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Gorgi Knootewoot

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Everything posted by Gorgi Knootewoot

  1. Gorgi Knootewoot

    Operation Farmland Mod

    Hehe, nice
  2. Gorgi Knootewoot

    invasion 44

    This was the 2nd mod i had interest in about 3 years ago. But i forgot all about it. What is the status of this mod? Any release? I found some links but they are all dead.
  3. Gorgi Knootewoot

    Operation Farmland Mod

    Looking forward to see it Let me entertain you with a small movie i created. It's the intro+outro from my 2-player zombie mission. The story is that a farmers wife is a witch which is practising Necromancy. When you arrive at the farm, the farmer is gone. After you kill the rabbits you head back to the farm to see if he is home. Upon entering his lands, the weather changes to dark rainy weather and lighting strikes the farm. The farmer runs from out the house towards you... trying to eat you. When you shoot him you can enter the house and into a portal. There you see the witch raising the dead. Your job is to stop her. I put several portals in this mission so you can "teleport" to different locations and back again. The witch has the ultimatefire.sqs so when she dies she goes up in flames. Only to spawn again a bit later. Anyway, here is the movie link. It's my 1st voice-over i tried with my horrible voice... CLICK ME
  4. Gorgi Knootewoot

    Operation Farmland Mod

    Woo, more creatures. I got the amazing rabbits and the package with the cows, donkey, ducks and chickens. I love them
  5. Gorgi Knootewoot

    Operation Farmland Mod

    k thx
  6. Gorgi Knootewoot

    Operation Farmland Mod

    You might like this (or anyone else who wants to use it): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;mixture of old scripts by NeMeSiS/ofpforum _location = _this select 0 _i = 0 ~random 2 #check ? player distance _location <= 450:goto "start" ~2 goto "check" #start _i = 0 #loop ? _i > 5:goto "timeout" _unitArray = ["FML_HP3_slow_Zombie10","FML_HP3_slow_Zombie9","FML_HP3_slow_Zombie8","FML_HP3_slow_Zombie7","FML_HP3_slow_Zombie6","FML_HP3_slow_Zombie5","FML_HP3_slow_Zombie4","FML_HP3_slow_Zombie3","FML_HP3_slow_Zombie2","FML_HP3_slow_Zombie1","FML_HP3_slow_Zombiewoman1","FML_HP3_slow_Zombiewoman2","FML_HP3_slow_Zombiewoman3","FML_HP3_slow_Zombiewoman4","FML_HP3_slow_Zombiewoman5","FML_HP3_slow_Prositute","FML_HP3_fast_Zombie1","FML_HP3_fast_Zombie2","FML_HP3_fast_Zombie3","FML_HP3_fast_Zombie4","FML_HP3_fast_Zombie5","FML_HP3_fast_Zombiewoman1","FML_HP3_fast_Zombiewoman2","FML_HP3_fast_Zombiewoman3","FML_HP3_fast_Zombiewoman4","FML_HP3_fast_Zombiewoman5"] _Ax = 1+ random 25 _unit = _unitArray select _Ax ~0.1 _unit createUnit [getpos _location, group TOWN, "Z1_town=this"] ~0.1 [Z1_town] join grpnull _i = _i + 1 goto "loop" #timeout ~180+random 120 goto "waitforplayeraway" #waitforplayeraway ? player distance _location > 450:goto "check" ~2 goto "waitforplayeraway" It spawns 5 zombies when the player comes within 450 meters of the logic this script is activated on, has a 180+random 120 sec cooldown period and when the player enters the area again it spawns them again (activated by [gamelogicname] exec "scriptname.sqs" And you need a unit called TOWN somewhere on an island far away Oh, and it spawns a mixture of slow and fast zombies, 2/3 of the zombies are slow) EDIT: OFPFORUM! why didnt you add more variables to this script so is easier to adapt! -Because i made it for me, and this suited my needs, do whatever you want with it What variable must i change to get a certain player activate it? I got a player called p1 and the other p2 for example. P1 only must be able to activate it...
  7. Gorgi Knootewoot

    Operation Farmland Mod

    It's FML_HP3_slow_skullhead FML_HP3_slow_skeleton FML_HP3_slow_prositute (yes, not a typo. the r is really missing)
  8. Gorgi Knootewoot

    Operation Farmland Mod

    When placing a zombie, there are a few spawns, which spawn a random zombie every 10 pr 30 secs. I really like this spawning, but i'd rather have a spawn which spawns every 5 mins or 10 mins. Can these be added in next release ? Plz
  9. I need a command or script which prevents players to pick up weapons from fallen soldiers/crates etc. I have one player who is the prey and can only run I tried making a trigger activated by anyone repeatetly with in the on activation : But it doesn't work.. Any ideas?
  10. Gorgi Knootewoot

    How to prevent players to pick up weapons

    k thx. will try that out edit: Works like a charm. Thank you
  11. Gorgi Knootewoot

    Operation Farmland Mod

    I don't know really. But if i am a civilian and made a trigger activated my the civilians repeatetly with in de on activation field Where i am p1, then not only the zombies attack the civilians and me but i also get shot by US soldiers AND by civilians who man a turret. In fact the civilians manning a turret kill everything they see too rofl :P I have put a game logic for medium zombie difficulty in it. I want victims to rise as zombies after they are eaten. But for some odd reason they don't. I also tried the HARD game difficulty with resurrection daemon etc.
  12. Gorgi Knootewoot

    Operation Farmland Mod

    Woohoo, i made a CTF level where 3 civilians have to get a flag. And the 4th player is a zombie who has to get the civilians. It's fun with my mates when they come to play. But how can i let the bodies of them if i get them to spawn as a zombie too. Zombies FTW
  13. Gorgi Knootewoot

    Operation Farmland Mod

    That works too. I now hasve the medium game difficulty game logic and made a trigger which was activated by civilians. In on activation i put gblalltargets = thislist This way the zombies attack the civilians but not me as i was an west soldier. I called myself S1 and used gblalltargets = thislist + [s1] Now they attacked me and the civilians. Although this is no problem as usually i play as a civilian too When i had the trigger activated by "anyone" the zombies killed themselves rofl Man this mod is great. I love zombies.
  14. Gorgi Knootewoot

    Operation Farmland Mod

    I now put in the gamelogic which says attack player+group. And i made a trigger with GblAllTargets = thislist Now it works. But if i remove the gamelogic which came woth HPIII which says attack player + group then they suddenly dont attack anymore. Well at least it works noiw... Nobody is save anymore
  15. Gorgi Knootewoot

    Operation Farmland Mod

    god, how hard is it to make a trigger: repeatedly, west, glballtargets = thislist Once you made it you save it and ctrl+c/v it to every mission you want Actually repeatedly, west, glballtargets = thislist does not work I have a town full of civilians and made a trigger which is activated repeatedly, by anyone (also tried west/civilian) and in the on activation field put glballtargets = thislist and tried glballtargets = [thislist] They still don't attack the civilians make sure the trigger is over the units you want in the thislist list, so just make it 50000×50000 so it covers everything If you want the zombies to attack civilians it shuold be activated by civilian. Tried it, but just doesn't work. The trigger is at its max, activated repeatetly by civilians. And the zombies just stare at them. Back to the drawing board. (i could name all the civilians and out them one my one in the gblalltargets = [c1, c2, etc]
  16. Gorgi Knootewoot

    Operation Farmland Mod

    god, how hard is it to make a trigger: repeatedly, west, glballtargets = thislist Once you made it you save it and ctrl+c/v it to every mission you want Actually repeatedly, west, glballtargets = thislist does not work I have a town full of civilians and made a trigger which is activated repeatedly, by anyone (also tried west/civilian) and in the on activation field put glballtargets = thislist and tried glballtargets = [thislist] They still don't attack the civilians
  17. Gorgi Knootewoot

    Operation Farmland Mod

    Hehe, but now it works The zombies are very hard to kill, but if they are all slow it isn't so bad. In fact it is great this way. Sometimes i put a fast one in between.
  18. Gorgi Knootewoot

    Operation Farmland Mod

    Thx rofl
  19. Gorgi Knootewoot

    Operation Farmland Mod

    _location has to be a unit aswell. If you call him "Spawn1 " his init should be: [spawn1] exec "spawn.sqs" FML_HP3_slow_Zombie1 to FML_HP3_slow_Zombie11 and FML_HP3_slow_Zombiewoman1 to FML_HP3_slow_Zombiewoman5 and FML_HP3_slow_skullhead FML_HP3_slow_skeleton work also with fast But what is the code for prostitute zombie? FML_HP3_slow_prostitute and FML_HP3_slow_zombieprostitute dont work.
  20. Gorgi Knootewoot

    Operation Farmland Mod

    Thx mate.
  21. Gorgi Knootewoot

    Operation Farmland Mod

    I tried it with ECP (which i prefer above FFUR and Y2K3) and it is great. I have ECP with texture upgrade and modulsky and it looks awesome. Zombies FTW pro's: -easy to use -lots of zombies -game logics which allow to attack players instantly -spawn points which are placed as units -prostitute zombie -random zombie faces -fast and slow (i prefer slow) zombies con's: -none I do have one question... If i want a slow zombie 3 to spawn, how do i put that in a trigger. I need to know the zombie's names... I always used the code... For example
  22. Gorgi Knootewoot

    Operation Farmland Mod

    Because i worship you i uploaded it to my webspace HERE is the link.
  23. Gorgi Knootewoot

    Operation Farmland Mod

    Where, where, wheeere
  24. Gorgi Knootewoot

    Operation Farmland Mod

    They better release it today, else my weekend is ruined. I don't like dogs anyway. I just want a horde of zombies chasing me and i have to survive. Woohoo
  25. Gorgi Knootewoot

    Operation Farmland Mod

    a few more hours I can't wait
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