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Ianing

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Everything posted by Ianing

  1. Ianing

    Any Good Zombie Mods out

    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.
  2. WOW! That is awesome. Plus this time he does not run! (as much)
  3. 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.
  4. It is working now. Thanks for all the help.
  5. 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.
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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.
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