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Everything posted by D007
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New Version released "fully functional and more" The mission is a greatly expanded and repaired version of the original Quarantine. Revised 9-06-08 Special thanks to: Ofpecforum. Spooner for SPON_Money+core scripts. Doolittle for dynamic time. NIM for dynamic weather. 5133p39 for Yomies addon. Sigma for the Sigma6 vehicles pack. General_NS for Sports vehicles pack. Mando for the hitch script.FFS Frizy and Faust for the FFS vehicles pack. Gnat for the V22 osprey and the Piper Warrior II. Robert Hammer for the Rh weapons pack. 6th sense for the editor expansion. Solus for the extended event handlers. Mondkalb for the Cessna182. Ebud for the Ebu Socom Mercenaries. Whoever made the Remmington shotgun "Tr_obj" And all who made the OFPEC COMREF and BIKI. Another special thanks to: D.Murphy man A.K.A. Shell Shock for the original mission (Version2.5) Remake, bug fixes, beta testing, and revised scripting by: David.B and Bishop. So special thanks to us too . Addon pack now @ filefront http://files.filefront.com/Quarantinerar/;11540558;/fileinfo.html New version released: Quarantine Unleashed V1.1 http://rapidshare.com/files/143192239/Quarantine_Unleashed.rar.html 230ish mb in size. You need Winrar and arma upbo, or an equivalent software to unpack the files. These softwares are very small and very simple.. here they are. here is pbo view. http://www.armaholic.com/page.php?id=1434 here is winrar http://www.download.com/WinRAR/3000-2250_4-10007677.html first you need to use winrar to unpack the addon pack. then you need to unpbo the pbo file inside there with pboview. inside that pbo are the folders you want to put inside your program files\atari\arma folder. Just a quicker way of compressing the files to reduce the size from 732 to 230ish mb. .. A lot easier for everyone and a much smaller download time, by about an hour or so. takes about 10-15 mins tops now. Addons Required: dodge vipers,shelby cobra, extended event handlers, editor update 102, trj_obj which is in sharani life its the remington 590 shotgun,rh_pistol pack, ffs felicia, sigma six vehciles, nim_weather, the yomies addon, v22 osprey, piper warrior II, Ebu mercenaries and the MBG_Cessna. If you want to play the mission, you will need all of these addons.. Enjoy and happy hunting everyone.. ^^ Change log: V 1.1: Fixed: All payouts and bonuses. Now you will get paid correctly for everything no matter what you are in.. Except the "second gunner", shooting zombies on an individual basis, in the UH60. He/she will still be rewarded for everything else.. fixed: Random typos and various extras. fixed: Ammo boxes appearing and disappearing. Fixed: Rewrote large amounts of scripts to make them multiplayer compatible and fully functional. Fixed: Everything that was broken before, isn't now..Everything respawns. Everything works.. we think.. XD Sell prices have been redone as well as some minor pricing details. We found an issue where you could make just to much money. The games bonus system has been much more balanced now so no matter what you do. the pay/time/danger ratio will always equal out. There are a lot of things I'm sure you'll see that I haven't mentioned. We hope you enjoy .. we will.. won't be updating it for a bit..lol.. need a rest. XD Revised 8/18/08. addon pack now@ filefront New release at Armaholic.. all updates will be through this link from now on. check for it regularly please. Smiley no telling when we will update more. version notes are at armaholic as well. heres the link http://www.armaholic.com/forums.php?m=posts&q=3962&d=0 230ish mb in size. You need Winrar and arma upbo, or an equivalent software to unpack the files. first you need to use winrar to unpack it. then you need to unpbo, the pbo inside the rar file. inside that pbo are the folders you want to put inside your program files\atari\arma folder. Just a better way of compressing the files to reduce the size from 732 to 230ish mb. .. a lot easier for everyone. Version Info: V1 1. new crash site area and eliminate missions at the small islands north east of Cayo and other places. 2. Added quality addons, with no known issues, after extensive, individual, beta testing. 3. We beefed up the main base signifigantly including 3 sniper towers all that respawn on the convoy redelivery and their ammo is refilled by the same method as well. 4. Recreated the smugglers area, AKA "black Market". They have 3 flags, one for stolen vehicles "the addon ones". Modified the original one to sell guns. but now you buy and sell guns there for full price.. There is a boat buying flag there as well now. 5. you make 100 bucks a head per zombie kill instead of 50. 6. you will be penalized if you kill any any m2 gunner/sniper etc with the standard penalization fee, even after they respawn. 7. Made the mission playable by 20 players instead of 12. 8. everyone in the truck gets paid for delivering the convoy truck now. 9. Moved the entire map to sahrani lite for lag reduction. 10.set all the addon vehicles on the map then deleted them to reduce lag since there were like 30 of them or so. had to have em on the map to spawn them in with no lag. 11.Adjusted prices. 12.Added a hitch script for the V22 only. 13.added a body and vehicle clean up script that cleans the map after about 5 minutes. only despawns damaged vehicles at like .8 or worse,and not cars left alone. 14.AI's are on now because we couldn't figure out how to make the JIP players stop spawning in as seagulls lol..But the AI's bodies are removed immdeiately. I'm sure you know about that issue, but doing this has solved it and being on the sahrani lite map has helped lag enough to allow it np. 15.you respawn with half your money, but if you build up a negative of -100,000 for being a jerkoff, then you keep that penalty too. 16.We cosmetically adjusted the military base, adding trees and what not, to conceal the zombie spawns and add a creepy feeling at night with some back lit fires. very few fires but the eery orangle glow is pretty freaky. 17.We changed the moonless night, to a moon lit night.. if you turn up your gamma (with no NV on), it looks a like a full moon lit night and it's nice and creepy.. 18.Added several abondened police bases where munitions have been abandoned. Those locations are the only ones where the shotgun is available. 19.Fixed error when buying certain vehicles IE: "you cannot play this mission because" error. 20.Fixed gunners and guns for the M2's not respawning if they were killed. Added penalties to them for tk's after respawn as well. 21.Changed weather and dynamic effects. 22.Created the Cemetery. A very large Structure, custom built for this mission. 23.Adjusted scripts and triggers to allow for more versailty. 24.Lowered radiation levels in rad zones, modified rad zones and removed geiger sounds. 25.Completely redesigned the main base, military base and the smugglers den (AKA black market). 26.Optimized Yomie spawn times and areas, giving the scripts more time to complete each cycle and less chance of being triggered so often. 27.Fixed multiple actions showing up in action menus for rads, meds and repair kits. 28.Added vehicle lock, unlock and stats script. So no one can steal your 250k Osprey XD.. 29.Added Ebu Socom mercenaries as playable units. 30.Added multiple buy and sell locations for boats,planes and cars. 31.Theres more..I'm sure.. but you get the idea.. The game has been radically changed. It has taken tons of work and it has no known bugs. Enjoy. . Please let us know if you find any problems and we will fix them ASAP..
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while in game type: left shift and hold it, then hit the top right minus key - then let go of shift and the minus key. then type the word flush. will flush your vram in game and help when things get bogged down to some extent. works just like arma 1 did. not saying it ever worked very well lol, but it works..
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I can't see ofp2 comparing even remotely to arma 2. just the vast difference in numbers of usable vehicles alone, completely gimps their potential. I mean they literally have like half the amount of usable vehicles and no jets at all. Arma 2 however suffers from the same kind of bugs arma 1 suffers from. I think ofp2 will be far more stable, but far less content. and in the war of the games, content tends to win. I know I won't be buying it anyway.
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Arma 2 Addon request thread
D007 replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I spent easily a year with my brother working on maps with addons I did not create. I do appreciate the addons, but us scripters deserve a little credit as well don't you think? not much use for addons if scripters don't use them in their missions. so keep hoping we use them ^^.. I can't poop out a year of scripting either ya know.. and I hardly consider my request "nonsense" or a "waste". if you don't want to offend people, don't say offensive things. "lighten up" and no offense.. :) If anyone has a link or info about a zombie port to arma 2 plz do tell, thank you.. -
I completely mistook you for D murphy lol.. My bad. I like the edited version much better lol.. I wouldn't recommend editing the original Quarantine though. you will be up to your neck in unuseable scripting. we spent months trying to fix those scripts until we finally gave up entirely and just used the basic yomie template from the original developer. I'd use the basic template if you want to do one. Oh, and Quagmire, feel free to do whatever you want. No one will mind. Wish you the best of luck with it.. has a lot of potential. I mean compared to left for dead, this game offers many more possibilities. would be nice to get some zombie variants though. :)
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If yomies port to arma 2, we might get back into it. hopefully the scripting isn't as buggy and unreliable as arma 1. 5133p39 made the yomies we used. D Murphy made a mission featuring them but we couldn't really use it at all. the addon pack at armaholic for arma 1 is still active and working. I just checked it again myself. have been gone for a long time. hope alls well. Nice to see you Murph. thing about scripting is, what works on a console doesn't necessarily work on a server.
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Arma 2 Addon request thread
D007 replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Anyone thinking about porting the yomies addon from arma 1? My bro and I would like to make a new map possibly, but the yomies from arma 1 "Dawn of the yomies" and "basic yomie template" won't work and we're unsure how to port them. We did Quarantine Unleashed in arma 1, so it's not just idle talk, please do tell if anyone knows about any zombie mods running around. thank yas. -
Newly released version, fully functional in all ways. The mission is a greatly expanded and repaired version of the original Quarantine. Revised 9-06-08 Special thanks to: Ofpecforum. Spooner for SPON_Money+core scripts. Doolittle for dynamic time. NIM for dynamic weather. 5133p39 for Yomies addon. Sigma for the Sigma6 vehicles pack. General_NS for Sports vehicles pack. Mando for the hitch script.FFS Frizy and Faust for the FFS vehicles pack. Gnat for the V22 osprey and the Piper Warrior II. Robert Hammer for the Rh weapons pack. 6th sense for the editor expansion. Solus for the extended event handlers. Mondkalb for the Cessna182. Ebud for the Ebu Socom Mercenaries. Whoever made the Remmington shotgun "Tr_obj" And all who made the OFPEC COMREF and BIKI. Another special thanks to: D.Murphy man A.K.A. Shell Shock for the original mission (Version2.5) Remake, bug fixes, beta testing, and revised scripting by: David.B and Bishop. So special thanks to us too . Addon pack now @ filefront http://files.filefront.com/Quarantinerar/;11540558;/fileinfo.html New version released: Quarantine Unleashed V1.1 http://rapidshare.com/files/143192239/Quarantine_Unleashed.rar.html 230ish mb in size. You need Winrar and arma upbo, or an equivalent software to unpack the files. These softwares are very small and very simple.. here they are. here is pbo view. http://www.armaholic.com/page.php?id=1434 here is winrar http://www.download.com/WinRAR/3000-2250_4-10007677.html first you need to use winrar to unpack the addon pack. then you need to unpbo the pbo file inside there with pboview. inside that pbo are the folders you want to put inside your program files\atari\arma folder. Just a quicker way of compressing the files to reduce the size from 732 to 230ish mb. .. A lot easier for everyone and a much smaller download time, by about an hour or so. takes about 10-15 mins tops now. Addons Required: dodge vipers,shelby cobra, extended event handlers, editor update 102, trj_obj which is in sharani life its the remington 590 shotgun,rh_pistol pack, ffs felicia, sigma six vehciles, nim_weather, the yomies addon, v22 osprey, piper warrior II, Ebu mercenaries and the MBG_Cessna. If you want to play the mission, you will need all of these addons.. Enjoy and happy hunting everyone.. ^^ Change log: V 1.1: Fixed: All payouts and bonuses. Now you will get paid correctly for everything no matter what you are in.. Except the "second gunner", shooting zombies on an individual basis, in the UH60. He/she will still be rewarded for everything else.. fixed: Random typos and various extras. fixed: Ammo boxes appearing and disappearing. Fixed: Rewrote large amounts of scripts to make them multiplayer compatible and fully functional. Fixed: Everything that was broken before, isn't now..Everything respawns. Everything works.. we think.. XD Sell prices have been redone as well as some minor pricing details. We found an issue where you could make just to much money. The games bonus system has been much more balanced now so no matter what you do. the pay/time/danger ratio will always equal out. There are a lot of things I'm sure you'll see that I haven't mentioned. We hope you enjoy .. we will.. won't be updating it for a bit..lol.. need a rest. XD
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Sent you a pm about issues im running into.. Maybe your tied up. Ok.. where to begin. When 2 players are in the mission at the same time.. the one hosting the mission is paid twice for area missions and crash sites and the other isn't paid at all. so the crash site and the eliminate area missions don't work correctly? do they need to be on a dedi server or something? Idk why this is happening, maybe you do.. if ya do, please let me know.. it's been makin us nuts for like a week now. trying to figure out why we can't get paid. or one is paid twice and the other not at all.. ><.. Oh, just curious, but why do you have those men at base grouped to the officers? The ones at probability of presence 0? are they necessary? what do they do? Honestly.. I can't get a lot of things to work. We have had to scrap a lot of things all together and just redo them, or remove them entirely.. prison, fining, payment, missions, respawns, body/vehicle cleanup, executions, convoy, boxarm, areamissions, crashsite missions. like nothing is working right.. I even went to the 2.4 and 2.5 version originals and the results are the same. You need a beta team badly bud.. someone help this guy out.. XD. you'd be helping me too..lol.. Anything i find.. I'll let u know.
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Sorry.... Itched me the wrong way.. But I feel topic are topics for a reason and things pertaining to them should be kept in such.. that's why I made a topic.. So people who want info pertaining to that topic can come here.. That and I don't like the word "sucks" after spending months working on this, just to make something for people to enjoy. I don't ask for anything.. but I'm not with that.. how about a little civility? a little common courtesy and maturity? I would not speak to someone like that face to face.. especially to a person I never met.. It's just rude.. but my bad... I guess.. I know your keeping the peace.. I'll try to be more of a humanitarian.. Also: New release will be out soon barring a few little things.. New Bandit base in there with a few worthwhile ways to make cash out of it. did quite a bit of work on it actually .. We hope you'll enjoy it.
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There is a full list of addons at armaholic in the main topic.. I think I posted a link to armaholic in the main post of this topic. A lot of info in there but theres a list ..
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hello folks sorry about the confusion. the filefront provider was cutting off the end of the name fo the mission file. renaming it to the proper name will fix that. or downloading the newest version. We hosted it on rapidshare this time and the name came out fine. Sorry about the delay in response by the way. I didn't expect one..lol... Nice to see a few people. . I will try to stop by more often to handle what we can. I wanted to respond to this pm i got to maybe answer a few question because holy "expletive" it was long and i dont want to write all that again. XD.. so here it is.. <span style='color:red'>Private message content removed</span> lol thats a lot to be "sucking" as you put it buy yet still a lot better..lol fixing the old bugs took a long time... ambience as you call it we call unnecessary lag for MP roleplay servers who want to host this for over 24 hours nonstop. choppers flying around for ambience isn't something we're likely to do.. you can buy an osprey now..lol.. fly that for ambience. XD rad levels had to be reduced that way in order to keep people alive.. I'll look into reducing the visible decimal on the rads. was a side effect of reducing them. Grammar issue ill look into.. bonus for the eliminate mission. I also noticed that and we have been working on fixing that and a few other things we never noticed before. Also the taking the guns away, we did on purpose and don't intend on changing it. to many bodies/guns laying around = to much lag. we added a lot of new ways if you look around for a bit to get a lot of money.. if your smart.. think about it for a bit and i'm sure you'll see the smartest yet most dangerous way, to make very very good money. . you make $200 per zombie now i think.. if not.. it will be 200..lol.. AI's are always dumb... ask Bohemia interactive to fix them..lol. your preachin to the choir there. I'm not a server.. servers save stats. not games or missions.. servers. I think..lol.. peoples computers/servers folders/files.. save that info.. I don't make the yomies..lol  I don't know how to do any of that stuff and it's not on the top of my list to learn XD. but the maker is doing that stuff. :P ammo crates are for the random placement for the civilian survivors ammo. happens.. idk why lol.. ask Mr Murphy.. the maker of the original mission. I didn't make that file and haven't gotten around to looking into it yet. The link for Amraholic is fixed now.. was a problem with dumb arse filefront cutting of the end of the filename.. the .saralite  which made the mission unplayable unless people knew enough to add that or change the name. the old base never had any people who actually respawned.. kill a gunner.. kill his gun on accident in the old version.. see what happens.. kill a tower or medic hut. etc etc..lol nothing respawns or repairs in the original.. dead players bodies don't remove in the original.. we're still trying to catch up and fix existing bugs lol... but when we can, and if we're capable we will post it. we could use help from a more advanced scripter/ etc etc.. person.lol We're ok.. but not the best by any means and there are only 2 of us .
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Yes it is. You just have to make the killed zombies to get cleared from the battlefield. Use some body clearer script where you can set the time etc for how many and how long time the bodies lie on the ground before being deleted. This way you can spawn in millions of zombies. So they will just keep comin and comin. I dont know of any body remove script atm. Tested some older one and i didnt get it to work with 1.14. Good luck. as for body removal. inside the yomies folder is a file named server body removal loop... or something close. just go inside that file and change the max allowed number of bodies to stay to like 2. then set the 2 sleeps at the bottom of the script to 3 seconds and 3 seconds. bodies should remove not to long after they sit on the ground for a bit. 1000 zombies.. lol good luck.. I figure it'd crash just about anyone at those numbers. try Dynbr body removal. we use that one for vehicles and some bodies. not sure if it will help with the zombies. I was under the impression the body removal script did that..works for us fine anyway..
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for the addons file: you need to unrar the file... once you unrar the file you will have a pbo file.. then you unpbo that pbo file... then you take that folder.. and put it inside your program files\atari\arma  directory. done.. for the mission file: the mission pbo.. the small pbo.. you can take and put that pbo directly into your mpmissions folder. that folder is inside program files\atari\arma\mpmissions if you put the mission pbo.."not the addons pbo" into that directory it will play for you. New release at Armaholic.. all updates will be through this link from now on. check for it regularly please. Smiley no telling when we will update more. version notes are at armaholic as well. heres the link http://www.armaholic.com/forums.php?m=posts&q=3962&d=0
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Yea it's for Saralite.
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Theres links.. 2 of them..lol... 1st link is for the addons.. 2nd link is for the mission pbo for anyone who wants to host the mission and may not need the addons. the addon pack has been reduced to about 230 mb. and should only take about 5 mins to download. it's 730ish mb in size after decompression. I have tested the compression methods and they work 100% read the instructions on how to unrar and unpbo the files.. all is there..
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New link with updated pbo now posted.. please redownload the mission pbo only if you need to. Some optimizations have been done and the weapons loadout at different flags has been changed and a few other tweeks to reduce lag even further. although it hasn't been an issue from what I can tell anyway :P.. Ahh Murph.. thanks a bunch bud. Thanks for letting us work on it. If ya ever wanna team up let us know.. We'd have a lot more resources between us all and maybe some great ideas.. Anything that we've done that could help your original, just let us know and we can send ya any files ya need. Best of luck with all the school stuff though. Cheers
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Actually it was a dual part question which applied to both parties. I thought it best to ask the maker seeing as he knows more about the script than you do. And I assumed since you read this same script then perhaps you might know something. But you'd rather play the "please use the appropriate thread" game..lol.. I asked where I needed to ask.. anyway you understood me correctly 5.. thank you for explaining that to me.. I will put my uits back on the map.. Maybe putting them on the map and then deleting them. Using the deletevehicle comand on Alive player with a 5 second wait. Would work to load them in and remove them without texture issues? thanks again
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Heya Murph.. you find a way to get rid of those 60ish guys you have on that island? I'm assuming their spawn refrences to allow for less lag for spawns. I'd put up a kill zone around them if  were you if you want them to stay alive. some people will go to lengths to destroy a game unfortunately. I have one if you want, very simple script. but have you figured out a way to not have them in? like maybe have them in for the start but delete them immediately so their not hanging around? Maybe set their probability of presence to 0%? I'm not sure what would work or even what those people are for.. I see rh weapons on them.. and I know rh are tricky to buy and cause lag. having them in would get rid of that lag I understand. but would having them in on load, then delete them immediately, accomplish the same task? Maybe it would allow for those weapons, to get that first load in that they need, to not cause lag? Same thing with the yomies? Or are they always needed in game at all times? and can't be set to 0%? I'm hoping theres a better way than having 60 guys waste resources hanging around on an island. .
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Heya.. Fyi Not sure if it's just because we're not using independents in this game for certain but we know know that you can remove dead bodies of players.. Two ways you need to go about executing it from what we can tell. first off you make a trigger. each players body in the editor has to have a name assigned to it. You set the trigger in game to 0 secs in the condition line of the trigger write: Â Â alive player then in the activation line write: Â Â deletevehicle man1; deletevehicle man2; etc etc... that gets rid of any AI bodies that may be left behind from players coming and going. may be a better way of that.. idk..lol.. but to get rid of the dead players bodies you simply do this.. make another trigger condition: !alive player Act: Â hidebody player; thats it.. we tested it even inside the zombie spawn zone and didn't get any errors. Me and my Bro David.B figured it out.. Cheers.. However, I have a question. Would setting the units on the map probability of presence to 0%. IE: the civilians, yomies and RH soliders on rhamadi island. Would that cause lag or issues in the game? how about for you Murph? you need those units on the map for fast loading access for the spawns? Or is it possible to set their presence to 0% without causing lag? or maybe having them enter the mission at start but be deleted immediately, to allow them time to load initially but not hang around? Just trying to find a way to not have an extra 60ish bodies hanging around.. There has to be a better way..lol..
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Fact is and always has been that since armas release it has performed sub par at best. The game is prone to daily crashing and has always run badly. Don't get me wrong. I still think it's the best game out.. But this game makes meat of pc's. We absolutely need a better engine. A more optimized engine. And developers who know when enough is enough. Arma simply overextended it's capabilities and I hope arma 2 doesn't do the same thing. No, it's not my system..lol.. It's just to good and it runs every other game I have at max max everything.. im talking 10-15x's AA and 1900x1200. etc etc etc.. 5 grand and still arma crashes me from time to time. getting a steady 60 fps in this game is near impossible and that should be standard. I run a lot of other high end games at a hundred plus frames a second. Multiplayer supreme commander at 1900x1200.. with 6 ai's and 2 people with double resources.. This being dual/quad core will help.. but clearly there was an issue with the engine.. textures not being rendered properly. slow load times. crashes due to strange texture related errors. again I say don't get me wrong.. love the game.. I just hope it runs better this time.. a lot better..lol..
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Funny how a ton of people talk and no one says anything..lol... How about the issue where every single unit is a medic? we can't use these in the mission we're making, because everyone is capable of healing themselves, it's counter productive to the flow of this particular game. I can't believe in 6 pages no one mentioned this..lol.. I read about boobs and what gun is what.. but nothing about important info pertaining to this addon.. lol.. nice.. anyway.. is there a way to turn of their medic capabilities? they look great.. but we can't use them like this. ... Please get back to me on this. this is like the final issue we have to address before we release our mission which has taken us months to complete.. thanks a bunch for the mercs though.. great stuff..
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eh, such is life m8... your yomies are still a hell of a lot better that the ones we use to use..lol.. they look better, they run smoother, use less resources, hell they even sound good.. it's only a small issue in the grand scope of things i guess.. it's just killing the possibility of long term rpg with it, until it's fixed.. .. but gl with whatever it is your busy with.. I'm sure we'll all keep at it and see what we can see.. Not nearly as good at this stuff as you are.. but we'll try XD..
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This was not an issue i was aware of! thanks for pointing it out, will get on fixing it. thing is if a player dies in a yomie spawn zone. the yomie scripts account for that body and try to take ownership of it somehow. If you delete that players body, (even if he isnt a yomie) it will cause an error in the script.. Deleting the AI's though so you can disableai = false, is easy. just make 2 triggers, set one to immediately and set one to like 10 mins. in it's init line write. deletevehicle man1;deletevehicle man2; etc etc. have one trigger go off immediately, but only once. then another that goes off every 10 mins. the trigger will activate and delete the AI bodies that are the names you specify. (deletevehicle will not delete players) that way anyone who joins and leaves an ai body behind when they dc, will have that body removed automatically. As long as I keep disable ai = false. it seems people don't spawn in as seagulls. so far..lol.. I tried using other body removal scripts.. they work.. but try using that same script inside a yomie spawn zone and everything changes. We beta test everything we send out ..a lot.. or it doesn't get released. it's the only reason we even found the issue.. if you kill a player in a yomie spawn zone and delete his dead body.. the yomie script will error.. each person will keep 5 bodies on the map each time he/she joins.. meaning over a 24 hour period ,you could have hundreds of dead bodies, that will not delete properly. no matter what you do. we've made our own simple deletion scripts and used other peoples. merged some and tried that.. tried it for over a week now and it just simply will not work. We don't even want to release our version of quarantine because of it.. but gl lol.. if we find anything else we'll let ya know.
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Having the same problem. I can't make player dead bodies disappear without erroring out the yomie script. Particularly when they die inside the yomie spawn zone. I see now with the version codes that allow for 570ish zombies. we have 4 yomie category groups to spawn yomies from. in game we have 4 groups in which to choose from: East, West, Civ, and Guerrila. I see the yomie spawn list now occupies east, west, civ, and resistance.. Is it maybe this thats causing the players dead bodies in quarantine and other maps, not to disappear apon death? I also notice that the status of your body changes in this mission. I can trigger a blufor trigger while being an independent. Meaning the game considers me a blufor. I also notice if i am looking at a player as he dies his name tag goes from green to red. That makes me believe the status of that body is immediately changing apon death to Opfor maybe.. Been trying to figure this problem out for a long time with not much luck. If anyone knows how to clean up players dead bodies when using yomies in quarantine please let us know. We can't really use yomies reliably until we figure this out.. The dead players bodies will crash a server every night. Is it only in quarantine this problem is happening? because if so, then we need to look at the changes that have been made to the original script. Anyway.. gl..lol.. We'll let you know if we find out anything. Oh murphy, to partially fix the issue your having in quarantine. Take out the names of the players in the players init lines.. you cant have man2 punish himself with the killed event apon death or he will get himself executed everytime he dies. Even if he kills himself, or respawns.lol.. Me and my bro David.B have pretty good understanding of it now a days XD..That works to an extent anyway. But if i recall that issue crept back up later anyway. But it's something to look into. I'm Bishop btw.. but the name was taken.. Go figure.. >.>