Kamikaze189
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Yomies work in MP fine. You just need the description.ext from his sample mission in your mission. (It has certain parameters needed.) And why would you need to spawn them without the markers? Perhaps you could use the NEM or NEM_LOW zombies for that?
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I've found out the reason the yomies weren't working for me. You need to have the description.ext from the sample mission, or something of the sorts. Once I dropped that into my mission it suddenly decided to work. So for the next "_yomies_basic_template" it might be a good move to keep the description.ext in there by default.
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I'm still not able to get them to attack using either v1 or v2. I've also tried the Gamelogic Server, but still no luck. The zombies walk around but they won't attack anyone... I'm wondering if I'm setting up the spawns wrong. 1. I place a marker on the map, 2. ellipse it 3. name it "yomie_spawn" 4. in text: [50,'C',INFINITE] Is that all right?
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These yomies aren't working in my lan game. All I've done is used the template (tried both versions) and placed a "yomie_spawn" marker. Notably, it works absolutely fine in the editor preview mode. Zombies chase and attack, but when I try it on a lan game, no success. What am I doing wrong? Or are these not intended for online use?
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For whatever reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.) Kamikaze189 How do you get the script to activate im very bad with getting scripts to work im guessing i have to set up a marker and in the init line put exec spawnscript.sqs and would i have to do that for each marker I'll just go through the whole setup, so anybody who doesn't know how to get it working can have a shot at it. First, make your mission in the editor. Put in a west group of soldiers. Make sure independents aren't allied with west. Then save it, and name it something you'll remember. At this point, you need to minimize (Not close. Use Alt+Tab.) ArmA and go to your "My Documents\ArmA\missions\" folder. Once there, you should see the name of your mission. Open that folder. Create a text file in your mission's folder. Redefine the extension as .sqs. Open it with notepad and then paste the script. Save and close the file. Maximize ArmA. In your mission, place a new game logic. In the init line, it should say <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "zspawn.sqs" (Note: If you would like more zombies, you can either edit the script or exec the script multiple times... like: "this exec "zspawn.sqs"; this exec "zspawn.sqs";") Lastly, you need to place some markers. Press F6 to switch to marker placement mode and put them where you want the zombies to spawn. Name the first one "zspawn1" and the second "zspawn2". (Note: You don't have to place all three spawns. You can place only one.) Set them so they are ellipses or rectangles, and modify the area they take up. This is the area the zombies will spawn within, as you can guess. Then test the mission. So... that's how the script works. If you have any more trouble, I can try explaining that part in more detail.
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Max grooup coujrent is 144. So I have to find a way to clear the dead zombies out of the groups... or are you saying it simply cannot be done? Well i dont know what happens if you keep recreating a group with the same name like you do, but you could just use a dummygroup and spawn them all into that group. (You can have an unlimited amount of groupmembers, or at least alot more the then amount of groups). Problem then is that when 1 zombie spots someone all his groupmembers will also know about that target. I guess the best solution is to keep it to +-6 units per group, i guess you could find the nearest zombie using nearestobject, count the amount of groupmembers, if its less then 6, join that z, if its 6 or more, join grpnull. On the other hand, maybe you reached the max amount of groupmembers per group. (I guess you could hint format the amount of groupmembers to see it the group is filling up) EDIT: In the mission editing section you can find more help i think. Ok, what do you mean by using a dummygroup? Using a zombie which is already in a group on the map?
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Max grooup coujrent is 144. So I have to find a way to clear the dead zombies out of the groups... or are you saying it simply cannot be done?
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Okay, here's a spawn script. It works for up to three spawns using markers labelled "zspawn1" "zspawn2" and "zspawn3." It uses the Low requirement zombies. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; ***************************************************** ; ** ArmA Script File ; ***************************************************** #create ~0.3 _grp = createGroup Resistance; unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn1", ["One","Two","Three","Four"], 50, "FORM"]; [unit] join _grp; unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn2", ["One2","Two2","Three2","Four2"], 50, "FORM"]; [unit] join _grp; unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn3", ["One3","Two3","Three3","Four3"], 50, "FORM"]; [unit] join _grp; ;unit move position player; ~0.1 goto "wait" #wait ;waits 10 ~10 goto "create" exit For whatever reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)
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*EDIT* I'll post a .sqs to use in missions so we can spawn zombies... once I figure it out.
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It seems to me the "new old" zombies bunch up more than the standard ones. Anybody else think it looks that way? It's not a show-stopper, of course, but a minor inconvenience. And it could be happening with both zombie versions. Anyway, I still prefer them over the standard. I barely notice any slowdown now.
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I haven't tried the new release, but it's on my things to do. Thanks for making it, ofpforum!
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I'd also like to have an older version without the lag. And spawn points... but I imagine I can do that myself somehow. If anybody knows how to make units spawn, just something simple... like if you're within range of a trigger, I'd love to know how.
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Charonos, do you have any plans for the respawn system using game logics? It'd be great if you made those, but if you decide not to then I'll stop bugging you about it.
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The spawns (I imagine) would be similar to the ones used for the OFP zombies. Basically, you should make game logics that you can place in the editor with ease. Like: -Quick zombies --Spawn 5 every 30 seconds if enemy within 50 meters --Spawn 5 every 30 seconds if enemy within 100 meters --And so on, as you think would suffice, and with different times, different amounts (or just stick with one zombie and make the respawn time really low), and distances if you would like. -Same, but with slow zombies It would allow map makers without much scripting experience to make some better maps. Anyway, if you have any more questions about it, I'll certainly reply.
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Any news on adding spawners?