbo into the ArmA III AddOns folder. Generally it works good so far but the main problem is that the player movement gets stuck. I only can move by pressing the run key and only can stop again by turning around with the mouse :D

    Maybe someone could cut out these specific lines of code that prevent the player unit in ArmA III to move as it should so we can use all those great animations from ArmA II.


  6. Sorry for digging out that old one but I was asking my self the same question and this is the only thread on this topicc google comes up with.

    So far I tried putting the ArmA II anims.pbo into my ArmA III AddOns folder which generally seems to work.

    The main problem is that the player movement gets stuck. So my guess would be to take out that relevant lines inside the sdr config of the ArmA II anims.pbo.

    Maybe someone could get this done...

×