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Everything posted by D.murphy man
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V2.4 HOTFIX FIXED:Base falling to easily/zombies spawning within the base. FIXED(Hopefully):Some players not being able to see the action to 'Browse Shop' FIXED:Side chat being spamed with "Bleh" when accesing some shops. FIXED:Some problems with detecting when a players in/out of a fallout zone ADDED:Geiger counter sounds when your in a fallout area.(Thanks to Ravenholme for sounds)
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Mirror updated with new version at Armaholic
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Drum roll please......... Quarantine v.2.4 released! V.2.4 change log: ADDED:Radiation fallout ADDED:Medkits and anti rads (m203 flare red & white) ADDED:Find crash site mission ADDED:Randomised ammo crates in buildings FIXED:Syncing of rewards for completeing missions FIXED:Zombies drying up (again) FIXED:Getting negative rating when running down zombies FIXED:Disconected players are now removed when they disconnect. When some JIPs into that slot they respawn afresh ath refugee camp like normal. UPDATED:Breifing explaining all new features CHANGED:Secure area mission is now Eliminate infected mission, reward based on how many infected you have to eliminate. FIXED/CHANGED/UPDATED:a few other small bits and peices iv forgotten about and not worth mentioning. Now go get testing so you can come back here and tell me how shoddy my scripting is and what needs fixing
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Im afraid that would be illegal. Kinda like distributing copies of QG for free.
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Progress update: Due to some problems that have cropped concerning the way yomies are spawned (and survivors for that matter), i have now set all the spawns in the quarantine zone to INFINITE. For thous of you who have not used the yomies package in the editor ill explain the difference from the previous spawn set up that was REPEATED. When a spawn was set to repeated the yomies would spawn in full strength to what ever amount you set, for example 30 yomies, when a player enterd the spawn zone. The player could kill all the yomies in the zone, leave, then return and the yomies would again be spawned at a full strength of 30. However due to a bug every yomie that was killed would not spawn back when the player left and returned. So for example you killed 5 out of 30 of them, left, came back and only 25 would spawn. Of course this would eventually lead to towns becoming completely empty of zombies over a period of time. Now i have set them to infinite every time the player kills a yomie, it will respawn again in the spawn zone some where else, whiles the player is still in the zone. This also creates the illusion of there being MORE zombies about then previous versions as they are constantly at full strength the entire time your in a spawn zone rather then being able to eliminate them all, leave, and return later to respawn them all. Due to this change i have had to tweak the way secure area missions work. The secure area missions have now been renamed to 'Eliminate # of infected mission' An area is, again, randomly selected for the mission area, and now players must eliminate a certain number of infected in that area to complete the mission, rather then killing off EVERY zombie in the area like before, since that would now be impossible. I have also tweaked the reward for this mission so its based on how many zombies you had to kill to complete it, so if the mission require you to eliminate 30 zombies, youll $3000 reward, 40 - $4000 reward,50 - $5000, etc... I am now considering lowering the amount of zombies that spawn in each spawn zone to accommodate the fact that the zombies are constantly respawned every time they are killed. Since spawn 40 odd zombies, that are constantly replenished whiles a payers in the area will seriously subtract from 114 group limit. If 3 players are in 3 different spawn areas, all spawning around 40 yomies each,means 114 - 40 - 40 -40 = no more yomies being able to be spawned any where else. So a 4th player entering a new spawn zone wont have any yomies to fight. I feel i am now coming pretty close to releasing the new version to the public (maybe even today), so stay tuned guys.
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This mod is excellent! After my Quarantine zombie mission i am definitely going to consider making a Sci-fi mission using these. I also agree with every thing Miles Teg said, at the moment the infantry and vehicles are on par/weaker in combat with there human counterparts, Id suggest toughening up the soldiers to take at least an extra bullet or two, reflecting there advance armored suits. Maybe the laser rifles would however tear right threw them, so players fighting against the aliens would make it a priority to salvage alien weapons as fast as possible rather then use there more ineffective rifles. I also support the idea of shields being implemented, perhaps this could be achieved by creating a round invisible solid object with a hollow center that has a limited amount of health. It could then be set pos'ed via a looping script over vehicles and soldiers that you want to have shields on. Maybe for soldiers they can only have a shield if they have a 'shield generator' item that would take up a few ammo slots in there inventory, so players could choose weather to take more ammo, or a shield generator. And if at all possible maybe some cool effects could be added to the shield object, like moving textures, a blue tinge overlay on players screens when inside a shield, some drop effects when shields hit by stuff or when its destroyed? Id also like to request some new vehicles, maybe some hover tanks (wheels could just be invisible textures to give the illusion of it hovering just of the ground) APC's, drop ships, etc... Of course the ultimate awesome vehicle id like see added would be a War of the Worlds like tripod robot, but im guessing thats impossible without animations. Maybe some alien infantry that are different sizes other then the standard height and build of a normal human soldier (is that even possible?) like a large, hulk like infantry, that only carry heavy weapons and take a bit of a beating from normal rifle fire and even a few hits from lasers, and of course on the opposite end some fast moving smaller infantry, possibly used for recon that die easily and only carry small arms like laser pistols n such. Any way thats the end of my wish list of undoubtedly hard to implement and time consuming additions id like to see in this mod! Keep up the great work! *Edit* Sorry just realized that the soldiers do indeed take a good few rifle shots before they go down after a second play around with it! So disregard what i said about upping there health!
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Hey again guys, glad your all having fun! As always ill try and answer all your questions/suggestions: @Xawery 1. As yomies addon (this zombies) is not mine, and i do not have any experience in addon making/editing im afraid that is not possible at the moment. Although i could use the zombie addons with the new animations i am unwilling to since thous zombies do not have the great path finding and coding the yomies have which means they will not follow you into buildings and up ladders. Inless Sleeper (yomies creator) updates his yomies with new animations they will currently remain the same. 2.Again it seems this could require an addon, and i am not experienced in addon making. 3.The money system and dialogs are that of Spooner and his excellent SPON_MONEY scripts. So again any thing concerning money transfers is out of my hands. However Spooner has said the next version of his SPON_Money may include money transfer between players. 4.Already planned! Cheers for suggestions! keep them coming. @Rmakowsky Yea i believe the problem with AI shooting you is because when you run down zombies it gives you a negative rating. Thus making you an enemy to AI. Its been fixed in the latest version by simply giving every one a ridiculously high rating that you'd have to run down thousands to become hostile to friendly AI. As for random former Player AI's running around im still stumped on why that happens since when you disconnect it should kill the player + group members and respawn it back at refugee camp ready for any other players to connect. Very strange.
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Well i suppose they could be toggle-able but for what reason? If you do not wish to use them you could simply not choose to buy them. And you can still carry your tec-9 and ammo, and perhaps squeeze a med and anti-rad if your willing to sacrafice a magazine or two. Or just forget the meds and antirads altogether and avoid all any radioactive zones should you encounter them, and of course try your best not to get injured. Or you can go buy/find a favorite vehicle, and stock it up with all the supplies you'll need for your trip into the Quarantine. I like think the fact they take up Pistol ammo slots sort of adds to the 'leveling' up feeling. Since early in the game you may only be able to afford small arms, and as such be forced to make a compromise on space between ammo,meds,and anti-rads. Meaning you wont be able to stay in the Q zone for long periods especially in radioactive areas. As you earn more cash you'll eventually be able to afford a rifle, thus freeing up all your pistol slots for meds and anti-rads, allowing you to survive longer in the Quarantine zone. As for weather older save games will work im guessing they could work, however some of the new features may not work.
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Progress update: Anti-rad and medkits now implemented. At the moment they are white flares and red flare for the m203, of course the m203 isn't available to buy in the mission (over powerd), so i used the flare ammo for it to represent the Anti-rad and medkits since they conveniently only take up pistol slot ammo. You'll have an action menu option to use either one and once used it will remove it from your inventory. Anti rad will decrease your Rad.Exposure by 10% without adding to your sickness (since waiting for it to ware of naturally adds to sickness) and Medkits heal a 0.30 of your health. (since rad.sickness and health are same thing using it will also decrease your rad.sickness.) Reason im using actual items to represent these is because Spon_Money (the money system+dialogs by spooner) doesnt support the buying of any other then actual items,weapons,and vehicles.(which could be a problem when i come to trying to implement hiring of AI mercs.)
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When it starts getting like that its often best to take a brake i find. Playing another game (Zombie Master mod for HL2 always fun) or just play Arma. I know might sound funny to you non mission/addon makers out there but i find quiet often i never actually play Arma and just edit and make scripts n missions init. Its always good to sit back n take 5 mindlessly blasting away at things for fun, then return later to coding refreshed and de-frustrated.
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Yea i was planning to add a Geiger counter sound, but the only ones i can find on the net aren't really what i was looking for. Ideally id like a 3 or 4 sound samples that i could loop ranging from low level clicking to more intense clicking that i could use for the different Rad.Levels, rather then just have one sound for all of it. As for back story, yea i was pretty much going for either near by county has used nuclear weapons, or nearby countries nuclear power station has melted down.
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Hey again Weaselboy, 1.Not sure what would be causing that, will look into it, 2.Now that is strange! Its not like they have waypoints or any thing. So they should just stand around at spawn when not controlled by a player. Will look into it but i cant think what would be causing this. Sorry the Beta version is currently unplayable as is and im still in the progress of adding things in and working on a few new scripts, however thanks for the offer! The new version shouldnt be too far off now, perhaps a week or 2 depending on if i find the time. As for the other suggestions: Medkits - already planned Recruitment tents - also planned, going to work pretty much how you described it. And finally... I have recently implemented the new Radiation fallout feature. Radiation fallout will randomly drift across the island, if a player enters the fallout he will be informed via a hint (i suck with dialogs) looking something like this: Now Rad.level indicates the rate of Rad.exposure you'll get, the deeper into a fallout zone you go, the higher Rad.level will go like this: CLEAR *|------*, ,LOW *||-----*, LOW*|||----*, MEDIUM*||||---*, MEDIUM *|||||--*, HIGH *||||||-* HIGH *|||||||* Notice the *||----* will be like a sort of meter higher it goes the deeper your getting into the fallout.Before i expand on this further let me explain the other indicators. Rad.Exposure is the % of radiation you have gained in the fallout, this will rise when inside a fallout zone, and gradually decrease back to 0% in when your not inside a fallout zone. Rad.Sickness basically represents your health (so if your already injured, that is taken into account also). When it reaches 90-100% you will die. You gain Rad.sickness for every % of Rad.exposure you gain, however, once you leave the fallout zone, and your Rad.exposure starts going down,however you still GAIN Rad.sickness for every % your Exposure goes down. And as your rad.sickness goes up, the more physically injured you get (bloody arms n legs, cant aim, etc..) So for example, if you enter a fallout zone, and by time you leave your Rad.Exposure is 10% your Rad.Sickness will also be roughly 10%. Now that you are outside of the Fallout, your no longer gaining exposure but loosing it. However your still getting sick from that exposure. So by time your Rad.exposure hits 0% your rad sickness will be 20%. Then you reenter a fallout zone and 5% exposure again, your sickness is now 25%, you leave again the fallout again and wait for the exposure to ware off back down to 0%. You now have 30% sickness. You can 'cure' your rad sickness by simply healing at a hospital tent. Now back to how Rad.level effects both your sickness and exposure. At LOW levels you gain 1% exposure and sickness every 20 seconds. At MEDIUM levels you gain 3% every 10 seconds, and at HIGH you gain 6% every 5 seconds. I am now trying to implement a 'Anti-Rad' item, You will be able to buy this and use it to bring down your Rad.Exposure without it giving you more sickness. Thus being able to survive in fallout for longer without getting too sick.
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Sounds excellent sleeper! keep up the good work! Any estimates on the next release or is it still too early to tell? Id hate to sound pushy, and feel free to tell me if im getting annoying, but did you manage to find out what was causing my REPEAT spawns to not...well, repeat in the end? I'm still baffled trying to fix it my self.
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Hmm that certainly is strange. I cant think of any reason why you should repsawn any where else other then at refugee camp? All it is a bog standard respawn set up that you encounter in many MP missions, so its tried and tested and should respawn you back at the camp, so there shouldnt be any reason i can think of to cause you to spawn any where else. Inless a hacker has joined and done something (could explain all dead bodies piled up too)
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Are you using a mod folder for quarantine, yomies, and RH_pistols each? or are they all in the same mod folder? if they are in the same mod folder shouldn't it be just -mod=@ModFolderName? I currently host the mission on a LAN dedi server on my PC and connect to it using the same PC, for testing MP syncing of scripts ect.. between client and server, It seems to work fine for me with out any problems at all. However im not experienced in server hosting and not sure how it would differ over the actual internet and such. My server shortcut properties: "C:\Program Files\Bohemia Interactive\ArmA\arma_server.exe" -config=server.cfg -mod=@quarantine -nosplash And of course just a very simple server config file since i only host on LAN to test things out: *Edit* also weasel, you might want to change your Admin login password, since you've just posted it up above for all to see.
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Have you tried it without your triggers? I am not sure whether you know this, but normally you create only the markers - the triggers for them are created automatically, so maybe there is a problem that the automatic triggers in some way interfere with your trigger. ...put the mission somewhere so i can download and test it myself. Yes i have tried it without triggers, and the REPEAT mode still acts as ONCE mode. You can download my Quarantine mission and try it your self Linky. If you kill all zombies in an area, then return to it they will not respawn again, every spawn in the mission is on REPEAT. (apart from the one in Paraiso which is INFINITE) The reason i have used a trigger to activate and deactivate the spawn is so the yomies get cleared up as soon as player leaves to area to save on lag over MP rather then only being deleted when out of veiw being as veiw distance can be set quite high on my mission (server selectable). Also note that i have modified your scripts a lot to allow spawning of things other then Yomies, none of that should be causing what is happening thou. It would seem the problems has only cropped up since last Arma patch.
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Schmalfelden, Germany Map
D.murphy man replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Excellent map! Its certainly one ill be converting my Quarantine mission too some time soon. Then we can zombie hunt in a more temperate climate! -
Hey once more guys. Still having trouble with the zombie spawning (one the main pain in arses since i started this project) whilst i wait for a reply in yomies thread regarding that i have come up with a simple and easy to use script for placing ammo box's in random locations in random buildings threw out cities. Although extremely messy and properly very inefficient the script counts the number of available positions (positions being what AI use to navigate buildings) inside the nearest building, if no positions are available (i.e.its a non enterable building) it will randomly place the ammo box within a radius around that building, then find the next closest building, and so on in till it finds a building which has positions and then places the ammo crate inside the building at a random location with a random assortment of weapons.Creating a totally random scavenger hunt every time you run the mission, since the ammo crates wont be in same place twice. Hopefully this will up the fear factor as players now have a reason to search and get trapped in buildings by the zombies. Incase any one wants it: Init line of your box : [this] exec "randombox.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? !isServer: exit _Armed=random 7 _box=_this select 0 _box setdir random 360; #start _building= nearestbuilding _box _noofpos=0 while {format["%1",_building buildingPos _noofpos] != "[0,0,0]"} do {_noofpos = _noofpos + 1} ?(_noofpos <= 3):_box setpos [((getpos _building) select 0) + random 40 - random 40 ,((getpos _building) select 1) + random 40 - random 40];goto "start" _box setPos ((nearestBuilding _box) buildingPos random round _noofpos - 1); clearmagazinecargo _box; clearWeaponCargo _box; ~1 ?(_armed<=1):_box addmagazinecargo ["15Rnd_9x19_M9",random 3];_box addweaponcargo ["m9",1];goto "exit" ~0.5 ?(_armed<=2):_box addmagazinecargo ["30Rnd_9x19_tec",random 3];_box addweaponcargo ["RH_tec9",1];goto "exit" ~0.5 ?(_armed<=3):_box addmagazinecargo ["32Rnd_9x19_Muzi",random 3];_box addweaponcargo ["RH_muzi",1];goto "exit" ~0.5 ?(_armed<=4):_box addmagazinecargo ["30Rnd_9x19_MP5",random 3];_box addweaponcargo ["mp5A5",1];goto "exit" ~0.5 ?(_armed<=5):_box addmagazinecargo ["30rnd_545x39_AK",random 3];_box addweaponcargo ["ak74",1];goto "exit" ~0.5 ?(_armed<=6):_box addmagazinecargo ["15Rnd_9x19_usp",random 3];_box addweaponcargo ["RH_usp",1];goto "exit" ~0.5 ?(_armed>6):_box addmagazinecargo ["33Rnd_9x19_g18",random 3];_box addweaponcargo ["RH_g18",1];goto "exit" #exit exit Things you may want to tweak: Line 9 : ?(_noofpos <= #) - # is the minimum number of positions a building must have if its to be considered for placing your ammo box in. I usually use 3+ to avoid things just being placed in door ways of non enterable buildings. Line 9 :(getpos _building) select 0) + random 40 - random 40 ,((getpos _building) select 1) + random 40 - random 40] - this determines the random radius around the building the box will be placed if that building is unsuitable, from which it will look for next closes building. Change the '40' variables either lower in denser urban areas or higher in more open country side.other wise itll just keep looping and finding the same 'unsuitable' building if that is the only building nearest to it. line 14 and below - these are just the random weapons that will be randomly added. edit them with any weapon you want, or change them to addmagazine/addweapon for AI soldiers or just delete them altogether. Note this code has RH_Pistol weapon class name included, you may want to change that to standard BIS weapons or something if your not using that addon. Also it hasnt been tested in MP. Also this can be easly edited and used to place AI soldiers or any thing else randomly around buildings across an entire city if you wish. Saves a lot of fiddling around trying to find every building you can enter and placing things individually.
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Hey Sleeper, whilst using your addon for my mission i have stumbled upon a slight problem/bug. What i currently have set up is a normal Yomie_spawn_% markers covering an area. All these markers are set to REPEATED, and overlapping these markers is a trigger which activates on presence of player, trigger set up: On act: call compile format ["bSpawn%1=true", 1] On deac: 1 call fclearSpawn; Now what i intend it happen is that when players enter the trigger, the spawn activates and spawns like normal, then as soon as the player leaves the trigger, the spawn deactivates and all yomies are cleared regardless of veiw distance, etc... and of course they respawn when players reenter the area. Now this set up works without a hitch in till i start killing yomies associated with the spawn, even though the marker is set to REPEATED it behaves as if its set to ONCE. For example if theres 4 yomies, and i kill 1, when a leave the area, then reenter, only 3 yomies will respawn, instead of 4. I have also experimented with using INFINITE, but the exact same thing happens (it behaves as if its ONCE setting). Any ideas on a solution to this? i have been racking my brains for a good few hours trying to figure out whats wrong. *Note* Every thing works fine and as it should when not using triggers. Which is leading me to believe it could be either fclearspawn command or call compile format ["bSpawn%1=true", 1] command resetting the spawns properties to ONCE. or something? *Edit2* Thinking some more perhaps when the spawn is cleared, it doesn't take into account the yomies that have been killed, and thus when spawn is reactivated it'll spawn only the zombies that where deleted rather then also spawning zombies that where killed previously? *Edit3* Ok on more testing it appears INFINITE is now working correctly, so it only appears to be REPEATED mode not working as intended. I have looked over a lot of the scripts and there doesn't seem to be many references to REPEATED mode? so i can pinpoint what might be wrong. *Edit 4* Well seems the REPEATED spawn doesnt work at all, even without trigger activating/deactivating it. It simply behaves as the ONCE spawn.
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Hey again guys! As for the reward thing now working i am looking into it, it seems it could be some sync'ing issues over MP that could be the reason for not every one being rewarded. And whiles investigating the problem about the zombies not spawning i have stumbled upon a major bug. It seems that if a enter a spawn zone, and dont kill any zombies, then they'll respawn again once you reenter the area, but if you kill the zombies they wont respawn again once you reenter that area.(which is why i guess is why the secure area mission locations would be empty second time round). Ill hopefully find a solution to this soon. Stay tuned people.
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Hey thanks for the bug report, i think thats the first *real* play testing this mission has had from any one other then me. 1. Noted, will move the pole in next version. 2.Players are meant to get 5k each, where any of you in vehicles at the time of the mission being completed? Like mention the in the briefing i had difficulty trying to count players who where in vehicles, so only players who are on foot in the mission area are rewarded. Also was every one within the mission area? (the circle marked on map) if they aren't within the mission area when the mission is completed then they wont get a reward.(this is intentional, since some players might be on other side the island doing there own thing,not team playing, ect..) 3.The secure area missions are randomly selected from a set number of areas, and thus you may get the same mission more then once.(this was so the mission could be hosted 24/7 on dedi servers for people to drop in and out of) However the zombies *should* still spawn. Where zombies still spawning in any other locations whiles you was traveling to the mission area? if not it might mean an old bug is back again where the zombies just dry up and stop spawning altogether (due to 144 group limitations). 4.I *did* fix this, but for some strange reason now i look back over my scripts it seems my fix isnt there any more, i must of forgot to save the file , so its been noted and will be fixed again. 5.Strange, i did make sure the AI would disembark all vehicles before being deleted to avoid this happening, but on looking over the script again iv relised that if the AI are driving the vehicle, or the vehicle is still moving by some other means, the AI would refuse to disembark. Thus leading to them being 'deleted' from the players control but still sat in the vehicle like you described. And thanks for the kind comments, i do try my best to include or at least consider every ones suggestions. But as always its hard to find time to implement some, let alone all of them. But saying that i have a small update on progress: Today iv finally managed to find a bit of spare time/motivation to get adding content to the mission/mod. A new mission has now been added, the much requested 'find crashed chopper and rescue survivors' is now implemented. A request will be sent out and map updated to show a rough location of the crash chopper, players can search the marked out area for wreckage of the chopper and hopefully some survivors. Once the chopper is found all players within close proximity to the chopper will be rewarded 3k, and 2 military personal can be rescued (provided they haven't been eaten) and taken back to refugee camp for an extra 1k bonus on top of normal survivor rescue reward. Will get working on more missions + bug fixes soon.
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1. Hmm, ill look into it. Seems like it could be easy to implement in theory but undoubtedly bloody tricky to implement and get working properly. Its certainly possible for survivors, but im afraid not for yomies to also be attracted. 2.More missions other then the secure area mission are in the pipeline! But they can be tricky, hard to implement and to sync properly over MP, so don't expect too many new ones in next update. 3.Im afraid that be way over my scripting abilities to implement zombie numbers based on player assets that are in the spawn area. Sorry. 4.already planned 5.Intresting idea, Trust could be factored on how many missions you complete etc.. maybe even not being aloud in the military base intill you gain enough 'trust' could be a good game mechanic and give players something to achieve. Maybe even eventually the military would give special missions only to 'trusted' players, like leading military patrols etc... Killing fellow players, and friendly AI would lower your 'trust' in till you hit bandit status, this would give the player a negative score so theyd be targeted by all AI (even survivors) and thus be outcast to the Quarantine zone to scavange supplies of dead players, and dead survivors. Cheers for the suggestions, and glad your enjoy the mission
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Im glad your still tinkering with this sleeper and as always looking forward to new developments. On the subject of speeding the zombies up i think you should definitely make them faster. At the moment its just too easy for players to simply run past them or out run them altogether, for my mission Quarantine i was considering trying to implemnt some sort of 'grab' script so if players get to close, they'll get stuck in a animation to simulated trying to fight of zombies that have grabbed them. Just so players coulndnt so easily run past a group of them without fear and doing the old 'stop,shoot,run,repeat' tactic. If they could run faster im sure players would become more wary of running in all guns blazing to clear of a town. I also think its an excellent idea of yours to make them run inside buildings also, just to up the fear factor even more with not even buildings being able to stem the tide of fast running aggressive infected. Keep up the good work, looking extremely forward to updating Quarantine with the new yomies when ever next updates released.
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I guess you could simply place down a few players who are on the EAST side, and an east respawn some where in the quarantine zone. Since all AI that guard the base and the border are on West side they'd shoot at the players if they came near. However there be a few balancing issues. Like what would stop East players from massacring every one at the border, then just spawn camping every one who respawns there, or easily wiping out every one at the Military base.Also the east players would get fined for killing the AI with they way its currently set up, but that could be avioded with a simple check on what side the player who killed the AI is on in the script. But the Yomies should still attack the east players if i remember correctly. Edit: Although at the moment its perfectly possible for players to simply role play being rebels and attack other players in the quarantine zone should they wish. Players can already steal survivors off each other rescue for profit, and can always steal weapons and equipment of bodies of one another to go sell to the arms dealer.
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That can be easily fixed by just slightly editing the rescue.sqf so it only counts units in your squad who are of civilian class (being as all survivours are civilian) and removing them/rewarding you accordingly. And glad to know 1.14 has seem to of fixed some of AI issues with them not following player, admittedly i haven't had much of a chance lately to even play Arma let alone mission making.