Ianing
Member-
Content Count
10 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout Ianing
-
Rank
Private
-
Is anyone currently hosting Scott's zombie mod? The only link I found (The one from the unified zombie mod page) leads to "http://www.ofpcentral.com/pafiledb/pafiledb.php?action=file&id=89". Unfortunately that page is now a www.appliedsemantics.com search page.
-
WOW! That is awesome. Plus this time he does not run! (as much)
-
Zombies have been getting shot in the head a lot longer then RE has been around. Head shots is the number one thing I am looking for. Also I wish there was a way of keeping them from walking/attacking through walls. But I think that is a general OFP issue. I think the scripting so far is great. I dont think there is much more that needs to be down to make it complete. This mod has been a ton of fun for me and my friends the last few weekends.
-
Questions on unified zombie mod
Ianing replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
It is working now. Thanks for all the help. -
Questions on unified zombie mod
Ianing replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Ok The problem is with the "Condition" field. If I removed "NOT(alive P1)" and put "this" in it worked (The text effect I had showed up). But I can not put "this NOT(alive P1)" with out getting a error. This is outside the area of zombie scripting. But any help would be greatly appreciated. -
Questions on unified zombie mod
Ianing replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Ok I will try that thanks. I had it over the spawn marker so when the civ respawned I thought that would of activated it. -
Questions on unified zombie mod
Ianing replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Put it in the script that respawns the dead player. Just after the createunit command that respawns. That will do the track. remember, Player is a different object for each person's PC. Using gblAllTargets=gblAllTargets + [Player] never works in MP. Hi. How did you fix this problem? I just ran into it. I'm not using a script to respawn the players. I'm just using the description.ext and a marker. just make a trigger with con:NOT(alive P1) on act: gblAllTargets = gblAllTargets + [P1] and put in the countdown thingy (the time it takes to respawn )+ 2 seconds , so it activates AFTER u respawned... I tried creating the trigger. But it is not working. I dont think the trigger is even running. I added a text effect that should show up if it works. Here is a copy if anyone wants to look at it. test6.zip -
Hi. I have been working on trying to get respawn to work for me for the last two days. I have gotten it to work once or twice But I can never repeat it. My goal is to get civilians to respawn but I will settle for west/east. First off what am I supposed to put in the description.ext file? I have seen Respawn = 3 Respawn = base; Respawn = BASE; Respawn="base"; And any combination of all those. The second problem I have is, does it matter what the marker is as long as it is named respawn_west? Does it need to be "Respawn_West"? Does it need to be Icon, Empty? Do you also need to put "Respawn_West" in the text field? I have already searched through these forums and found many diffrent topics but they all have diffrent answers. I know you cant respawn in the editor preview, so that is not the problem. And I was reading in the "uber editor tutorial" that there is a method to saving the map and adding the description.ext to the mission folder could that be the problem? All I ever do to save it is Export to multi and then I place the description.ext in the corresponding folder in \Users\name\missions. Any help would be greatly appreciated. Thank you.
-
Questions on unified zombie mod
Ianing replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Cool. And if I turn up that cutdown a little I can give them a little bit of a safe time if need be. Thanks. -
Questions on unified zombie mod
Ianing replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Put it in the script that respawns the dead player. Just after the createunit command that respawns. That will do the track. remember, Player is a different object for each person's PC. Using gblAllTargets=gblAllTargets + [Player] never works in MP. hehe, fixed it, thank you! Hi. How did you fix this problem? I just ran into it. I'm not using a script to respawn the players. I'm just using the description.ext and a marker.